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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. He is a correspondent for White Hall. He must be biased
  2. Yes. The capture should be in of course. After all it is the responsability of the player to act and provide coin for the crew ( hence my suggestion of proceedings to be shared, subtracted from player treasure, with the crew upon making port ) so it is up to the player to figure out what is more... profitable in the long run ( which in turn will be the deciding factor if the crew leaves him or keeps up in his company ). I agree with Port Royal but given the timeline ( 1670 - 1820 ) I wouldn't mind having it moved to Bone Cay as Jamaica should be easily reachable. Pirate main hub should be Nassau as per early 1700s.
  3. I do use the smallest ships. My main concern about guns still stands and not every battle is as my usual 1v1 but way more gruesome than that. As it stands gun selection still plays a part, a big one ( except for mediums but I still hope ). Once no more repairs on the masts can be pulled off... well... Mind you I am not against I simply do not see any pros except the decisive end of a combat but as I put, we have no wind strength nor rigging damage due to violent yard turns on wind so we have a gamey compromise. We can repair the masts. What do we promote by taking away the rigging repair ? ( i do use all small ships primarily so I do have an idea of how hard it can be, or how easy it may be )
  4. OT: Love that pic ( and the movie ). Exactly how I look when those jolly traders are full !!!!
  5. Good collection except the very last line about the crew. Any captain could crew a "canoe" with new arrivals but men would try primarily to sign up with capable crews. Couldn't find a single self sustained port which gaven shelter to pirate crews that could build anything bigger than a longboat let alone a drydock for proper repairs. Deepest free port was indeed Nassau with staggering 24 feet in the deep harbour and a unique extension ranging for a dozen miles of space. But it is a game indeed and I won't mind a compromise for shipbuilding if we get no access to being farmers and jolly happy coal miners... Only production I found directly connected to pirates was wood cutting in Panama but was mainly for smuggling ( which the RN turned a blind eye ) but the loggers were not... pirates, but kindly worked with them given they were, in fact, stealing the spanish. Price was 9 pounds a ton log and when finally it was shipped legally from the American colonies was 90 pounds each.
  6. It will defeat any purposes on using mediums and carronades. Game timescale and wind strength in game does not correlate with RL combats. Enough ships with rigging shot forced capable vessels to strike colours due to factors that cannot be modeled in game. We have a compromise. That's my opinion.
  7. What makes this perk more useful different from folk reporting sighting on voice comms or text chat ?
  8. Correct. First iteration of the patch all the plebe and their pet monkeys can vote. {sneers in such a Lordly fashion...}
  9. I hope so. I mean most of of NA population is grown ups with a lot of responsabilities.
  10. I'd guess there will be no defender but hostility still has to be raised which may lead to a heavily contested piece of OW.
  11. I don't think a Dutch-Brittish war would ever end with any sort of decisive conquest and if that war would even came to happen would open way for other nations to pursue new strategic objectives, but alas that war will never happen as Fletch has commented.
  12. Examples from history of... 3 ships fleets under pirate captains, composed of mainly sloops and schooners, jump to mind
  13. I would say it is more of a question trying to chase pirate schooners with heavy frigates ( in our case ) but hey whatever
  14. I will not be wrong trying to echo the thoughts of many. Naval Action is a fitting title. Primary core activity...action...combat...smoke...guns...
  15. I might be wrong but doesn't the perk work pressing crew to your commanded ship only ? If so it works only to fill in lost crew and not win new crew.
  16. Pirates cannot be wiped. There will always be some trader crying out in nation chat that it is being attacked in territorial waters and want to know what !? Seldom anyone shows up to save it.
  17. That could work. Some places, especially all along the coast from Panama to north Yucatan were rebuilt a dozen times following privateer and buccaneer raids.
  18. If I had a sealed bottle of exceptiocal brandy someone brandishes the history book... So let's look at the discussion again shall we ? - Making Pirate playstyle as viable as playing a nation but with different mechanics This means that a lot of things IMO should be different: - for one it should be a notable pvp option. with no admiralty to issue missions. - crew hiring has to be different. There's no initial price but money, upon making port, is immediately divided ( hence disappears from the coffers ) equally by the crew. If it is a 60 hands schooner or a 1000 men SOL is a captain's problem to solve, for crew allowance would dwindle fast down the drain if after a IRL week your crew would only receive 500 coins per head... The more cash per crewman the more reputation for the pirate captain, the more crew allowance. Crew flocks fast to a captain that is efficient. No matter the Rank of the player a pirate career always starts with 60 men. Yes, it gives a nice and cozy hardcore feeling to the pirates just with that little change.
  19. Double shot was the main choice during trials for a reason, no matter the range.
  20. . Need judges from all nations. Judges start combat. Same nation teams join different sides. For example, a Pirate judge and a Dutch judge open combat in their Yachts. TDA squad Alpha joins the Rat and squad Echo joins the dutchie. Should work perfectly.
  21. For Pirates to be what they should be Trade should be what trade should be. No cushions for both. I approve of that method.
  22. The National imigration offices must be busy actually. Corrupt Governors passing unsanctioned pardons. You know that kind of thing that happens when a ship starts to sink and all the rats are the first to jump off.
  23. I understand, can't have it all our own way I guess. I would enjoy so much so many things to be easy to do in game, like having trader surrender imemdiately upon seeing the black flag but hey... I can live with that they don't As the sandbox goes, it is a choice You either go to the wreck, or you won't. I think we can agree on that you don't want to go to the wreck. Oh and as the devs said - cold shower, hot shower . they are testing distance by trial and error Sometimes too far, sometimes too close. Best advice to everyone, don't get comfortable with mechanics and do not go annoyed if they change.
  24. Whichever is easier to implement IMO. Honestly anyone wanting to go off will just shutdown the game/pc. Anyone wanting to circumvent the limitation won't and the inactivity timeout won't do much I guess as they will still be there...waiting...lurking...
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