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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. 9.8 and follow ups are good for the game and sense of scale of naval combat in the 18th century. Keep on track devs.
  2. Freebooters bathe every Saturday Oh Yes we do ! Oh and we make sure we wash our clothes thoroughly with clean soap. ---- As a serious exemple two straight attacks today by 3 ships, won't disclose the nation, while I was in my rattlesnake, by a connie a surprise and a snake. Obviously I make distance and the connie and surprise exit. I immediatelly turn to go fight the snake on equal terms, after all I am crazy but not that stupid. He exits. I get interdicted again. Connie, 3rd and a snake. I run. Connie and 3rd exit. I turn about to face the snake on equal terms. He exits. I simply close the game and went the rest of the day to the outside while my ship kept on the battle screen.
  3. Not only on the US, kind of. Was a silly long winter.
  4. *Yawn*... I always go to enemy territory so yes I am aware of the risk. Chasing traders and being chased by patrols is a given. But what does the risk in a game has to do with the healthy option of stepping away after 2 hours after a good chase and battle ?... It is the very same as a full gathering, conquest flag and port battle. After the entire thing you just want to step away for a while... i would guess.
  5. I don't. There is simply no other way for me to step away. If we find a solution I will support it.
  6. I will say it again. After 30 minutes of chase ( or being chased ) and 90 minutes of battle I wish to step away from the game without any problems. So a mechanic is needed for me to exit the game in result screen. Sorry for displaying such an eggocentric view of this issue but can't look to it any other way even if it is exploited in some situations.
  7. That's why the boarding speed was established in sea trials.
  8. European Traders deliver as much as any number of players can buy. Production buildings produce as much as any numbers of players want. There is never a real shortage of anything nor need to establish trade links between different towns or factions. Increasing the number contracts would only mean we can increase the influx of good from a infinite pool meaning more products on the market, raw or transformed into materials/built-in ships, without any real demand being fed by infinite offer. On top of that none of the Town demands is ever fulfilled. An empty and meaningful mechanic so far.
  9. What is the logical reasoning behind this system ? And I do not mean the why you want it but the how it would happen, what would it simulate.
  10. There must a hard cap. Both in number of contracts or on influx of resources. The contracts feed themselves from infinite pool of resources. This doesn't work and is making money, ships and resources completely worthless in the long run.
  11. IMO it is fine and represents quite well the "volley" fire engulfed in a cloud of smoke.
  12. I'd go further and say many players just rush through without giving any concern to the ships or learning the game for good and then understanding the differences as updates hit us. What became better, what became worse. What makes more sense or not so much. It always hits me that most folks jumped directly from cutter to Snow and then carry undercrewing what they can after that. But no one but the "clans" to blame. The way they teach newcomers is atrocious. - "yeah yeah you can sail it undercrew no problem!" - "forget that ! get a snow instead " - "insert more crap advice here" Surely makes me smile.
  13. War and Port battles rework http://forum.game-labs.net/index.php?/topic/13606-war-and-port-battles-rework-moderated/
  14. I am sorry but I am having serious difficulties in understanding what you mean.
  15. The main problem would be: - how to bring the ship to a halt ? Even if you throw the grapples and cables, with relative stable speed being the same and if you want to stop your ship and the other doesn't the cable will snap. The 3.5 maxium we have is quite generous.
  16. I do sail the Lynx and the Privateer mostly. I also always keep a Surprise ( mainly for LGVs ) and now a Rattlesnake ( which is quite capable and versatile ). I couldn't attack the LGV convoy out of reason for I would be completely shot to pieces. There's no way around the BR rating too low. And for gameplay reasons or the incessant tag would be a pain. Option... bring a bigger ship or simply ignore them, which is what I do. More trouble than reward.
  17. Chains won't do it. But the chain will make canvas rip apart.
  18. The changes to teleport mechanics actually improved the quality of the pirate/trader gaming duo. For one the traders have to organized themselves. Was quite a sight to see four player LGV sailing together for safety and on another occasion the trader being escorted. Now the pirate can go directly to their "havens" ( which had to be setup by sailing there ) upon logging in and do some trade raiding without a care in the world if the world is burning.
  19. Leaks with water pouring in will reset the timer, as it was noted on the 9.8 patch notes.
  20. " Sitting upon the shores of the Lake of Maracaibo our Lord Saviour Pirate Jesus professed the undeniable truth - Blessed be the AFK trader for no time loss shall result from the indifference while sailing and not scanning the horizon. " - ok ok let them have the beat to quartes if a military vessel. If a trader have the sound of the crew shouting in panic.
  21. Careful there... you start to sound like a proper pyrate.
  22. If i'm not mistaken some ships had way more lift than others resulting in less water working against the pressure put by the hull on a turn. But I think we have that. Would the high resistance point from the water move along the ship as it turns instead of being always constant at a position ? Considering wing relative to sails of course.
  23. Again ? We did see the United Nations Council trying to bomb the pirate hemp fields and control the villages and the hideouts not long ago...
  24. Between before and after this hotix I would expect somewhere in the middle regarding the shot power and the staying power. Also noticed that ball is back on the rigging damage ripping through canvas as good as chain. One of the great things I really enjoyed was that chain was back for good and with a decisive purpose. Grape is okay'ish, didn't see nothing out of the ordinary ( tried the broaside with grape with mixed results and aiming at both the guns and at the rails ). For some reason the visual cue for boarding is irregular. No idea if sometimes is only a visual bug but it doesn't pop up.
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