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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Captain had to present results also or be relegated to a brig in blockade duty, at best, and never making to Post. Actually the jump to Post was the most demanding step. In that part of development we are indeed missing it. Everything we do is rewarded, even the most vile and ungentlemanly acts.
  2. Noticed seagul screech and distant battle cannonade thunder sounds. Really good ones.
  3. Okay, might... Defeats the purpose of "one Pirate captain one ship one crew"playstyle but hell... will sit tight and wait for drastic changes. Cheers.
  4. I don't want to sink the AI. I want to pirate his hold
  5. sure. 6 points are 6 points, but fleets... well... that's the biggest issue.
  6. That's the entire point of the discussion. Can be done without introducing AI pillows to the other factions
  7. Balancing fleets with fleets is even worse lol
  8. Limit total number of points per officer to 6 points. That way a combination of skills must be attempted or a unique 6-Points skill spent. Give the Pirate Hunter, Pirate, and some other perk use 6 points they either become unused or make way to specific gameplay. Also, as Otto puts up, fleet absolutely murdered all "historical" and credible pirate play driving the pirates even more down the nation line. At least during the past after the removal of AI reinforcements there was a drive towards small ships raiding trade, solo or in small groups of 2 and 3. Now piracy, as everyone wanted it, is dead and Pirate Nation is back to full black nation copycat with no more interest in going in a sloop, schooner or brig out there to intercept trade.
  9. The yard turn ability is noticeable as much as with the furl and unfurl of the sheets. With Auto Skipper there's little to gain and it falls down to very fine use of manual. Full yards are seldom helpful in any situation by the way. Stiffness is also worth if you prefer less heel and keep momentum on a turn rather than let her lose in straight course and increased speed. Try Rigging Quality with Stiffness and quantify the 180º turns from port beam to starboard beam. Use manual control, leave aft yard abeam use only fore mast to guide.
  10. As it stands it only takes the trader to do a defensive tag and let the Skynet squadron do whatever they do, Forget the upgrades, that's not even the biggest quirk... fleets are... *yawn*
  11. Reload Bonus and Double Charge... yes, I can see it
  12. I am literally saying that we could use captured ships as Fireships, not the upgrade, set them on fire and send them drifting toward enemy lines. Simple aim and Forget. I know I wouldn't because there's no use in 1v1 and other small scale encounters but for port battles ? sure thing.
  13. Obviously. I do not see Portsmouth being a free port in 1798 can you ?
  14. There will be a system where if a Lord skips a X number of votings it will be evicted IIRC. ( exact number can be found in the devs thread ) Exactly to prevent eternal seats and AFK situations.
  15. So much this. True to form and credible from the historical point of view. Need AI fireships
  16. Would like to see future combat simulators using their work as a basis for AI programming be it air, land or naval combat. Oh and yes, the poor AI foot sloggers. https://www.engadget.com/2016/06/28/combat-ai-beats-air-force-experts
  17. Hear hear. One doesn't simply fire up a wargame and finish it in 4 hours. Hell not even in a week.
  18. Depending on model it will gain fast during the turn as you go into better winds, can see this with the Trinc and the Belle for example, and won't lose as fast on the down wind 180º, or if a schooner up wind. Test it. Those decimals of knots can be a life saver sometimes. Actually test Stiffness along with Extra Staysails
  19. Sell the ship. Money earned. We are truly blessed with the money for every scrap of wood shot from the enemy ship even in a loss.
  20. Take no heed. Same speech in a lot of another projects and still the same lack of text layout.
  21. Would still like to draw on the charts during the session. Permanent changes disabled and disappear after logoff.
  22. Did you test the speed during turns in stiffness ships ? Compare how much speed you gain/lose on a 180º turn from port to starboard beam reaches.
  23. I agree it is not needed, was just taunting along with the nationals. Plus crew shock greatly reduces the bonuses and increases the penalties. I adequate numbers, as we all know, combats are finished by the second round because of shock mainly.
  24. Pirates - increased chance of crew shock on opponents during boarding
  25. Here http://forum.game-labs.net/index.php?/topic/14356-officer-perks-heavy-moderation/
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