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Everything posted by Hethwill, the Red Duke
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A better BP Discovery Process
Hethwill, the Red Duke replied to Jeheil's topic in Current Feature Improvement Suggestions
Crafting could work like a "ship". The "ship" would be the shipyard. The "crew" would be the Labour Hours ( simulates a threshold of how much "crew" it can hold, salaries, living quarters, supplies, etc. ) The "upgrades" would be Shipyard Equipment, like better water pumps for the dry dock, cargo lifters, etc. These could increase %% of efficiency in LH. The "officers" would be hired ship building masters. A Naval Architect, a Master Carpenter, etc. A Naval Architect would always carry 1 unrated BP and 1 specific BP, to represent some degree of proficiency building certain types. All of these would participate towards Basic Quality ships ( or up to Fine if the Naval Architect would be like a famous national figure ). Crafting Notes would still be in place representing the different schematics needed to build a ship. -
This simple system that we will have in game will give any player a chance. Any...player. To grab a lordship. It is not perfect but is totally better than the mishmash of National News we have at the moment. Obviously it only takes "any player" to do nothing for those "bad men of clans" to triumph. C'mon, it takes slightly more than clicking "Play" to get something done in the game. And if you do not agree or feel comfortable with a nation path you can always go freedom fighter rebel galore, or better, join the black.
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Trader missions
Hethwill, the Red Duke replied to Snoggy's topic in Current Feature Improvement Suggestions
Fulfilling a Port resources demand should be rewarded in cash ( town buys ) and in XP. -
Yet Another Suggestion
Hethwill, the Red Duke replied to EL LOCO's topic in Current Feature Improvement Suggestions
Multiplying Regular upgrades will break things a bit. But I must agree on the Permanent ones. -
Before: A trade raider had to travel back and forth searching for cargo ships. The chances to engage in this gameplay style was almost null. A trader simply had to go empty to the end of the line, passing a few towns along the way. Teleport back at the end of the line Now: A trade raider has to travel back and forth and search for cargo ships. The chances are slim, 1 out of 24, but at least there's prey. A trader has to plan his route. Sail in "somewhat" safe waters. Pick up cargo and get back to wherever he needs to. Benefits: Both gameplay styles are playing an even field. Sailing, watching the horizon, tagging and counter-tagging, chase and pursuit. Both have to send ships to outposts ( or buy one there ). Both can travel in, trade convoys or raider squadrons. Both can be attacked, by raiders and by nation patrol/escorts. Level gameplay achieved. ------------
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Well well a wolf in a sheep skin
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Neverending WIP
Hethwill, the Red Duke replied to Lyric's topic in Patch Feedback and General discussions
Liberty of action and imagination is not for every player. Easy to spot a player that would be an asset in a less organized group, usually the most relaxed ones and thriving on laughter and goofy fun. It happens in a computer game as it happened in my rpg sessions and on the tabletop battles. I love sandbox games for that reason. Imagination is chaotic perfect reason to play a game. -
I agree that it can make the game better, but maybe I did not explain myself correctly regarding my concerns. As it is now I can see the difference. Respectively, Player trader and AI trader, so I can effectively chose which one I will try to get a hold on. Simple, it works. Let's suppose we test Deliveries by AI shipping. We will have 2 types of AI, right ? How will we be able to tell the difference ?
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Yes. Nothing less would be expected Sir, as it should be. Still for every 10 that run away 1 is caught and enough loot to feed a smelter for a week. And forget heavy frigates. It is not an appropriate freebooter choice for many a reason. So, AI always generated by player Delivery or we stick with the present system ?
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Yes we get the loot from players, and it is hard to believe 1500 labour hours worth of good will be dumped out. Usually the resources they bring back from the mines/plantations/ etc so yes, it gives pyracy a proper existence. If the AI carries those same resources, good. All other AI would just mess up the entire "ecosystem" given now we can see it is a trader-player and we proceed accordingly as we know it is loot for real.
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Yes. Personally there is little interest, on my behalf, to chase and take hold of a ship which cargo will have no impact on the world. How to tell the difference from a Delivery NPC and a "junk" NPC ? If all are delivery generated then we are cool If not I rather stop this piracy/corsair/privateer nonsense and go back to flying cockpit. It is the entire purpose of trade hunt. To win the loot for myself primarily and as secondary deny it to someone else. Maybe in PvE server it matters not, but in PvP it surely does.
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Neverending WIP
Hethwill, the Red Duke replied to Lyric's topic in Patch Feedback and General discussions
It is all about the journey and the why we play the game. Each one of us has reasons. Before expecting something to be delivered it is always better to be honest with ourselves and to what we can expect to do with what has been delivered already. There is no ONE way to do things. There is no TRUE way to do things. It is a game. It is leisure. It is a hobby. -
Treaty between Spain and pirates clans
Hethwill, the Red Duke replied to BilL.it's topic in National news
Good riddance, one more trade route to hit without conscience problems -
What do you do with a drunken pyrate what do you do with a rancid pyrate what do you do with a hated pyrate you wipe him in the mornin' nope. Think a bit. Pirate gameplay must be different but equivalent ( in being fun to play and choose ) to any other nation. Just needs to be different. The same way you put it I would expect navy captains to attend court martial when not following proper Rules of Engagement as established by the navies. Deal ?
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IIRC there are technical issues with this ( recalling from Sea Trials suggestion same as this ). Of note that many ships kepts some carronades always loaded with ball and musket ball just in case of a boarding attempt, but this cannot be modelled effectively. I would expect the technical difficulties with this to be overcame some time in the future.
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1.Do you consider frigate battles fun (compared to older versions)? I like the whole setup up to 4th rate the most but I still feel that the yards control, especially when turning them against the wind force is totally flat and linear. Tweaking is probably needed especially when turning the yards through the wind force. Also rolling up of the sails canvas is also linear. The combat damage feels good although the catastrophic leaks are back and are rather easy to achieve. So all in all the combat feels okay but definitely the yard controls / wind attitudes need to be reviewed. 2. Do you consider ships of the line indecisive historical battles fun? The decisiveness of action must be a player driven mechanic and not relying too much on a hand-in-hand arcade mode. How many ships were sunk in action in Trafalgar ? On the same vein, and a more decisive battle, strategically, was San Domingo ( follow up to Trafalgar ). How many sinkings ? I suggest a crew morale mechanic to be devised and keep "wooden walls" that way. 3. Should marines be tweaked? Yes. It is best to be tied to Marines Officers than being a sterile upgrade. I specially dislike the percentage ratio given there were specific marines detachments per rate, ex. 5th rate 36/38 gun frigates would have a 48 marines complement.
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What does that has to do with being able to step away from the computer after a long chase and battle or after a long fleet assembly and port battle ? What does a faction benefits has to do with stepping away from the computer after a while and when being able to because of a ridiculous bad tag ? ( it is by far the most common )
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Yes and lock the game away from the privateer/pirate/Corsair sloops, schooners and brigs levels. " Because by all seven seas, I shall take my Two Indiaman escorted by my Constitution and now I want to see that stupid Rattlesnake attack me again " syndrome. *shrugs* So the idea is to limit pirates to small ships, and I support it given our main activity is to attack trade, and then you come up with this toilet seat ideas that kill the entire pyrate'thing of sailing sloop-privateers intercepting trade... c'mon guys we can do better than this.
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Pirate Mechanics Vote
Hethwill, the Red Duke replied to B4NGSPL4T's topic in Current Feature Improvement Suggestions
Same goes for any navy captain / admiral *shrugs* Both sailed what they were given or what they could get their hands on. Carry on.