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allow repairs to be in hold of a towed ship


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I would like to respectfully ask this question why are we not allowed to tow a ship with repairs in the hull?  How are having repairs on the ship different than having cannons? I think it would be a nice improvement to the daily tow if you could at minimum put 25% of the hold capacity in repairs.  I dont think this would give anyone an unfair advantage due to the fact you can only tow one ship per day. 

If anything it would get players out to sea faster and would help increase the chances of open world PVP fights. Since the time wasted sailing repairs to a distant outpost to supply warships could be used sailing in a war ship looking for PVP. 

 

Respectfully

Fat Thor 

Political Commissar of the VCO Soviet    

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The idea is that a nation or group can't capture an outpost, and then tow a fully supplied fleet there instantly. Its true that only a couple traders stuffed with repairs would be enough to supply them all, but they still have to make that trip. I know I personally have intercepted several of these traders, and they were always a nice surprise. 

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I disagree,

And I disagree because it would yet again be a way for people to have ships out of the OW that they wouldn't want to "lose."

It sucks getting your trade ships attacked and tagged, but that's part of the game. a T.lynx can move 500 repairs no problem, and pretty much be invulnerable to anyone tagging it.

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This has been brought up before a couple of times. 

Even at 25% if one person of a group decides to move an Indiaman as his choice (for that day) that results with 1000 units of repairs. That is enough to do a hull, sail, and crew repair on a L'Ocean 24 times or a hull repair alone 58 times. Before when the amount of repairs need for one cycle was a fairly massive undertaking and ships if they were lucky could carry 5 of 6 repair cycles the argument of moving repairs made more sense. Now it is as Teutonic said, get a T-Lynx and move enough in one shot to support a fleet a few days.

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I'm in the repair business.  Creating an environment where players need repairs is good for me. 

Assigning one member of a clan the job of delivering repairs, is good for MMO style gameplay.

If the Devs create mechanics to eliminate all scarcity, the game becomes static, and less interesting.

 

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Many groups, and also solo players, take on the playstyle "live of the land"; meaning they will fight and survive with what they can raid from enemies holds, and hitting a unescorted, no guns mounted, transport of repairs supplies is a gift from heaven.

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Sometimes I want to tow a ship with repairs. Yes sometimes it sucks, that this doesn't work.

Only sometimes!

For the game it is better that you can't tow a ship with repairs or other hold. We had this option 2 years ago and we had the instantly towed, full fitted fleets like EliteDelta told. These full fitted fleets had the result, that attackers had such a big advantage against the defender that the game stuck in plenty actions. 

It's fine that we can't tow ships including repairs or any other hold.

 

 

Edited by HamBlower
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5 minutes ago, Hethwill said:

Some, but not all, sail with escort friends and some even, but not all, equip guns on the traders.

:) 

Thanks for your advise. I know how to get my shit together :)
 

Nontheless it would be more convenient to be able to tow a ship with a certain (small) amount of repairs in it.

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It's also a mater of time you know. Game is already a huge time sink. So any effort to not waste people's time to an extend should be supported :)

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I would be just fine that it isn't possible if it wasn't for tows already existing, and ships being redeemable. It's like we'll look away for everything else but when it comes to repairs we have principles to uphold!. I'm not seeing the consistency with that logic.

The majority of ports have no player market in them. Nothing thus far proves to me restricting repairs from tow is going to mantain any aspect of the game that hasn't already been broken. Simple fact, if hauling repairs around was a substantially meaningful part of the game, pre wipe would have shown it, but pre wipe showed that like always, when it comes to hauling neccessary goods around the map, not enough players want to do it or feel it's worth it.

What happens is ports go without neccessary consumables to have pvp. Content is starved in these areas because having no repairs is like not having cannons or not having a full compliment of crew on your ships. It's of the utmost importance that ships carry repairs yet it's not worth the headache hauling repairs around just to have them eaten up immediately by alts and smugglers if priced reasonably. 

Edited by Slim McSauce
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4 minutes ago, Mrgoldstein said:

If their are no reps in a port i sail amd hunt without reps, just as in the past it would be abused, thr crafting reps market will collapse its bad for the game

I'd throw 4000 reps in an indiaman and tow all the time!

I would use the same tactic to move resource around and anything around. 

 

Towing ships with guns is already good enough. That should be it.

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