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Everything posted by Hethwill, the Red Duke
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Number 1 - System is modelled for multiplayer - by cooperative crafting or trading. Not one player produce it all. Number 2 and Number 3 - Magazines are modelled per ship in the correct locations. Plus each battery has its own setup of charges, so fires start when these are hit and fire spread is modelled, same as sudden explosions.
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Pimp my Crown and Anchor
Hethwill, the Red Duke replied to z4ys's topic in Current Feature Improvement Suggestions
Agreed. Although Tea can be a substitute, at Commander's discretion.- 27 replies
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- gambling
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Pimp my Crown and Anchor
Hethwill, the Red Duke replied to z4ys's topic in Current Feature Improvement Suggestions
No Gambling allowed on Board of any commissioned vessel sailing under Navy command. Dunno about them pyrates but plenty had anti gambling articles. But... prayer was ever present in ALL vessels of the age.- 27 replies
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I mean, the gold you pay is your ship, your repairs and play the game, pay in time. Human made inflation of the modules prices player to player is of no consequence, machine wise. It is our own doing so it is not quantifiable. It is zero, because statistically ANY player can, at any moment, get any module using the "play the game" mechanics in place. Hence zero cost. Forget player made economy.
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Just a off topic note regarding that. There's no cost other than playing the game at this levels - kill AI in OW - kill AI in epic events - loot Treasure Fleet wrecks - retrieve Empty Bottle ship wrecks - loot them in PvP sinking player ships Mechanics "is" a machine. Human concerns are not visible hence cost is technically = zero.
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Well spoken sir.
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Sure. We've seen it. And raiding was good that day ! And it is not about making the port more valuable. It is about making the port important and not simply a depot for contracts and tax inflation, as one of the subsidiary factors of the mechanic.
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"When the Royal Standard only is hoisted any other flag or broad pennant is to be shifted to another mast or to an inferior position or to another ship as the case may require, or in accordance with The Sovereign's pleasure. The masthead pennant is always to be hauled down when the Royal Standard is hoisted." But yep, for gameplay visuals, sure thing, a fore mast pennant being the fleet ( clan ) one.
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let's stream NA - shows gameplay - shows epic combat - shows the "caliber" of the community ... ooooo....kaaaay.... Best of luck. You pay no honor to the best part of the community, but I respect your streamer style and the audience to boot with it. Both make a great pair.
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I don't think anything is being taken away, just requiring more stuff in the hold. At least that's what I start to understand from the suggestion. The ship designs remain and can be fine tuned at will.
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I thought about that but disregarded that due to several factors, in importance order - gameplay, RL examples, competitivity.
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To mimic catastrophic change of authority upon a colony, I suggest that a Port goes under the following when it is conquered. 1. all ships being sold in the port are removed from the lists. They are not "stolen", they simply removed. Original owner can retrieve them. Kind of a "ship impounded" situation. 2. all Contracts are automatically removed from the lists with correspondent partial item quantities being "fulfilled". Example, a contract for 1000 Bananas that is yet at 300 out of 1000 will be removed from the lists and the contractor will be informed his contract has been partially fulfilled with the 300 units. These must be claimed, same as a fulfilled contract. Pros - new owners of the port hostile trade "take over" - more fierce defence of clan holdings Cons - ship business away from Safe Zones and Free Ports
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If your values are correct it looks okay for such a heavily equipped ship designed for purpose. Just a matter of putting more repairs on hold ? While I suggested a counter to be 50% increase of cycle, by reading the examples being put out I say I start to understand the why of the 100%.
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[CABAL] Recruiting
Hethwill, the Red Duke replied to Ellias's topic in Guilds, Clans and Trading companies
Good luck fellows. Knowing some of you from other instances I must say all the requisites put up make 100% sense. Best of luck and see you out there. No mercy given, none asked as always. -
Hard caps on stacked boni
Hethwill, the Red Duke replied to Tom Farseer's topic in Current Feature Improvement Suggestions
Exactly. Maybe a tavern talk of "basic cutter" captures screens would simply dispel this myth. I tell you that absurd amounts of teak have been seized from basic cutters coming out of Blondel through the months let alone books and modules in other places.- 19 replies
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Just to point out that everything - really! everything ! - favours squadrons more. While the immediate perception is that it lays an additional burden it can also be discussed that it creates a useful way of guaranteeing a balance of power, through logistics, to the ships we put at sea. A frigate, with enough minor upgrades, mainly basic ones, will require just normal logistics. A truthfully major Grand Fleet, fully arrayed for war and invasion, requires immense logistics. Funny thing is that this is simply put - repairs. There's no need to sail more, just to load more in the hold. As a secondary effect that I notice, any stacking to achieve major results that might overpower any opponent in 80% of cases, and even ensure avoidance of combat in 99% of them, will be balanced by player own choice of sacrificing long cruise for performance - what you point out as returning to port all the time - or to setup for longer cruises with unknown encounters, in which you will sacrifice meta performance for the ability to survive longer at sea. That's non basic modules - 2 hull modules plus 1 rig, if I understood what Z explained above.
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