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Everything posted by Hethwill, the Red Duke
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A sink, no kill or assist.
Hethwill, the Red Duke replied to Kloothommel's topic in Patch Feedback and General discussions
One less enemy ship to worry about I guess. I second Eishen. -
A successful raid by pirates should blast a city morale ( citizens are simply left to their own designs with the feeling their overlords cannot save them ) and turn it unaligned for a full maintenance cycle [ 1 full day after maintenance the port gets blocked to all actions, no entering the port ], and then returns to nation control as normal.
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A letter to the King - Latest Episode (Hiatus)
Hethwill, the Red Duke replied to Jeheil's topic in National news
Nice interview. Just a little snip ( which I think most folks make the mistake ) is that Lordship is not only limited to PBs but ALSO to PvP achievements. This last part is very meaningful for us folks not giving a 'rat about the PBs. We rest to see what those are exactly but I am pretty sure they will not be the easy part of the deal, which is exactly why most "frigate" captains should look up to it. -
Monthly Documentary
Hethwill, the Red Duke replied to Kokerpiraat's topic in Patch Feedback and General discussions
Better give topics of what you need ( as the projects goes on ) so volunteers can give a hand now and then. I would totally include the History part of the ships now and then across the episodes with the mandatory plans graphics etc. -
Naval Action is a bipolar game, excuse me the analogy. On one end we have the "simmers & wargamers", they take it with immersion, playing a characters, experiencing the historical set of the game and the combat. Simmers and wargamers enjoy the complexity, the infinite discovery of new way to control and challenge of the machine, the intricacies of the tactics and politics of war, the number 1 and wingman sorties. It is not about the ship as much as it is about the mission. On the other end we have the MMO competitive crews. They live for the fight to control and claim to be the best. The machine, the tactics, the historical setups are nice but are only means to an end. The difficulty curve might be a put off in many cases but the grind will see them through. Many meta game and find original ways to shortcut. In the end they are also a part of NA with their competitive ruthless ways. A correct and credible mechanic like crew management ( and officers down the dev line ) will not be a put off to any of the mentioned groups.
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Clan Interviews by Jeheil : (Latest is SLRN)
Hethwill, the Red Duke replied to Jeheil's topic in Tavern
lol quite a quote from Band of Bros -
Upgrade for Pirates: Fusil Boucanier. Similar to a Fowler, very long barrel. Was primarily used to aim at the key positions: helmsman, rig master, master, officers, prior to the boarding.
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Tiggily, pirates did have 1st rates and for ten years did challenge the whole european colonial navies and did establish a small "nation". Please refer to Red Flag Fleet. I do agree with the supression of the construction of ships of the line but NOT because of the reasons you keep posting. The same reasoning can be used for the National Navies and supress them from building anything above a 5th rate at best. But I digress, let's get back to the point and keep it interesting. - We are agreeing on one unique point - disguise - We can discuss a second point - the impossibility of crafting balance through capture and modification: ability to combine durabilites, up to rate limit, with the added pirate specialty of refitting the ships.
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Hmmm. Maybe scramble the name or similar wordplay and only reveal it to the ships in the circle if an Attack action happens. In itself a disguise mechanic is challenging, unique for Pirates, and very well worth testing in the future. Pirates must be unique but NOT in the way everyone wants them to be. I get tired of reading the same arguments and suggestions over and over again aka. no crafting, no conquest, "no nothin' jon snow".
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If the PVP Feats regarding Lordship are tailored to simply have a negative impact towards these tactics, meaning a 3v5 has decisive positive Victory Points and a 6v2 rewards negative or next to none, then many might ( keyword: might ) split the hunt groups into elements of twos, like in a flight sim.
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This. Lytse nails it correctly. Even if there is the disguise mechanic the player name must remain somehow, after all if there's something all pirates liked back then was their infamous deeds being known and their name being spoken of. Despite the OP rework of old ideas posted again there is something that can't be dismissed. >>>fixed lairs - I was an advocate of this a while ago, but then what will happen when the spots are known and camped all the time ? >>>crafting - this is where I cannot agree. Nations had issues with building ships in the caribbean, even the RN favoured India for this rather than the West Indies which remained with their local needs with sloops, brigs and similar classes. So best is to give Pirates not crafting but "modification", transforming ships into custom build pirate versions, not open to be traded nor sold and treated like a NPC ship regarding capture. Fair game. >>> Nothing stops a 150 players, pirates, to work together no matter what you wish. Don't call it a nation. Call it a nightmare. There are a lot of good ideas floating around being the oldest form the mix of Admiralty Renown and Pirate Infamy.
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Anything you need unrelated to "politics" just ask away, graphics, screens, RP stories, etc.
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Would be worth a full pilot episode. I like the snipet a lot if you going for that documentary style format
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Season 1 is very cold. Pretty much an intro to all the characters. Combat snips are quite well thought of and you have quite a few as much as with sailing with chases, maneuvers, etc in the follow ups.
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Most old flicks are public domain already in most internet platforms. IIRC Youtube even has a specific channel for that.
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Grew up with those flicks and many other, thanks to a cool dad.
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Ah yes, was still online in time read the chat about it. Funny stuff. P.S. - Wow a 3v3 amazing ...
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Clan XP Bank
Hethwill, the Red Duke replied to ZheGerman's topic in Current Feature Improvement Suggestions
So , magically, the feats you achieve as a captain, whatever they may be, which are measured by XP ( silly in itself but it is a game after all ), are suddenly and without any reason whatsoever attributed to another captain which was not in the same spot, battle, engament, side of the globe, planet ? Yes. Very radical.