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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Of course. It comes down to the choice of the player. Will he save time and risk a AI voyage ? Will he do the voyage himself and ask a buddy to escort ? Will he place a contract and wait time ? Choices. Consequences. Reward. Risk.
  2. I know I won't be able to do everything in one day. In one week. In one month. Will plan cruise by cruise and definitely will rely on others for sure. Planning outposts is also a skill almost as important as hunting.
  3. Contract says deliver 1000 units to a port where someone will buy them at the Contract established price. Can't get more simple than that. Guess if you take up the contract you are expected to deliver within X days. Insurance ?... that's a loophole in MMOs unless it is 100% insurance in advance.
  4. Contract for 1000 units. Your cargo hold is 500. You make 2 trips. Also, as a trader fulfilling a contract you can try to hit a profit in the market. Buy here, sell there.
  5. It won't stop sea rovers, that is for sure. Sail up there with a raider ship. Do yer deeds. Take what you can, leave nothing behind. Only need one ship and a market to make the stolen good disappear.
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  6. Buy Contracts put by players dynamically generate Delivery missions.
  7. Funny thing is I saw a Surprise, near Camp-du-Roy, going on course as all the placid AI does and suddenly reversing the course and pointing towards somewhere else. Was... a novelty. Not sure if intended or a quirk. Sadly wasn't recording.
  8. Hope the chat decision might be averted BUT in any case put a contract up. Will work.
  9. You save time but you risk loss. Pretty balanced outcome.
  10. Consequence gameplay versus reward gameplay. Decision making experience versus instant gratification experience. Two completely different designs, for any game type in any media support, which can be compromised, but not with "armies movement" as being inexistent. Even truly symmetrical and dull games like chess do have speed, distances, and planning accordingly. Teleports can be a good idea if they do not break the flow of the age of sail experience at all levels. Trading, raiding, squadron engagements, wargame Conquest...
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  11. I give the points to Intrepido due to the shallow port Conquest. So, unrated vessels and traders seems like a truly balanced compromise.
  12. Makes no sense to me. A wing standing on the high perch will take the initiative and engage the interceptors before they can get close Let's get back on track. - I suggest Teleport only to Outpost in Region Capitals - aka. "naval bases".
  13. ... and good fights to the escorts. Traders always attract trouble. Any PvP junkie should escort traders. More so after the wipe where voyages, not teleports, are paramount.
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  14. Organic depth of port with rate limitation. No parking of SOLs ( 1st, 2nd and 3rd rates ) even if in fleet.
  15. I am all for true navigation with a purpose - a opposite mindset to the "i only play because..." - it is the experience, not the game. I also agree that the compromise for the ego-shooter-fast-action types can be reached but not as you put it - carefree teleport to any national port. In my view, conducting offensive operations must require planning, not a outpost-and-forget. Hence, teleports limited only to Regional Capitals with Outpost. Regional Capital become Naval Bases. Other ports, even with outpost would not be open to teleport. Still I will side with some fellow players in testing once more the complete removal of teleports.
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  16. Fleet One not mandatory at all. Good old sea rover adage - Take what you can. Battle of 1v2 - 110/30+40 yielded 3 PvE Marks.
  17. You get the ship, if you have a fleet perk, and the cargo/repairs, etc. So the decision falls into you, either you destroy or you capture, each with its own reward. Ran a few tests and both are equivalent. Cargo captured gives more income. Sinking gives slightly less, depending on BR divider, but yields the XP.
  18. Both. Maybe reset characters in testbed and do not redeem any XP to test ?! Hard to spot when running Rear Admiral
  19. 5v1, one gets the kill, the other 4 will receive xp according to their participation and in relation to the target ship. Meaning a Snow will yield the same in a 1v1 or a 5v1. If I-m not mistaken, but you can test it.
  20. That is correct. Would be an additional port. I pointed Dariena due to already being in place for the starter region if this ever came to be. Despite the successes or failures the Swedish holding vs the Scottish holding is no different it its root, just the direction it took. If i'm not mistaken the Swedish crown even "forbidden" at a point the emigration to the new colony ( amounted to some 600 - 700 souls ). Hearsay was that gold and silver abounded when in reality it was very different.
  21. Yes, I know Carry on.
  22. They might need to work with the other players whenever they can. I hope to see the Contracts put up by players generating Delivery missions for players as well. So it comes down to the trade to find the best buy deal to fulfill the customer and make a buck.
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