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Everything posted by Hethwill, the Red Duke
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Cities Improve. La Habana
Hethwill, the Red Duke replied to Marques's topic in Current Feature Improvement Suggestions
Given what I see on the florida coast towns, with their inlets, river mouths and excellent port entrances in game I think some work can be done to Habana then. -
Odd. I am very very sure this exact same event happens already. Only major difference is that you slot the capture ship to some warpgate. With the change you will have to rethink the captures. Are they worth it ? Are they not ? Can you spare the prize crews ? Are you buddies willing to escort you back ? I like that part. Will be the same with trade raiding.
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Cities Improve. La Habana
Hethwill, the Red Duke replied to Marques's topic in Current Feature Improvement Suggestions
Marques, can you use the Home-key camera and take a screenshot of the town as we have in game ? for comparison side by side -
I'm outda here
Hethwill, the Red Duke replied to Rosebud's topic in Patch Feedback and General discussions
Having a early access to games is a tool for developers to get more in touch with the wide audience alongside their production process and quality teams. It is not a replacement of any part of the process but a very important part added. And all types of industries do this. Is not exclusive to entertainment software. -
Perks of Marines
Hethwill, the Red Duke replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
Exactly. -
I'm outda here
Hethwill, the Red Duke replied to Rosebud's topic in Patch Feedback and General discussions
It is all fine, it is different points of view on what we, individually, want out of a game. I shared how it can be enjoyed, Same with a air combat sim. Get in, check the objectives, start the engines and get into the fight. The imagination takes over, we are in plane, we are in a ship, we are in a tank. Game mechanics are being developed as we play, updates are constant. Maybe it is not what we, individually, want but hey it is a darn good game with extremely high value. A lot to learn every time. Every fight in unique, every chase in OW has diferente opportunities. Every opponent will play diferente. Lot's of combination mods to try and test. -
Ships log
Hethwill, the Red Duke replied to Rebel Witch's topic in Current Feature Improvement Suggestions
No. I keep a pencil and a notebook by my side. Old habits die old -
I'm outda here
Hethwill, the Red Duke replied to Rosebud's topic in Patch Feedback and General discussions
There is a big misconception. This is no arena game, this is not choose your vehicle and press battle. ( Oh look, actually we can do this already ! Port, Missions, small or large battles. Instant action. Maybe it warrants a bit of use from all the bored sailors huh !? ) Being a open world, sandbox game with ruling mechanics for certain situations, what really makes it good is the how you get to places, what will happen and how a player will deal with the crisis. - you might simply have a nice trip, notice some graphic bugs and report them, like a floating rock, a misplace peer, etc. - more often than not you will come across players, do you ignore them ? Do you fight them ? If they are friendlies to you join them ? Neptune have mercy on you because of many of us playing with other people, random people out in the high seas, in a multiplayer game... what !?!?! lol - Chase a prey. Fight and win. Get chased back by his buddies. Oh yes, this part is great. - And if you fancy the conquest you always have a lot to do with no little action in screen escort flotillas. Oh and if you dig the big whales go port battles as well. The more you play NA the more mechanics and interesting details you find, because you will not be given all the "floating boxes" with stats by the devs. That's a given and I love it. Open World games built on sandbox freedom require a certain measure of imaginative dedication on the players' part. ( why do you want to play a simulation of being a captain in a ship during the age of sail !? ) Being blunt you nay sayers sound exactly like the crap crowd of other open world alfas ( dayz for exemple ). You fail to get the big Picture and cannot make your own place inside the game specific universe, so always require someone to hold hands or give some powerplay mechanics to make up for the lack of simulation imagination., and that is not what a sandbox open world game is about. -
Ships log
Hethwill, the Red Duke replied to Rebel Witch's topic in Current Feature Improvement Suggestions
Absolutely. This is of grave importance to a lazy freebooter than only takes notes on the captain's log now and then. Oh yes, it might be handy to the crafters as well -
Boarding action requires fast and swift resolution. You are either ready to do it or you will suffer a lot of casualties. The second ship, be it a human or AI will always try to support its fleet. Aimed shots at your decks, from the bow or stern or cloud graping the rails. It is known. It is not new. To counter it you simply have to be decisive.
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I find interesting that everyone is considering taking every ship as a prize, given from the comments on the long sailing ( is not that long with an outpost nearby ). I might play differently but you guys always prize every ship ? Because with this new way of playing it might be worth revieweing that choice and what is worth or not keeping. I know for certain I won't risk my main ship and any amount of loot just to save a prize ship. I'll fill my cargo hold with what I can and sink the prize.
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Perks of Marines
Hethwill, the Red Duke replied to Bjerg Bjergsson's topic in Current Feature Improvement Suggestions
The idea is quite nice for a start. I would actually see the perks being more of a split by nation. All Nations will have their respective Marines with more or less proficiency accordingly. Some nations had naval infantry, others dedicated sea infantry, etc. -
Rigging Quality
Hethwill, the Red Duke replied to Cmdr RideZ's topic in Current Feature Improvement Suggestions
My guess, my hunch, my guts, tell me it has to do with the ship itself, that each model may have some factor that determines more of this or more of that. I asked once for all crafters of the forum to drop their data from cross reference, but it is too much I guess. As I do not craft ships ( nor will I ) it's even harder for me to test that theory - Thanks for the rigging testing guys Highly appreciated. -
Now that is a good one Captiva. I am just remembering Scourge of War versus HistWar. Both based on the same theoretical war academy game but so distinct in their mechanics and approach to the chain of command simulation ( love them both btw ) In the end I have more pleasure with HistWar because it "delegates" the micro management down the chain of command although it is still being developed and the UI is bit difficult.
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Rigging Quality
Hethwill, the Red Duke replied to Cmdr RideZ's topic in Current Feature Improvement Suggestions
rigging with speed is rare though -
Rigging Quality
Hethwill, the Red Duke replied to Cmdr RideZ's topic in Current Feature Improvement Suggestions
Can test with you if you want. Poke me up in game. Same name as in here. -
I'm outda here
Hethwill, the Red Duke replied to Rosebud's topic in Patch Feedback and General discussions
"Player expectations and developer expectations are not the same." - VigilanteGamer -
Rigging Quality
Hethwill, the Red Duke replied to Cmdr RideZ's topic in Current Feature Improvement Suggestions
All sails and Yard movements will be improved by a lot. This is easily felt. For exemple, I use a snake brig with built in Rigging and slap Lightweight yards of Fine quality. At start of battle I am always at top sails while most of the enemy ships are still at mains and starting to raise the tops. For a Freebooter that is a life saver, no doubt about that especially if the tag was good on the enemy part. Same with a Frigate and heavy frigates up to the consti. No idea about the SOLs but I guess it is the same. Turning the yards is also faster, but in here manual sail precision counts more than any bónus, they just respond faster to the turn. -
Well, I believe NA gives us the freedom to represent fictional events from history. Given many voices outcry for a less compeling historical credibility through lesser simulation mechanics, hence this thread. If we have the freedom of action how important is the simulation, and the mechanics allowing for that, for our representation of history ?
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SoW and HistWar, "Kriegspiel" mechanics in computer form. I have the vice to always throw cash at historical gaming and not only strategy mechanics, being War of Rights and Kingdom Come the most recent ones. NA obviously and it has the added benefit into bringing me into a subject I knew very little about We discuss mechanics of the game every day, how to make it this or that, but how important are these mechanics to simulate the historic experience ? Are they making NA a more credible game in the historical sense of making us feel like the captain of a ship or the admiral of a fleet ? How important is that versus the fast access to action of the combat game part aka. arena with historical skin.
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I know they focused on rome, but it is a generic discussion amongst historical games. >>> perfect mix of historical credibility, engaging simulation and fun gameplay It is really hard to get if you throw the player "cultures" in the mix. From the competitive powergamer, to the grognard, to the combat arcade junkie so it is a Developers job to keep the discipline, vision and engaging the potential audience to the importance of playing the game and the why and how. Why would someone want to be a pilot of the RAF ? Why would a player want to play as Napoleon ? Why do we want to emulate a Royal Navy captain ? Is it the mechanics ? They surely make believe. But it is the voyage, that those mechanics make possible, rather than the end that makes us to play them. IMO As a sidenote, and having been a die hard CA TW follower, the very first product still delivered the most elegant, engaging and mechanically sound of all TW games. Shogun transpired history, engaging battles - probably the TW I played most MP - and zen and effective mechanics.
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I do not usually follow Extra Creds but this one is quite a brainstorm kicker, that is if you like these kind of games. Ultimately NA falls into the spectrum