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Everything posted by Hethwill, the Red Duke
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So far so good on my end. Had issues at first with the equip ship routine and manage the warehouse, but now is okay. Once we can resize and arrange the windows as we want and get persistent layout everything will be even better. There's indeed a few things I feel are missing, and one i really would like: - drag and drop guns directly from store to ship slots - auto buy
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TESTBED - MISSIONS FEEDBACK
Hethwill, the Red Duke replied to admin's topic in Patch Feedback and General discussions
I found out that ports offer different missions. Had a similar "need" to have a specific mission and sailed to two different port which had them available. -
TESTBED - MISSIONS FEEDBACK
Hethwill, the Red Duke replied to admin's topic in Patch Feedback and General discussions
Ah ! That's nice to know. Yeah, maybe the trader models do not count. @admin confirm ? -
TESTBED - MISSIONS FEEDBACK
Hethwill, the Red Duke replied to admin's topic in Patch Feedback and General discussions
Did the mission description say specifically Les Gros Ventre ? So far yet all the ones I took had the amount I had to hunt and the models. Like Indefatigables, Constitution, etc. Didn't see one with just the rate But then maybe trader models do not count ?!... hope so. Also some variation for 7th and 6th rate missions to Trade raid ( sink / capture traders cargo ) would be great. -
Old prototype sloop
Hethwill, the Red Duke posted a topic in Current Feature Improvement Suggestions
Can we bring this into the modern NA era ? Maybe as a alternative to the Trader Cutter and Trade Lynx ? Rum Runner ! -
Okay, had time to digest the change. But will focus on one thing at a time - don't know what to think of the mix of OW port with the rest of the UI. It is not that I dislike it ( it reminds me of how Tempest does it, which i actually like ) but... I would propose two tryouts for this. - "standing on the deck" way. So when in port we would be on the ship we select ( or with no ship, looking at the pier with the crates and barrels ). Like this: - alternatively remember this you made so long ago
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TESTBED - MISSIONS FEEDBACK
Hethwill, the Red Duke replied to admin's topic in Patch Feedback and General discussions
Okay, did two missions: - Kill Mission 7th Rate / 4 stars - kill 6th rate Was facing a Niagara with the basic cutter, absolutely no slots, nothing... and was that a challenging combat ! Given the difficulty rating of 4 stars I think it was on spot. Rewards were seemingly adequate, no chests but a nice pay in doubloons. - Kill Mission 5th Rate / 4 stars also - kill 2x 5th rate We went as a group and again was hell fun, very challenging ( each one got 2x 5th rates as the original mission implies and is nice that the entire group obeys the same rules ). The rewards were maybe over the top though, with two chests, gold and silver and some nice amount of doubloons. I say this because even if it is a 1v2 it is still AI. ------------ Hunt Missions and Search and Destroy are exactly the same. I would expect one of them to be PvP specific. -
Was an example -.- ( and it was done like that ) and why would it be suicidal ? Anyway we move away from the true subject. First iteration of Insurance. Ship is sunk in instance - in that same battle! - insurance will cover material loss corresponding to the ship construction. What tiny details this means rests to be seen. For example: - How to Insure a ship I capture ? Surely there must be a "insure" price option at port !? ( obviously NOT at historical insurance prize rates, or else with non stop wars we will be paying.... over the rooftop! ).
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*chuckles* "You ganker!"... "serious...!?...I'm in a privateer versus two indiamans !".... "yeah but I have no cannon, so it is a gank as i cannot defend!" *true story* But seriously, IF an advanced insurance system takes off i'd LOVE to see a regular system of trade convoys being setup, "regular" NPC convoys events from capital X to capital Y, and have the players that want to see their cargo insured have to participate of the convoy. It can be setup according to historical routes and lines of navigation.
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You have it correct. It is extraction value Hence, the value will be exactly what costs, barebones, to build a ship. ( secondary effect: greedy crafters will become naked and prices on the "flea" market will come crashing down ) Asking development of the insurance is cool but if you going to do it, do it in a age of sail sense: - part of the ship ( never full coverage ) - full cargo or partial - obliged to convoy ( setup trader event convoys )
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Correct. Speculation by contracts. That's what we have, hence we cannot have the insurance cover ( and demand payment ) of such exorbitant prices, else the entire premise of - supporting the low rank cadets loss - is lost, and it becomes a speculative money printing machine which in turn will flood the world with no-value coin.
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You are correct, but it is the machine that defines the "stock" price even taking into consideration human intervention. I may buy high, you may buy low, the stock price will be the mean one. But in the case of resources, the stock price is the harvest cost. That's what building ships costs. If you sell them above (NPC price + margin .equals. NPC ship prices in store ) then it is on you and there's no stock exchange to cover you up. Maybe there's no need for it, speculation would be so easy in the Caribbean at this stage in the economy ...
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Naval Action Repair Calculator
Hethwill, the Red Duke replied to Bumsebiene's topic in Guides - development forum
Repair cycle, 20%. Which can be 2 units or 40 ( or other values ), depending on ship, woods, installed hull modules, etc. Excellent sheet.