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z4ys

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Everything posted by z4ys

  1. To 1. The limit of buildings simulate the need of trade agreements, teamwork and is a part of the choice game. To 3. Magazines can already detonate (we just don't hit them) To 4.ammunition is already limited except ball but who wants to be stuck in a battle without any ammo left? Same goes for powder. To 6. When a ship is crafted it already needs provisions. Normally ships were equipped for 6month at see. The majority of our sails end after 10 days at sea. Adding additional provision would be somewhat unrealistic and just be an other fake feature like powder or ammunition that has to be bought. To 8. People already complain about sailing in a sailing game so why expand the map even further? To 9. We had position markers and even the f11 coordinates are bad for gameplay. Teamspeak and GPS lead to undesired gameplay effects.
  2. Bevor the Game was EA recoil was in-game but it let the fps drop in a massive way in big scale battles. Feel free to do the math and calculate it for all broadside guns of 50 santis shooting at the same time😉 If I remember correctly we might get it back as graphic option for high high end machines.
  3. Suggestion: Add different stakes to Crown and Anchors Details: Additional to cash its possible to use PvP marks / PvE marks as stake (or the new currency that will make it into the game) for gambling Pros: More thrill because gold is worth nothing Cons: creating pve/pvp marks out of nothing
  4. capitals are just the lesser evil. patrol = grps are organized -> winning is more than 1 click Capital = AI reinforcements that can be outplayed + defender grps are not organized enough + open battles -> easy job getting ganked is possible in both cases so it doesnt really matter
  5. Maybe you should add "meaningful" to sell it
  6. We had paints ingame and they will come back it just needs time due to other prio stuff
  7. i would say all property gets claimed and sold to base price the conqueror receives the cash into clan warehouse or maybe with the new currency system has to transport the cash back into their clan warehouse. But i am against conqueror gets items
  8. French captains did plan for a short cruise in that case. And being close to home waters it is normal that they can field more ships with less strain on repair/provisions. Let us focus on the suggestion not a particular playstyle. The mechanic affects solo and groups equally.
  9. Easy fix = use less high maintenance mods And dont forget other will have to do the same.
  10. Lets say: base hull repair = 12 per cycle base Sail repair = 12 per cycle Result: Caulking + copper + elite british rig are non basic mods therefore: Hull = 12 base + 12 Caulking (100% of base) + 12 copper (100% of base) + 12 for two of the same kind (2 hull refits) = 48 hull repairs per cycle Sail = 12 base + 12 elite british rig (100% of base) = 24 rig per cycle
  11. I dont think that it will reduce the willigness for people to buy ships. only 3 ships per week cant be traded reduced pve reward (less xp gold mabye reduced drop chance overall) no choice of wood and inbuild no mods no special books But it opens the door for the dude who has 1-4h time for NA per week and thinking that losing his ship is unaffordable. Furthermore fellow captains that start learning to pvp can do that without to much of a worry. Introducing an insurance will just help people that dont need help aka hardcore players that already have easy access to most stuff.
  12. Dev team went into forum hibernation. My bet we are soooo close to the next big patch. Maybe thursday?
  13. I doubt that casuals use stuff like carta Acutally it effects more the hardcore player than the casual.
  14. It would be: hull repair = 12 basic + 12 carta + 12 navy + 12 same kind = 48 hull repair Sail repair = basic 12 + 12 spanish rig = 24 sail repair so better choose your mods wisely
  15. general cost increase cargo space to basic quantity of repair cycle is almost the same for all rates of ships. It effects the pickle dude the same way like the nelson dude in his victory
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