Jump to content
Naval Games Community

Hethwill, the Red Duke

Members
  • Posts

    13,664
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Hethwill, the Red Duke

  1. One of the good things about the 2 minute timer is - and please look to it in the perspective of everyone, the solo pver, the group player pvper, the rvr guy, the raider, etc... - sailing from draw range distance into the battle takes, on average, 2 minutes. This means that by starting a battle and checking horizon one sees no sails means no one saw me as well. Means they have to be within draw range to even see the battle starting. Means I am safe for the duration of the battle in most cases and I know exactly what I saw is what i get in battle and not some squadron 20 minutes OW sail away that can find my location by usage of F11 debug information.
  2. I don't have to do anything man, i'm just a player, same as you. Open you eyes please.
  3. PBs at the moment are a set piece scenario of a unknown quantity and quality of engagements. - hostility drive with a number of engagements ( missions ) - weakest link imo - battle setup is done and destination of attacker is known; also known is the time of the battle; also known is the Battle Rating points for the battle - in my opinion too much information - unknown element is the departure point, but easily guessed. - can't do anything about this as anyone can have ships anywhere. - there will be a number of engagements from the departure point to the objective port, plus the port battle itself - usually the defender fleet just has to sit put, and do nothing while allies and other nation friends battle outside. So, in sum, the design to capture a port is a mini-campaign with lots of engagements and ending in a major scale battle ( not necessarily bigger than any of the previous engagements )
  4. Yeah... suggested somewhere for everything to be accessible in the Admiralty via doubloons.
  5. Because a Victory wouldn't be deployed to harass enemy trade, but a Essex would. Yet, we can configure our ships to do things they weren't supposed to do with the woods and 5/5 That's my mindset. I dislike the rng, but i dislike modules and books more, hence limiting them is a plus for me. 3/5 is acceptable.
  6. I am a player. Not a developer of NA. Just a player. And 3 module slots and 5 book slots are okay. RNG not needed really. I must equip the ships for tasks, some with better handling, others with better gunnery. Some for raiding, others for engagements. Not a single equal model ship is suited for all in that format. Meaning I have to configure some Constitutions, same type of ship 3/5, for different tasks. Personal preference. Nothing else.
  7. I understand you want it all. That was clear But why ? Why not play with having to make choices ? Just a personal option, or a generic game design preference ?
  8. Are codes for alias planned, so the names can be translated ?
  9. Yes. I remember suggesting that ALL ships that can be crafted by normal means to be available through the Admiralty in exchange for currency/honors. Say special ships are only in special events / chests, etc. A multiplayer group of individuals will get more chances than a individual. So the individual might get one special ship and the clan that hunts him will get twenty fold more.
  10. Solo experience will always be hardest. In any multiplayer game, and NA is no exception. Economy is a balancer i guess, so the game doesn't turn into a Ship-of-the-line Action... But i am sure the design team knows best.
  11. That's the entire point.... Maybe part of the captains out there don't want a Reds vs Blues scenario but a lot of nations so wars can be conducted in various fronts and diplomacy is "sandbox" and conducted by the players/clans. Even if the voting alliance mechanic looked okay, in the end it became a Blues vs Reds scenario which limited a lot of opportunities. A semi curated system of "alternative history" could work IF the playerbase would be willing to accept the destructive fates of war and loss associated with it. And here lies the trick. Majority isn't.
  12. Those are arena based games with 15 minutes maximum battle duration. That's absolutely not what NA OW is. Be prepared, always, for battles to last 90 minutes. If they last less, it's okay. Also, question yourself and your friends... - why the War option ? You know from the start that contact with enemy vessels is imminent. Meaning it may happen at any time, when you want and when you don't wish. Also, is not really a solo game. It can be played solo, but as a multiplayer game the balance and mechanics, both economics and military, are aimed at coop and group play and eventually full fledged multiplayer wars.
  13. Not so easy. Albeit named ships, it is abstract for the class. Endymion in oak but the subsequent five(?) sisters were built in fir while the french Pomone was adriatic oak, as tough as the american strong oak. Would limitation of wood selections by ship/class solve what you call of balance ? But then balance would be broken at logistics level, if certain woods ports would be conquered... Also I am seeing speeds posted being all inflated. Sailing once at 13 knots is not the same as consistently making 13 knots.
  14. Enjoy. Is a light read. And suggest something awesome for a full fledged naval action simulator https://www.usna.edu/Users/oceano/pguth/website/shipwrecks/logbooks_lesson/logbooks_lesson.htm
  15. How to make it work then ? Example - we asked for free market, we the players playing-testing the game during development- That alone is a pandora box. I can buy ALL repairs in a Capital and sell them at a higher price. That is... until someone comes and sells them cheaper... That is only 1 example of sandbox player made situations. Other is, of course, War Server. It is War, end of story. The Nelson guy will suffer as much as the fisherman when the enemy comes. Peace server is enjoyable, a battle or two per day. Very relaxing, very single player. Combat method is the same for both scenarios. The learning curve is steep on both. The becoming truly skilled is really extreme on war server. There is no grind other than learning the ships. That is all that matters. Reals... doubloons...modules...books... yes yes, but if you don't spend time in the ships, learning them, you will not be able to enjoy naval action to the fullest. There is no grind in my mind, just pure age of sail joy everytime i press sail and a enemy player sail shows up in the horizon. There's a prize worth be taken. I cannot put myself in your mind sir, i just can't understand what you mean and I really wish it to be more explicit. What is needed when Rear Admirals prefer the safety of zones other than leading their peers into war against other players ? Wish to play the game as intended. There's no winning formulas unless you get out there with a Snow or Pickle if that's all you have. And if that sinks you capture another from the AI and do it again. By the time you get more knowledge about how to command the ship you get a new rank and a lot of cash. Game is about combat. Primarily. Focus combat. Trade comes after. You can't trade successfully if you can't fight raiders.
  16. I gimped myself - given the player knowledge - when i deleted the character at patch 27, by using no repairs until i had slight bit of cash. The first ship i captured and used, a snow ( captured with a pickle that i captured with the basic cutter ), mahogany crew space, sunk last week in pvp. Look, there's no "one formula works for everyone". I learn new stuff everyday under cannons of the enemy.
  17. There's a Perk that shows exactly where the player is in game. The option is already in game. Have you tried it ?
  18. Early days of NA is all about capturing. It helps learning the combat and helps with the financial aspect. With 1 capture ship a player can and will capture 2. With 2 capture 4... and so on...
  19. Some officers are better at navigation than others. Some use the perk, some don't. Give Midshipman rank 2 perk points. That's auto perk IF they wish it so.
  20. Then explain me how Nelson departs to the West Indies after the French and arrives weeks before. I bet it was the counter clock wise wind rotation...Look, we have a perk. It is perfect gps for those that want it.
×
×
  • Create New...