No Pasaran Posted September 8, 2014 Posted September 8, 2014 Cheers for info. Love the "sloth" thing LoL. Btw how do you get witty ditties on your profile? i am quite IT stupid! having to use the Eagle method to type this out!
chappy Posted September 12, 2014 Posted September 12, 2014 I have to agree with Anunzi, hard lock country is not the answer and in all likelihood you will be limiting your players. Could you have player a combo of guilds and companies and countries? What I mean is this. Lets say the British Naval Action Company - BNAC (and Guild?) opens business in Great Britain. That British guild would then have am initial limit lock on the quantity and type of ships. Then based upon how much trading it does it would reach new levels Example" 1. The fictional company BNAC starts off with an allowance for up to say 10 ships (arbitrary number) and limited type. 2. Once they have carried x tons of cargo then then are eligible for another 5 (again arbitrary) and increased types of ships 3. Once they have carried y tons they are then eligible to open an office in another country, say France - This would give BNAC the ability to add another 10 ships that are owned by the British company BNAC but are registered in France, and again open access to more types of ships. Or instead of opening new offices in new countries they are opened in new ports which would be of the same country. So BNAC opens its doors at port x, next upgrade it can open a new office in port y, still a British owned port. You would want to make each port have differing advantages, perhaps the starting limit of ships, perhaps the types or perhaps the size of available warehouses... If everyone want to be part of a British company then so be it. Leave the overall country ship count limitless, limit by Company and their Ports... Just an idea from a FNG, apologize if this has already been discussed/ suggested in another thread . I think the standings system is probably a good option and the degree of 'effort' or 'intent to change your ways' can be adjusted over time by the devs to find the right balance of committment vs need for migrating players between nations/companies/factions etc. And whats more probably a mechanic that makes it harder to join the side that is dominating the more it dominates. Unfortunately in online gaming there is a pyschology i like to call 'gottawinitis' that causes a positive feedback loop biased towards the side that is currently winning. Eve has a standings system that affects how one can take missions from certain factions depending on how badly theyve damaged that factions ships/resources over time previously. Its use can be seen in their faction warfare element of the game in how it plays out in pvp and pve. 2
VEYRON Posted September 14, 2014 Posted September 14, 2014 awesome game structure already,in response to a players query in fellowship, the pirates of the burning sea is a dead game,,they destroyed that game by letting people play all sides of the war,,the few playing it are ganking the new players useing toons in every nation and the new players are quiting as fast as they come in,,so forget about potbs,,its dead ,,let it die,,this game has a real shot at blowing the doors down if they think before they make any changes and stay in service of the game 1st,,not money,,not players wantings,,but the world they invisioned to make,,and its a good one.
Brogsitter Posted September 15, 2014 Posted September 15, 2014 Well. We know for sure that majority of players will want to go Britain or become Pirates. This is a given. Pirates issue is solved easily by the mechanics we already discussed in several Piracy topics. Controlling country numbers is not as easy. There are basically 3 options 1) Focus on player guilds and companies, ignoring countries, that will only provide limited content (research, blueprints, buildings in ports and trading etc). 2) Provide welfare 3) Hard lock. You can be a British National - but Royal Navy is not accepting any more applications. Finaly I got some spare time and found my way back to this game. I have to agree. Controlling the population of countries might be a real pain. I would prefer solution 1) maybe in combination with a reputation system. So you can start as whatever you like, but you have to gather reputation with the country you want to sail for. The reputation you need to become a member of i.e. the Royal Navy, grows with the number of player allready sailing for the Royal Navy. At the end you will always be able to roll your favorite country, but it might get a hell of a grind to become a member of the appropriate navy. What do you think? Cheers Brog
Soiledmist Posted September 16, 2014 Posted September 16, 2014 Stumbled upon this game by accident also, I would be willing to throw down for early access.
Edward Vernon Posted September 19, 2014 Posted September 19, 2014 Just pre-ordered this...and cannot wait. Loved Age of Sail and this looks like it will be sooo much better.... Bring It On! 1
Edward Vernon Posted September 19, 2014 Posted September 19, 2014 22 Years man and boy in the actual (not virtual) Royal Navy. Cannot wait, this looks like what I have been waiting for for a looooong time 1
VEYRON Posted September 22, 2014 Posted September 22, 2014 well,you fellas take as much time as you need,,better to do things right the 1st time then screw it up later with fast fixes,,we support your efforts in this matter and ive already bought the pre order game and i guess my yaht will be there to get me off and exploreing.,but for the heavy stuff im going to have the super frigate,,no doubt..so may the wind be in your sails and star to steer her by,,god speed to the developers and we will be there when your ready to shove off,,,just a quick question,,if you could at some point add my favorite ship the xebec would be way cool,,cus it can out run those pirates fellas upwind,,thnxs,,veyron 2
Mirones Posted September 23, 2014 Posted September 23, 2014 there was a discussion and sugestion about them and hypridfrigates they will come after we have more of the ,,normal,, kind atleast thats what was said if my memorie serves me well.
Chilly Willy Posted September 23, 2014 Posted September 23, 2014 well,you fellas take as much time as you need,,better to do things right the 1st time then screw it up later with fast fixes,,we support your efforts in this matter and ive already bought the pre order game and i guess my yaht will be there to get me off and exploreing.,but for the heavy stuff im going to have the super frigate,,no doubt..so may the wind be in your sails and star to steer her by,,god speed to the developers and we will be there when your ready to shove off,,,just a quick question,,if you could at some point add my favorite ship the xebec would be way cool,,cus it can out run those pirates fellas upwind,,thnxs,,veyron devs did mention that they would be introduced as pirate ships I hope also avalible to Privateers my Favorite ship in Potbs; Acadia MC xebec 1
VEYRON Posted September 26, 2014 Posted September 26, 2014 Introduction Our goal is to create an exciting and realistic naval combat game. We want to give players the opportunity to experience the most beautiful period of naval history first-hand – a time when sailing ships ruled the seas. A time when traders, naval officers, privateers and pirates roamed the oceans in search of fame and treasure. We are following a development process similar to Kerbal Space Program, Minecraft and DayZ, releasing content early and improving it using player feedback. You are encouraged to join the development process by voting on features and milestones that will be developed first. Our current priorities are combat and core systems, render development and tools programming. Further steps include: Open world gameplay Player Guilds, Companies and Global Conquest Crafting and Trading Guild owned ports and villages In-depth exploration General information about the game (work in progress) Ship line-up: 16th Century to the end of Napoleonic Wars. The Royal Navy Rating System will be used for our ships with hull sizes ranging from First Rates wielding 100+ guns to unrated with just one gun. Players will be able to customise and improve their ships. This includes adding better equipment, armour, weaponry, sails, and variety of internal modules. We will post a more detailed post on ships within a week. Weapons and combat The game will include the common weaponry of the Age of Sail: fort guns, mortars, carronades, cannon and their variations Combat Your performance in combat depends on your skill. Players must judge variables like velocity, distance, movement and crew performance. Weather and ship conditions will also affect your aim: a pitching ship due to damage or stormy seas will change the way you fire your broadside. Boarding will be a feature. There are no plans to create an action game with characters fighting it out on decks. There are ideas that are being discussed on how to realistically represent boarding combat from the captain’s perspective. Players are invited to participate in these discussions on the forum. Damage model The game will feature a comprehensive damage model. Different parts of ships can be targeted and damaged to have various effects. These can include destroying a rudder, or tearing sails and rigging to damaging internal equipment like pumps or the magazine. Flanking and maneuvering will have a great impact on battlefield performance, because of weak stern and bow armour. Buoyancy and flooding will influence combat as well – you may sink without having lost anything vital. A simple repair system will be implemented to keep combat dynamic. Navigation Wind, heel, and pitching will affect performance of all ships. Wind needs to be taken into account when planning your maneuvers. Our selection of ships and sail layouts will let players choose what fighting style they want to use. Crew As the captain, you must higher sailors and officers. Officers will participate in combat with you, influencing a wide range of combat, sailing and passive parameters and gain experience. The number of officers on the ship will be limited by ship class and your rank. Ranks, awards and titles A selection of ranks, titles and awards will be issued for achievements in and out of combat. Ranks and titles will grant access to new ships, officers, flags, banners, weaponry and ship upgrades. Skilled players may even display their achievements on their masts. bit confused i guess,the opening of the main page stresses adventure on the high seas and exploration,will all this navy fighting force the rest of us into fighting,,ships are exspensive,your opening page also says we can be whatever we wished,,so i invisioned a xebec corsair,and put together some econ to fund my ship and go sail your world but sounds like another potbs port battel flip stuff where ill get pressured into heavy fighting i cant afford.i dont want to be a brit,french,spainard or even a pirate,must i choose my nationality?will i have to choose a type of charactor also?like pirate,privateer or naval officer?
VEYRON Posted September 26, 2014 Posted September 26, 2014 devs did mention that they would be introduced as pirate ships I hope also avalible to Privateers my Favorite ship in Potbs; Acadia MC xebec so i must be a pirate to have the xebec?,i have the arcadia xebec at potbs,my fav also,dont like the idea of certain chips to certain classes then ill have to wait till i know for sure and be sad if my class cant have the ship,thought this game said open world,no classes,,be what we want to be?
Poyraz Posted September 26, 2014 Posted September 26, 2014 well,you fellas take as much time as you need,,better to do things right the 1st time then screw it up later with fast fixes,,we support your efforts in this matter and ive already bought the pre order game and i guess my yaht will be there to get me off and exploreing.,but for the heavy stuff im going to have the super frigate,,no doubt..so may the wind be in your sails and star to steer her by,,god speed to the developers and we will be there when your ready to shove off,,,just a quick question,,if you could at some point add my favorite ship the xebec would be way cool,,cus it can out run those pirates fellas upwind,,thnxs,,veyron I second this message for lovely Xebecs.
admin Posted September 26, 2014 Author Posted September 26, 2014 devs did mention that they would be introduced as pirate ships I hope also avalible to Privateers my Favorite ship in Potbs; Acadia MC xebec where did we mention that? 1
Chilly Willy Posted September 26, 2014 Posted September 26, 2014 where did we mention that? your gonna make me search for it aint' ya some one mentioned it ill see if i can find it of course i have been known to be Wrong ask my Wife
BungeeLemming Posted September 26, 2014 Posted September 26, 2014 there was no mentioning about specific "class-ships". If you decide to use your ship as a pirate ship you can do so. But it wont make it any special Also there arent even classes in this game. Your attitude will be your destinction. 3
Chilly Willy Posted September 27, 2014 Posted September 27, 2014 Wind Naval Photographer Tester321 postsLocationUSA Posted 13 February 2014 - 09:27 AM Pirate npcs should sail those... OK MY BAD wife 22,573 NA 1 Me 0 3
Hanser von Richthofen Posted October 13, 2014 Posted October 13, 2014 im waiting for this awesome game
NorthernWolves Posted October 30, 2014 Posted October 30, 2014 The systems, render technology and combat mechanics we are currently finishing will allow 3 products to be developed. 1. Hardcore single player ship simulator - with sail and yard trimming, individual sail control and deep crew management. 2. Session based fleet action a-la world of tanks or war thunder - we call it Faction Warfare or National fleet duty 3. Open world RPG with conquest, crafting, trading and pirates 2 and 3 can easily co-exist in one game and reinforce each other. So being pretty new to the forum, I'm still finding admin posts from early on. I already knew about the hardcore ship sim play and the open world obviously, but my favorite about this is "deep crew management," and "RPG with conquest, crafting, trading and pirates". Can't wait.
r6751 Posted November 23, 2014 Posted November 23, 2014 Very promising on first view of the beta. My question is concerning your stated "fleet action" gaming. This hints or suggests that one player will be the admiral and the rest sail under orders. If this is true, at the beginning and before any ranks are earned, how will a "fleet" be organized for battle? Also, in game, how can you identify friend from foe?
Edward Vernon Posted November 23, 2014 Posted November 23, 2014 You identify friend from foe by getting close enough to see their colours through your telescope
Toggman Posted November 25, 2014 Posted November 25, 2014 Question on repair buttons, hit #5 then one of the numbers to repair that item? What is #8 Survival do? Thanks Toggman
Clinch Posted November 25, 2014 Posted November 25, 2014 Yes on how to repair. Survival has men fix critical items-leaks, critical rudder, critical pumps. For instance, if someone puts a broadside through your rudder you will not be able to turn (unless you do so with manual sails which will be very slow). So at this point your rudder status is red. If you go into survival mode (wait for the red circle in bottom right corner of your screen turn green indicating crew is "moving, focusing" attending to the issue). After some time rudder status will turn yellow, your ship will still have rudder issues that will prevent you from turning swiftly. If at this point you use repair, you can fix the status of the rudder to green thus meaning you would have normal turning abilities. Hope this helps. I may not be exactly spot on in my answer.
Justicar Posted December 5, 2014 Posted December 5, 2014 My first post on these forums and i have to point out a typo. In the crew description it should be `hire` not higher
Toggman Posted December 11, 2014 Posted December 11, 2014 I would like to know on double tap how it works, When steering to port do you double tap A at that time to hold it or after your rubber is at full port. I have tried both ways and it do not work. Please give me a example of the correct way to double tap. Thank you
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