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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. I get you hence my idea of - back to last visited port. No catapulting ships across the map.
  2. You pvp because of pvp or because of marks ? If you answer yes, please step over to the left. If you answer maybe, please step over to the right. Thank you. Hope it makes it clear.
  3. Ports are open 23/7... plenty of traders simply monopolizing routes and drying out stock. Alternative routes need to be found. And navies must be deployed to hunt enemies that keep attacking the AI traders coming to restock.
  4. And I want to know how many initiated PvP battles end with just ppl running away. I bet is higher. Here, take your torch and your pitchfork. You need it.
  5. Glad you all having fun. Ran its course. Do a new one with less toxicity.
  6. Semi curated in game politics could exist. "Events originating in the Forks of the Ohio have plunged France and Britain to war. Prussia, Netherlands and Sweden have allied with Britain. Denmark, Poland and Empire of Russia did not ally with France but allied together and declared war on Sweden. US does not side with anyone. Spain sides with France although not allied with the other France allies." Event runs for X amount of days. Nations accumulate PvP/RvR points and a victor is declared, just for boasting rights. Player votes ? Chevalier du Ethuville bows to no player will, unless it is the same as mine.
  7. The very first LGVR can be any quality, you don't need 10. Statistics are worth what they are worth. If first is not gold, then you need a second,... and so on... Is like redeeming the very first Hercules from Exams and coming out Gold. Same thing
  8. No tribunals. Plus no, griefing is not the aim of playing game, at whatever media, unless you are "that guy". But i leave that self judgement to yourself... Onto the correct subject... Some try to emulate, as far as possible in a game, age of sail situations. Others just try to win ( at whatever cost ) with a game without any regards if it fits or not the theme. The main issue, as presented by Admin, is the "declaration of intent" upon engaging an enemy. Second comes the possibility to reinforce weaker sides in battle. Engagement is defined by damage inflicted upon the enemy. A weaker side is, by definition, the one with less combination of number of ship / battle rating. There's nothing more. No tribunals, nothing. Reinforcement is easy - open until one of two conditions are met > number of ships that do not sum more than battle rating necessary OR equal battle rating overall. Circle of Death is not balanced towards a age of sail representation. Traders will have zero chance. While damage threshold to keep anyone inside a battle may well be a more cheap and efficient way to do it as the base code is already in, and we have 7 classes of ships. If it is 1% per class or 5% class matters not, it is the base ruleset that determines it that matters - so a lynx cannot keep a bellona in a battle indefinitely. Also no more automatic Control. The perk exists for a reason.
  9. Discuss the game, not the players. Suggestion is registered but being public it might find way of resistance by mechanics already in place and also human factor of not agreeing with the suggestion. You must be ready to brainstorm your suggestion. Always keep respectful.
  10. I agree with the 5 slots Was just wondering about the quality chances though. Right, lower %, not impossible. I'm good.
  11. doesn't mean it can't. Thank you.
  12. I see one of the biggest, if not the major, issue is the declaration of intent versus keeping someone in battle "indefinitely". This is intimately tied to how "damage tag" works, so here goes my idea to promote a better way - we have 7 rates of ships, and at the moment just a slight damage hit is enough to keep other player in battle - so, i propose a redesign of the damage threshold to hard numbers based on rate difference: - 7th rate to keep 1st rate in battle must make 7% damage tag ( will need 6% for a 2nd rate, 5% for a 3rd, .... ) - likewise a 1st rate needs 1% damage to keep a equal or lower rate in battle. Same with a 3rd, needs 1% to keep a 3rd or lower in battle. - example, Bellona tags Victory, Bellona (3rd) needs 3% damage done to keep the Victory(1st) in battle, while the opposite ( victory tag on bellona ) requires only 1% ---------------------- This system along with Signalling ( 1.0x BR ) can do both the proposals of @admin - declaration of intent on attack and let the battle open for reinforcements. Regarding RoE, the present 2 minutes plus Signalling is okay. - 2 minutes prevents a lot of exploits we tested in the past and at the same time the Signalling allows friends to help each other. More potential equal battles but no timer exploits ( hidden inside ports, inside battles, technically out of sight, and this becomes very visible and exponentially dangerous in conquest fleets ). Thank you.
  13. Made a pure pve trip up the west side of florida and back in a lgv refit. Attacked every single trader AI i saw ( was about 12, mix of trader snows and LGVs ). Sailed to nearest port and sold the contents. Came home with 150k more reals than i had when i left, plus all the doubloons. Was a very relaxing cruise. Good music, naval action, and nice profit for a few hours. Hope you can plan your cruises as well OP. And go with the flow...
  14. welcome to the club. what you do good without them will do without defect with them.
  15. Then please, sail without all your Encyclopedias and non basic modules. Should be okay and no need to defend them so much.
  16. Really like the post but...then... if... .. no Auto Skipper and let the "pilot learn his bird". But that's a no go.
  17. Poor traders. They are a part of PvP you know... ( PvP is... when you want it and when you don't but others do )
  18. Exactly. Ship with everything for speed, gets that speed. I see nothing wrong.
  19. After rummination... Circle of death is a not so good idea. But immediate close, open for weaker side sounds fair and balanced towards equal fights. ------- And to add 2 cents - the best of open world sandbox is the "unknown". Unknown is there's a enemy sail beyond the visual horizon, if there's more beyond that one. Without sailing, there's no PvP. Without sailing there's no possibility of raiding, coming across a enemy squadron, or whatever activity. First and foremost, sailing is how players access content, and this part must be explained and understood by veterans and newcomers alike. PvP might occur 5 seconds after setting sail, or it might happen 5 minutes after, it is unknown unless there's a defined Conquest operation going on. So, taking on generic OW PvP of chance encounters... How many, just how many of those encounters are equal ships or equivalent BR end in no engagement because one of the sides decides to run away ? ( i'm not against retreat, i'm talking about no engagement at all, immediate action is to turn as soon as battle starts and try to escape battle ) That's where 8 hours for 1 PvP kill go. I'd say majority of PvP encounters end in barely a shot being fired, just with chases.
  20. Correct. Let's stop fine graining the "what can i do so it is my pvp as i want" and "how will my enemy do and what can i do to subvert the rules".
  21. Do not divert discussion into DLC. There's threads about that. Thank you.
  22. I don't care about your numbers. You say 10 like this is a grocery.
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