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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Closed. Posts under review. I must remember everyone about the Tribunal rules. 1. Thread maker 2. Involved parties 3. relevant media to the situation being presented 4. everyone else not involved in the scene with no relevant information, please abstain from posting.
  2. I must "thank" to everyone that managed to turn a Suggestion thread into a National News thread. Closed.
  3. One thing to remember is that the majority of NA players, active and inactive, are not your usual MMO crowd - fairly linear on rails coop/pvp/pve experiences - but a healthy mix of naval historians, wargamers, simmers, ego shooters,..., at extremely widespread levels of commitment. Some things are obvious, like GUI, there's no discussion on that. Other aspects not so much and might fall into individual expectations. Hence one liners might not be as helpful as some put it, other than simply providing a statistic that some individual is "pissed" about something. - but - Discussions about the negative aspects with specific topics being presented, and obviously being countered and shown as maybe not so negative, in a wider audience sense, do help. Healthy exchange of playstyle aspects for example can also showcase, to the devs, how some changes have been received in the OW by all and not only one or two types of players.
  4. Hello captain, Can you please specify which outposts and ships, and the last time you had them versus when you noticed them disappear ? Thank you.
  5. I agree that wanting to put pieces on the table that are not covered by the rulebook is definitely an arbitrary ... thing.... Kind of, at the extreme, Gamer 1 - "You do what ? Drop supplies where... !?" - while looking to a 1815 Waterloo - Wavre tabletop battlefield Gamer 2 - "My biplanes will fly the supplies in there..." - grins and points at Grouchy HQ. ( in any case there's plenty of repairs being sold in all neutral towns i've entered. I have a choice of taking the repairs myself and supply the naval base or buy them from there. I do have to make the choice and not have a teleport make it for me ).
  6. @Rigs The "unwanted" is not a problem, it is a consequence of individual captains own risk management not accounting for the OW unknown. Hence the example I gave breaking down the planning in the "long run". No sprinting, but rather endurance marathon, building strong foundations for successful and pleasing age of sail simulation. If you think hard about If there would be only pvp, in the open sea, if both parties want then the amount of battles, generated in the open sea, would be close to null. The huge chunk of playerbase that does play the best age of sail game in the industry due to wanting to "impersonate" a privateer, a pyrate, a rum runner, and which has no interest in Trafalgar would be left out with no access to player to player interaction and be relegated to - duels or versus environment. Regarding the new players, I firmly believe the reinforcement areas in place now do take care of it at deathstar level. so that is out of the way.
  7. Just an observation that might be overlooked - A Raider still has to bring the prizes back to its haven, there's no guarantee of success. The prizes can be recaptured. In one moment a trade raider is the shark, the next moment he his simply a "stolen goods" hauler.
  8. Maybe I did not refer it was with limited time. Each session being 2 hours. Doesn't matter is it is one session per week or one session each day. The playstyles are really diverse and they conflict with each other in the sense that... pvp erupts. PvP, universally, represents player to player interaction, whether wanted or unwanted by any of the players partaking in the action.
  9. Thank you for the answer. Though it is a individual exposition of what it means rather than a universal definition of "meaningful PvP" ; that encompasses all major playstyles ? ExtraCredits made a interesting episode about this. Planning objectives by session, end session when objective is done and that setting strenuous unrealistic objectives results in less than optimal quality of individual gameplay. Let's break down a normal weekly cruise involving a expedition to a distant region, by a group of 5 players. Let's assume 2 hours ( commonly assumed as the healthy measure of time to spend in any one game non stop ) Session 1. assemble convoy with supplies for the week and weekend. Craft all needed, do some local trade runs. Session 2. sail together to the destination. Adjust for the unknown. This can be OW encounters with raiders or friendlies needing help. Session 3. Scout the area. Find the trade routes. Make your presence known by engaging ANY enemy shipping. Session 4. Carry on fighting the good fight. Session 5. End the cruise and return home with spoils and tales of victory or defeat. If everything is teleported everywhere at anytime two things disappear, given there's no more need. One being the logistical planning of the sessions ( the further away from home base the more planning is required ). Second the OW encounters, the chance nature of the OW unknown - who might we bump into - whatever nature of the PvP. After all the simplest definition of PvP is that - player interacting with player, each with its own intents. Snappy salute !
  10. Can you define "meaningful PvP" as in a universal definition, not as a individual opinion. Please. Thank you.
  11. Took the liberty to rephrase. There's a very distinction between losing and not winning.
  12. I guess the choice is, undoubtedly, there all the same. The same way as you broke down the options you have when starting a cruise Transport, hostility, coast guard, etc... aka. target for today !
  13. Ah, I see. Another type of cruise undertaken quite different from the previous one, and with a specific objective set for use of the ship. Great. Thank you once more for answering.
  14. Thank you for answering. I see a good reason for choosing that over the other options you had at that particular moment. If I may ask another question, what did you do the next sortie you were able, from the options you had ?
  15. Why did you choose the transport duty over the other options ?
  16. Several times in Combat Discussion. The long range fights and that the repairs new model would promote the fight close range to make it decisive. Which is true.
  17. Bring a naval tune prior to 1820 that relates to Kingdom of Prussia or even Brandenburg-Prussia or GTFO.
  18. Spanish doubloons clinking is music to my ears.
  19. It is my pleasure to inform that The Prussian Navy Ministry and West Indies Office did conduct negotiations between private investors and independent captains, formerly known as been flying the black, as to form private companies, read privateers, to engage in trade war and otherwise enforce Your Majesty vision of the Caribbean. As such the cooperative under the Sea Rovers has signed for a campaign under Your Majesty indirect auspices, in direct influence with your investors, which shall remain unnamed.
  20. Quite good patch for the general good and measure of comfort. Will be interesting to test the ramming - as usual it is of the best interest of everyone to test and report odd situations. Battle XP versus Prize money change is one of the most requested changes since "hardcore" patch. The Tow limit is a good compromise. And the nations mechanics for the new powers look interesting. It means they can be "defeated out of the map" back to Shroud Cay, correct ? Wonder if it would be possible to have the same for all of the nations, test wise, in the short run
  21. Thank you for the kindness. Moderators are around. Personally I'm involved in story telling projects ( pen and paper rpg ) and my own tabletop game design at the moment side by side with a big IT project here at my office, so time for Naval Action got severely reduced. But I keep tabs with the stuff going on.
  22. Add a "destroy" option. Let the redeemable list be clean with only the Yacht ( if that's the case ).
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