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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Contact Admin http://forum.game-labs.net/index.php?/profile/1-admin/
  2. Nothing bad with being English flavoured after all I miss the old national RP journals threads, they were very good and entertaining
  3. It is always a tug-of-war between the drive to turn the OW into a make-believe place, with all the risk, rewards and characteristics inherent to the type of activity being simulated by the game, with its own time scales, distances of travel and the way combat situation develop; and the aversion to it all aka. "takes too much time", "it is too risky", "there's no point"... etc... I personally choose a game for what it is and for what it may become, in the case of open development early access projects. If it is "too risky" or takes "too much time" as I interpret it I wouldn't even consider it. I do not like having a acceptable, the most acceptable, simulation of seafaring life in the west indies turn into a ugly representation of it. The sea is a vast empty place but given we are playing a game the OW can be populated with SP features - there are excellent suggestions out there. Even the competitive scene is canibalizing itself... So, get back on track with the OW simulation.
  4. That's it. So a trader has 10 BR. It should work. How much is the threshold ? 1.5 ? 1.2 ? 1.0 ?
  5. Aye. A good 2017 full of new content Jeheil. As a personal thingie I would, certainly, enjoy more of it with a taint of roleplay who knows it might set a trend.
  6. I was convinced it would work like the old Socialize thing If one captain has it it would work both ways... but now...you planted doubts... Did anyone check this ?
  7. *** Ship is to be found on the docks, as per OP information. Topic closed ****
  8. Interesting enough I do use the Signaling perk now. Same as with Control. I do raid mostly solo or with a consort but testing it to see how many "white knights" come to aid the poor traders being raided. So far no dice they get left to their own.
  9. Loss must be "real". There is no risk/reward management, losing a combat is a grain of sand in the beach, to even excuse specific individual actions let alone nation wide rallying for a cause.
  10. Oh the proceedings from the raids were good enough to provide a holy season leave onshore. From the last tally of the Hyena rollcall there are a few missing and at least two are reported to have been hanged in Charleston. She's undergoing careening and caulking to make her fit and stiff for the new season. As capn' Otto says, we are out there. Maybe searching for more or less adaptation but hell, nothing compares to NA
  11. 48 hours lending credibility to the amount of effort it was to assemble an invasion fleet, let alone keep it in secret. Maybe cooldown until open for hostility should be reduced though.
  12. At 6 miles out details about sail in the distance would start to be visible. At 3000 yards ships would already be at quarters, all clear and ready for action. Same with escaping a battle with a timer as opposed to increasing distance. Credibility can be fun and open way for a more realistic approach to combat initiation distance and appropriate ship and captain disengagement skills.
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  13. Thank you for the explanation. Given the reasoning is the modules and not the ships themselves I would suggest to focus on the modules and make them craftable with a ship, meaning specific sail arrangements like better stay sails or extra planking to be part of the ship as it is crafted and not a "card" in a deck of cards. Then go as other OW RvR games do and make it one dura.
  14. As Otto asks... what is the motive behind your suggestion reasoning ?
  15. Thanks for the tactical insight. I see the shortcomings of the system. I'd let it run a few PBs and see how everyone adjusts. To be honest I see an issue with the running battles and the necessity to hold ground. How come someone exits a circle if not in a running wing ? In any case I would make the control points dynamic. Necessary to be there for them to count and award the points. If they get empty the points are removed and teams have to control them again. Would think the entire purpose of the new system would be to entice more dynamism in the PBs as opposed to the old tactical line and slug it off. But I will wait for more commanders to post their insights in here or any other related thread Just a pointer for the future, I don't bring my gaming communities into the ring when I speak my mind or search to clarify a game situation so take notice and remember not to refer to them, cheers.
  16. With all ports being different layouts of land I'd think the tactical approach to each, from the initial deployment up to the decisive losses, to be truly varied. Sinking enemy ships gives points and, indirectly, takes out opportunities for the opponents to counter the zones control. Defender has a control area initiative as I can see but how does the running away all the time relates to leaving control areas ? I would assume contested control areas yield no points for either side, no ? I'm curious about how it is working. I can see though an issue with no correlation from the PB order of battle setup with the road to the PB, kind of a BR pool if you wish.
  17. Many many snips of ideas have been thrown at regarding the raids and especially how to work something out other than flags. The Devs delivered it so far and fused all the ideas. The raids have been pointed out since a long time ago, tied to conquest and not at all, and even been suggested to be part of a conquest campaign with its own victory points. How the devs will entwine all of our suggestions is not known but for sure the more globally interesting ideas shall be put in. I can understand why many ideas are not coded in though. They disrupt the whole in favour of one group. So it is often advisable to review the suggestions we design and see how it works with all playstyles or how it can provoke unnecessary attrition. This being said raids should be one thing only but, regarding their timely use, work during a conquest window or simply be a way to undermine defenses, steal property, loot resources, and other similar appropriate raiding stuff. Raids must be annoying but not an end in itself regarding Conquest.
  18. 20 seconds in OW timescale is a huge amount of time and distance. Plus the point is not the get away, unless unarmed traders. The point is, the translation from a naval engagement to the game. There's no way you would sneak upon any ship without a ruse. So there's something amiss. We can keep it quite simple without any further complications and reduce the tag timer and ensure the minimal distance position ( remember the old small circle around the target ? ) where the tag would be successful. If you think about it, something like a 200 yards spawn, because of the "impossible tag" situation, will result in inflated crew casualties, in "unvariable winds" predominance and above all the naked exposure of how some ships race so much without any push back winds when tacking into it back and forth and again. In the end a good tag simply does vaporize all the rest of considerations, placing a theoretical equal opponents that make all the right moves. OW tag mechanic should be the show of intent. Battle instances should be the stage for the whole battle, from the initial approach to the outcome whatever it may be. In here I cannot find a reasonable solution with the present "shot tag and time" mechanics. It would have to rely on closure rate.
  19. This is a ulterior issue IMO and must be looked upon as well. What is also wrong is how, by walruses goatee's, could a brig sneak under the guns of a 74 ? Because right now with the tagging it can and IRL, without resorting to all kind of ruses it wouldn't. While I dislike the "attack....timer....Battle ! " combo it is a simple system. I would suggest that under the new rules and new RoE circles the tag timer gets dramatically reduced -AND- have the minimum distance circle work again. I can consistently spawn in battle alongside prey and ready to board almost. This is not correct with all the procedures warships would follow.
  20. Under investigation
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