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Everything posted by Sir Texas Sir
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I would be just happy if the dang gunports where closed in OW, if ya'll ever go back over the models that would be the one thing I change is have all the OW models gun ports shut. In battle or in port view I'm fine with them being open and I don't need fancy recoil while fighting. I'm paying attention to the battle not a bunch of seamen stroking my cannons.
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These commands should be added to you options under control/Instance and be allowed to change, that prob be the easy way to help solve this. That way if I want to do my forward 1, Port 2, Starboard 3 and aft 4 I can. Which is honestly how I would set it up if we hadn't gotten so use to 1 Port, 2 Starboard, 3 Forward. Why not just let us have Charge and Double on warships like we have the fleet 1 perk? If these where normally carried on war ships than they shouldn't be a perk, they should be a limited ammo like chain and grape (should have a limit of it's own). Along with capture ships we should be able to see the build of AI ships too, in past we could only see player owned ships. That way I can pick if I want to keep an AI trade ship or keep hunting for a certain build if I plan to use it for actual hauling or something. That is fine, but when me and you use and it we have crew in Survival we aren't going to have 100% preperation now are we? I don't think I have ever seen an AI pull and not have 75% or higher when pulled while half sunk. I been pulled by an AI that had it's lower cannons under water. For both me and you that would majority of our crew would be in survival or we would of all ready been sunk if we had them tied up else where like in boarding prep.
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When I was hitting 6th rate fleets in OW no problem destroying them with a board . The only big issue I see is the auto pull by AI by some one un prepared. If AI treat d every one as if they had DD perk that would help from so many folks loosing ships to AI that have high boarding perks when you might not. I lost a LRQ to a Reno yesterday cause he pulled me and we had close to same crew but I had no boarding mods. It wasn’t the prep that killed me it was that he destroyed me no matter what defense I did and lost crew and moral. That and AI should not be able to pull when half sinking and your pulling to loot them. Shouldn’t most there crew be in survival not board prep?
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My first complaint is with new board mechanics, if AI pulls you and you don't have board mods but you have equal crew your pretty much hello kittyed cause he will killed you down with just about every action unless you luck out with RNG on what you pick. AI should prob not pull unless they have more crew than you to make it fair for players. Specially new and casuals that won't have board mods and or determined defender perk. I had 25 more crew than AI and other than one turn I lucked out he took a good chunk of my crew/moral every action. Forgot to screen shout but will do it again with another ship if I get pulled like that. Looks like going to be putting DD on my char now.
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Battle UI Testbed - Server status OPEN!
Sir Texas Sir replied to admin's topic in News Announcements & Important discussions
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Battle system core ruleset discussion
Sir Texas Sir replied to admin's topic in Patch Feedback and General discussions
Something I thought of before about mods and thought we would get. You get 3-5 per slots right. Allow only one speed mod, reload mod and turn mods mod in the first three slots or others. Do the same with skills, but add rare books to the three. Than you have two other slots on ships that aren't normal 3/5's or fully unlocked 5 slots that can be used for others. This means you can't stack three speed perm mods, three perm reload mods, three perm turn rate mods. This will cut it down to two mods of one special type and the rare book if some one gets them so you pretty much limit on what you can stack on the ship. Others can take up a slot as for other mods that have multi skills adjust on them.- 615 replies
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Battle system core ruleset discussion
Sir Texas Sir replied to admin's topic in Patch Feedback and General discussions
I suggested a fix for this 100 times......REPAIRS CAN NOT BE DONE WHILE AT FULL SAILS. You must go to battle sails to reapair your ship. This will stop the hit and run thing folks do. Can't remember who suggested it a few days ago but it could be a tier thing. If your at Battle sails you get 50% repairs. Full sails you get 10-25% repair. Your slow/full stop you get 100% of your repair. This will stop the running and put you at advantage than some one going full balls to the walls and repairing 100% of the damage they took. Most stupid stuff I seen is a Herc take a full broad side that goes into structure and it sails away, repairs while the others play tag game. Had 5 vs 2 one day and the only reason we killed a Herc was cause I demasted one and put is dead in the water. They would just pull back after a broad side and repair. That or make it so that that much diffrent in Broad side hits puts your into a special shock that doesn't go away as fast. So your pretty much dead in the water or turning like a lame duck. A broad side that strips almost all a ships armor and goes into structure should pretty much sink a ship. And drop the super laser accurate stern guns....I mean they where ment to give trade ships an avantage and suddenly every ship had them......I think no ships should have them since game mechanics has been changed so much since that was done.- 615 replies
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Battle system core ruleset discussion
Sir Texas Sir replied to admin's topic in Patch Feedback and General discussions
While many have suggested a reputation system. That would be something your mentioning here. You keep getting a bad reputation (run from battles all the time) maybe force them to become out laws. Bring back the FFA for outlaws, have them only use free towns (no Mort that should be a neurtal zone any way for all to use). They can't do RvR and they can't attack any one in green zones (this keeps them from griefing newbies and casuals). Just OW fights and maybe limit them to only capture ships as they can't buy any thing other than 5th rates and below or something. Yes alts can be a way around this, but you could block out trade with other nations too for this class. They have an option to gain reputation back and not be outlaws or they wipe the char and make a new one and start over. (Forge papers will be a tricky thing maybe not able to use with outlaw class). Though honestly I think our combat system is fine for now, RvR needs work though. This is something we can work on changing after release and finish up other things though. As for battles I"m all for any battles out side of green zones be the old two circles. If your in the small circle you get instant pulled. If your in the big circle you get the option to join at that spot or not, this you can leave if you don't want to join the battle. What you see is what you get with the battle. Other wise wait until it's over than a new one can start with who ever is out there at that time. In green zones leave Nations side open until battle is filled on that side. None nationals side of that zone locks when battle opens. That will make it very risky for gankers and newbie/seal clubbers to hunt in green zones. Make the reinforcement ships one tier higher and buffed so if they attack a solo player they have a chance. Green zones should not be a hunting grounds. Give crappy rewards for any mission done in them and make it so you have to go out into the other ares of the map to get any of the good rewards.- 615 replies
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Walkers Cay port battle, well the US Screen fleet vs French PB fleet. 4 escaped as soon as it started, we killed the three pretty quick going after the Mortar Brig and than taking down two others. We held them for a full 35 mins to keep most of t hem out of the port battle. I think only like 4-5 was able to get into the PB. Our PB fleet was able to capture all circles and win with no issues. There was another battle out side after but I had to go, my net been dropping me all day and wasn't going to chance it again. (SS was taken after I came back from being dropped). If the French had been aggressive and turned and fought us from the start instead of letting us keep most tagged in and taking a way out number brawl they would of prob had us on pure numbers and would of been out sooner.
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Port battle alternatives for PvE server
Sir Texas Sir replied to Anymn's topic in Current Feature Improvement Suggestions
They why you have it reset every 3 months. Unless those clans are very active than they have to flip certain ports. Also if you limiti to one port per clan that gives other clans other ports to go after and you don't have one clan owning all the ports. If you want PvP on a PvE serve than we might as well merege the servers and make the GoM a PvE zone that you can leave if you want PvP by going into the other zones on the map. If you want safe grinding than just stay in the PvE zone. The problem is from what I mostly see is alot of the PvE guys want both of the worlds but none of the negatives. They want the whole dang map too. Which all ready is way to big. It could be easly done where they make France/Spain the PvE/PvP nations (maybe even GB/US if they combine them and make the US coast the PvE zone). That still gives you plenty of map to play safe in and the rest can be PvP zones for those that want both worlds. Other wise stay on the PvE serve that has no content and devs are never going to add anything to that wasn't built for the PvP server first. They just don't have the main power to run two style of games.- 12 replies
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Port battle alternatives for PvE server
Sir Texas Sir replied to Anymn's topic in Current Feature Improvement Suggestions
The map looks bad with all neutral ports, what they should allow is for ya'll to capture ports from the AI. Do the port battle just like we do on PvP server against neutral ports. Than every 3 months reset the map again . That allows for folks to own ports as clans and have a little more content. You can already enter those ports with a trade ship and if some one wants other nations to use the port than just open it up to all. Just make it where player owned ports can't gain hostility, only neutral ones. Also if the clan is tired of paying for that port they can just drop it at any time and let it go back to neutral. As with Galt there should be zero PvP on a PvE only server. Keep that to the main. Though I would be more for making a large section of the PvP server PvE only for the casuals and noobs that want to play both sides and not have to look over there shoulder for gank squads that camp capitals.- 12 replies
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This isn't good cause it's hard enough to get folks on the next day to defend and now you want to try to get them on 4 days later? This could mean a grind for a weekend port battle suddenly turns into a mid week. Not to mention how do you separate the hostility? Cause not all of it has to be from one source? I would say like I mention dropping the flag gives your 25% hostility if a flag system was brought back. Just like before you could only get 50% from war supplies, the last bit would have to be grinded out. War supplies should not be instant. They should be counted up at the hour or every 30 mins so that you can't just war supply bomb a port to keep it out of agro. I would even allow the war supplies to be dropped off once and before a window. Putting port to 25% AGRO, but if that is allowed than you can only use so many War Supplies per day before you cap out on either side. Though with that maybe have a defending port have the option to pre load war supplies on a port so they auto make it harder to flip, but after that 25% is used up they can't reload the war supplies until the next day. I would also make them so they can't be traded (that was one of the ways they where abused, bring every thing to the port, have alt make them and than trade them back to drop) or sold on the market (the other way they abused them). They have to be crafted in a national (clan owned with maybe a building?) port and shipped there on trade ships (meaning you have to escort them prob with your flag and drop them off.) Since only trade ships can enter enemy ports this will make escorting friendly trade ships more important and give them a roll more than just running trade. Make them weigh about 1500 so that you can only get 1 on a LVG or Trader Brig and two on an Indiaman. Which means you will need around 3-5 ships to drop them off and escorts.
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Determined defender
Sir Texas Sir replied to Thonys's topic in Patch Feedback and General discussions
Are tier it for the speed scales, the main thing is it's just unreal to be doing full sail repairs or hull while going full sails running. If you tried that you prob destroy your sails not repair them. -
Determined defender
Sir Texas Sir replied to Thonys's topic in Patch Feedback and General discussions
Honestly if we where to do that than Charge and Double ball should be given for free (no perk) since they are limited ammo too. I really think the perk system needs to be revamped and a lot of it given as you rank up not as a perk. Same with crafting system. Get the Master Crafter perks once you can craft that level of ships as you rank up. Getting Royal ship buidler when you hit 50. Right now crafting levels above 35 and 45 don't mean any thing other than extra labor hours. Oh and limit repairs to only when going battle sails or slower. -
On reclassing certain ships
Sir Texas Sir replied to Tom Farseer's topic in Patch Feedback and General discussions
Wasa mainliy isn't being used right now (well in the past) cause it can't be crafted and can only be gotten with PvP marks before Doubloons and high number of doubloons. It's easier to just craft Bellonas. They need to make the Wasa and La' Hormonia craftable. Just make it where we can spend more Doubloons and buy the blue print.- 18 replies
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Game inbalances or cheating?
Sir Texas Sir replied to Captain Mulec's topic in Patch Feedback and General discussions
What about the Bell Poul and Essex would they be the big boys in the light ships group than? I feel like 5th rate is the catch all class for ships. Still think the LRQ needs to be 5th rate still. A lot of ports need way higher BR's, we have to many ports with very low BR's so that only 6-10 player teams can fight in them. Most of the very improtant ports should have 25 man teams. Well unless you plan to bring all 1st rates than you prob only get about half that in there so you got to plan the BR out right. I know a lot of guys that stopped playing simply cause there are no more 25 vs 25 port battles with line ships. You could give the Connie and Aggie back there old stats that was OP back when there was no other ships in that class and bump them up to 3rd rate. As you mention make the normal frigates Indfat, Endy, Trinc 4th rates. Wappen and Inger I'm just not sure what we should do with them, make them the heavy 4ths out of the bunch? I mean we have Exxes and Bell Poule to play that roll for the 5th rates. -
The only issue I have is that Napoleonic Wars was a very short time of the in game 1700-1820 (or is it 1830?) time table? That is why I was suggestion something more like this. 1) France 2) Spain 3) GB, US (they where part of GB way longer), Portugal (since it's been brought up, but I would put them more in the privateer group cause of the Treaty of Tordesillas). 3) Dutch - I picked Dutch over the Danes and Swedes cause they had a bigger influence in these waters than the other two did. 4) Pirate/outlaws- pretty much any one that doesn't want to be part of a faction (no RvR is allowed or just allow clans to control one port only). 5) Privateers - Russian, Dane, Swedes, Poland, Prussia, maybe Portugal if not part of GB and any other nation we feel that could be added flag wise for players that want to play but don't care about RvR part and have there own national flags. If they want to play RVR they can join the Core Nations. Thus you have 4 core nations that can do RvR, and two OW PvP only nations that can not do RvR as they are the Hardcore OW PvP factions. They live out of freetown and neutral ports. I would make Mort zone a Neutral port/zone. Remember how Pitt's and opther Nuetral ports where? That any one can use including Nationals since it's the center of the mape. This is where Privateers and Pirates spawn from.
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What is a Privateer without a job? Nothing more than a pirate. We have forge papers so if some one doesn't like the pirate life they could always delete your char or guess it? Yes use forge papers to return to a nation they want to fight in the royal navy with. I still think pirates should never be a chargen faction. Privateer could be as they are a starter carrier for many young captians. Make it so the only way to become a PIrate is in game and you have to use forge papers or delete your char and start over if that is your play style or you didn't want to pay for forge papers. I would still say limit privateers to only OW PvP and no RvR to balance the game incase there are way to many Privateers and not enough nationals. This way it caters to only the OW hard core PvP players not the RvR guys. If you want to help with RvR than you can get hired to screen for nationals so they can just worry about PB's inside and not the out side part, but be warned other nations could hire there own privateers too. I would love to see a contract system something like MWO has for mercs for the privateers. For a set amount of time, lets say 1 week or 1 month a clan can get a contract (Letter of Marque) for a nation. While under that contract the can use the ports of that nation (still can't own any of there own) and fight for that nations in PB's and such, but they are only hired hands not perm members of that nation so they can't have ports of there own, just help National clans to take them or defend them. This could be a way that Pirates can become Privateers for a short time. Once their LoM is expire though they return back to being pirate/outlaws. This would be a good reason for the game to actually have a reputation system too.
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And we are suggestion dropping the 11 nations thing and go to 4 core nations and 1-2 pirate/privateer nations. We have way to many nations, some of them weren't in this time zone even involved. RUSSIA never had any involvement, Poland had some troops sent there, Prussia 200 years before had a port, but by this time had little to no Navy. So why not make all these special nations a Privateer nation for folks that want to play them? Why just Poland? Why not the other nations that aren't suppose to be here? I don't get...oh cause the few players that wanted Poland aren't active any more and it's a dead nation that maybe 10-20 players are keeping alive? I don't see why we can't combine more than one suggestion on the same basic view of things? PS don't forget to put tags in the post or Admin/Devs won't look at it.