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Everything posted by Hethwill, the Red Duke
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Is this one of those discussions that will end with a dog eat dog situation ? There's no burning bridges, there's no faults, hell there's no nothing except a battle of trenches. Some sit in muddy holes, others wade across the mud. Some look at frontlines and see they control a map, others see there's a lot of combat force behind enemy lines. No side can ever win, will be eternal war until exhaustion or boredom So, stop acting like you own the game or server, all of you, because you don't. Pointing fingers and crying wolf doesn't help a single bit. Best updates were land in battles ( including in PBs ) and the 1 dura test, imo. Both transformed the game. All the rest is "expendable". Think about this simple thing - player made politics is good, is sandbox. - player run economy is nice, but it lacks interaction with the system - notice board, issue 'missions', etc. - player limiting others to access to "full" game is not. There's no dynamics in ranking ( or not ). A Rear Admiral can fill all in game when in truth he couldn't. A RA was expected specific station for his rank not act all brazen sailing the world in a pleasure Yacht while stealing poor fisherman, Now... is this server related ? No. Plus it is a symptom, not a reason.
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Gold share per crew = Pyracy measure of success ( can go up now, will hit rock bottom later ). Anything else is simply fantasy.
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We have no complex wind/rig, no crew quality ( btw US was second only to Denmark during 1812 war ) and many other real life elements that the game does not aims to mimic. Throw F11 coordinates, real time player position tool and radio comms in all ships ( all short wave that can travel 'around the world'), also add bot sentries relaying through the player own infrastructure or through extra game third parties, which do peek into all telegraph messages being printed... and yeah... ... suddenly the simple becomes a lot more complicated. Chases like the "Long Chase" that can be found in all 1670 - 1820 Naval Action time frame. It is not ONE unique situation. All suggestions welcome. Given the above it is a question of selecting not the best, but the less worse. What is better or worse in all RoE/Battle Exit situations we tested ? What makes this one especially interesting ? Does it consider ALL potential playstyles ? All types of ships ? How does it deal with "RL" communications players have ? How can it be broken ? A lot of these quantifiable factor can be weighed into all suggestions, so better keep the discussion focused I like the distinction between the Attacker and the attacked. The responsibility is on the Attacker and he will not be under the same circumstances.
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All suggestions are welcome. Fights of the era could easily last hours as easily as they could be over after a first broadside. Average traceable was more than an hour and less than two not counting running engagements, which drifted some 16 hours of chase. Hence why we have 90 minutes (?). Maybe just a coincidence.
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We are back to the same beach as long ago, believe it or not this ain't new. This is by NA test standards quite "ancient". The hamsters keep running the wheels and we bouncing the same systems again and again. And no sooner we will be going through the *gulp* positional join circle all over again With the new improved coastal areas and reinforcements, please just please let us return to the most interesting RoE tried - the large circle what we see is what we get. Re-introduce Signal perk equal to reinforcements always open. Defender has the opportunity to either use the Reinforcements or wait for someone to see the Signal.
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@Peter Goldman I think that's where the Battle Group idea comes in, maybe ? With minimum composition, for example. And Flag being carried by the Admiral of the Fleet ? Why not the assembly of a Battle Group ( technically a flag in itself ) should not be done with war supplies ? They are going to war. They need those supplies. Summing. Battle Groups ARE the flags. Battle groups cost War Supplies to assemble.
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The old adage "stick to the capital" must be broken if the protected coastline is to be used. I do suggest that upon creation of character ( this means turning all possessions of old accounts into redeemables ) the players can select their starting port instead of being forced to the capital, from a list of 3 to 5 possible ports. More, and this will probably be met with resistance by some but, in all the Protected coastline - allowance of shipyard, 1 per region capital. - allowance of Workshop, 1 per region capital - no other production buildings. Return to player contracts. But in the unProtected middle - Company controlled ports can be used for production buildings, with the present limit of 5 per player. - Grants shall be issued by the Company officers to Nationals ( land permit item soulbound to player upon crafting ) -or- automatically granted to all Nation players.
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News Flash! Denmark Pearl Harbors France
Hethwill, the Red Duke replied to Slamz's topic in Caribbean News
Both captains are different names, different nations, different clans. They are two distinct entities in the game world. That is enough for me o7