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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Lots of time meaning what exactly ? I support a more sim-like version from combat to economics but lots of time can be compressed in playing non stop 16 hours a day ( like some streamers I've seen ) or doing the same 16 hours across two weeks. Is there any difference regarding the end result ? Question is regardless of Durabilities which personally I would like to see done in three steps: 1. Change the exit battle to Teleport to nearest Outpost ( not friendly port ) so a player always has a ship at hand and not be forced to sail back to grab a ship 2. Fuse Modules into ship crafting or Specialist crew / weaponry ( marines, extra muskets, swivels, etc ) and remove the "need, want" rare card in exchange for asking crafters for more specific builds. 3. Wipe all assets. Test 1 durability over a clean world.
  2. Agree specially on the last two points. What would be a good tutorial ? A Command Ops 2 style -or- video tutorial series like Slitherine does ? Or like Flight sims usually have both, e-paper and video. ( let's discount a scripted tutorial for now )
  3. Regarding Sails each canvas area is a unique entity. There's a point where one of the areas is so damaged, visually it will show in tatters and it will take no more damage. So 100% is the sum of all different canvas %% and not a one value. For the cutter you have 5 canvas areas, each with its own use in the wind. Practice chaining different areas so you affect particular sailing attitudes - example in the cutter, the triangular ones up front is what pulls the ship into the wind and across it, so if you focus them you will cripple that particular capacity.
  4. Indeed, it is not... enticing and visually cueing.
  5. It is quite a good discussion point and we should really have a thread about it. The learning curve is very steep up to corvette able ranks, after it really gets really smooth and attention can be diverted to the other game mechanics. Maybe the schooners and brigs are less stable gun platforms than the 1st rates ? Also the first ships are schooners which suddenly jump to square rigs. But back on topic.
  6. While it is good feedback, and it surely helps as it gives a very focused view onto the Conquest driven groups, how can you measure another player fun by your own standards ? I see way more positive experience in the game, for a couple hours day in day out and a full evening once in a while during a saturday. Game surely provides for the "play all day" and the "play once a week" players.
  7. I agree that the players that focus on Conquest do have lots of fun every 2 days if not everyday considering the alliances and support to allies. Was glad to participate in the 2 screening actions at Morgan's Bluff and Ays. Was a good change of pace from the hunting cruises so I must thank to the Hostility squadrons out there for making it possible. As with any game there's levels of involvement. Conquest requires a good deal of planning and hours spent. Given the population i'd say it is not even a fifth of the player base which is involved in Conquest actively, every day, driving hostility, planning port battles. But also the groups, clans, nations that organize themselves to do Conquest are a great asset to the community, I simply see that they are not the only thing that matters. My suggestions for War Fleets are actually to put the Clans at a level of importance and planning and driving the wargame I am sure if they ever get considered it will be a game changer, not limiting anyone but providing good clan tools. A statistic out of my cold coffee is - 80% of playerbase never player on a daily basis but nonetheless they play whenever they can, once or twice a week for a couple of hours running some missions. Snappy salute !
  8. I did have the impression NPC br doesn't count anymore.
  9. As Devs usually say, memory can be short. A lot of things that might be buried in old announcement thread might hint to a lot of the changes we see. There's reactive development and then there's the long run vision where mechanics must be put in place so the ones being planned in the future will fall in place as expected with the less reactive hotfixing/balancing as possible. Nothing is being taken away, really, except motives to Surrender. That is bugging me a bit. I hope we still see proper crew morale to affect the entire combat and not only the boarding.
  10. Oh I agree with that, it is not like we have a win button ( but I Pray a lot out loud ) and ambush simply happen. Actually most of the times is really the trader that puts himself into hard spots with unfavourable wind, or trying to run a gauntlet or simply going out of port without even looking around, doing the same route over and over again, etc...or like sailing afk Harmless schooners are a menace. When social was up our kraken death squad of Pickles ( 2! ) had to be driven off by a flag squadron of eight frigates and heavy frigates ready to serve King and Country. Al'right then. Make Signaling and Control inherent mechanics. That way you can save your buddies in peril ( we use Signaling and only once did someone enter to save a trader...ever! )
  11. Let's change it then. Make Signaling and Control set on stone as mechanics and not perks.
  12. It is great to read from others experiences. Seemingly the sandbox delivers different experience to different players which is the definition of sandbox. There are days with very little going on. On other days is a non stop. Overall the game delivers the very basic need to make the West Indies in the age of sail with all it had - war and trade - in really awe inspiring combat.
  13. A battle where 2 ships attack 4, similar rate or the latter even higher, should stay open ? Read: 2 ships attack 4 on their own accord and risk.
  14. Not my experience but then I don't rove about in big squadrons that do nothing but make all sails vanish into port. Sailing with three max is guaranteed to draw attention... and sometimes way more than one can chew up but that's the nature of the beast.
  15. Sandbox. Set your own objectives. Develop your playstyle. Be a pyrate, be a successful trader, design ships, engage in pvp in the open seas, or fight atop a ship of the line in epic massive battles. Simply go sailing about, at your own rhythm and enjoy all the possibilities. Naval Action in a nutshell. Best game in decades. Thank you.
  16. Cap the trader and get away with it. Good raider do it all the time even facing heavy frigate escorts with schooner/brigs and light frigates, alone or in 2 ship groups ( big groups scare everyone away in the area ). If it is impossible to achieve just call the raid off. Not all interceptions will work, that's the way it is. The responsibility of keeping cargo secure is of the fleet commodore, not of the raider. Having the trader not being able to escape once he is away and safe will be a limitation which isn't really necessary.
  17. It is "just a game". It is a leisure activity to be enjoyed during the "hobby schedule". Alas I'm glad we don't deal with plexscam ... that's where the "just a game" starts to carve a hole in yer hearts you scurvy dogs.
  18. at 1 o clock. tbh seen it at first glance. but I imagine if players that do colour tinkering on the graphics adapter and then even more on the monitor might mess things a lot.
  19. Mutually exclusivity could work. Player in warship can hire trader models. Player in trader ship can hire any.
  20. You mean they are walls of oak ?
  21. Seems like a good change to give opportunity to those content creators - be it video series, captain logs, national gazettes, port battle tactic analysis, etc - to see their threads not buried beyond the 3rd page.
  22. The entire Raid business seems like a good option. Just from those 3 lines I can see that it is well grounded on historical fact, from the well known ports that served to ship treasures back to Europe to the small ones that no one hears about but that were actually the ones that had the mines of gold and silver. On top of that the "hearsay" about defenses of the ports was an essential part of raiding so we get the Letters giving us clues. It is a interesting twist that players can control the NPC fleet inside the port. I'm still not clear how it happens and where the player must be located to enter. Must he be in the Region where the raided port is located ? Can he join from anywhere ? Must he be AT the port itself ? Other than that is a course of action that might be undertaken by some smaller groups that enjoy the playstyle. Seems to me like a very good move. As with all other sandbox options... no one has to do it, so it really builds up the experience of those that do it and doesn't affect (much) those that don't - town still gets stripped of resources and other shiny goods
  23. 8. Discussion of moderation, warnings and bans is not allowed. Such matters shall remain private between Game-Labs and users. The discussion of forum moderation actions usually leads to flaming and trolling. That is why this type of discussion is strictly prohibited under the forum rules. During the development of the game there is usually no way to appeal.
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