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Posted

This is supposed to become a list of little things that could improove the crew management system.

Right now the system works somewhat weird in fringe situations, which leads to really frustrating moments.

 

1. let us decide what cannons should be reloaded and what not. Disabling a deck could / should stop the reload on it.

(The problem here is, that when im chasing i reeeeally need the chaser guns, but if i just flipped 2x, my gunners reload some crappy cannons on the side instead of my really really needed chasers)

 

 

  • Like 6
Posted

powderhorn, about the sliders, im not sure this is the way to do things. yes, i would also love them, but the idea of e.g. boading focus is to debuff you. So it's actually intentional that the crew management system doesnt exactly do what you want it to do because the devs want you to be debuffed where it hurts. :) 

 

Imo it makes sense to force debuff sailing when going to boarding focus. (from a gameplay perspective)

Posted

Add to #1; 

 

If you disable cannons during reload the "reloading process" is reset (It would be way too dangerous to leave in the middle of the reloading process in case someone forgets if the last step taken on that exact cannon. EG; Double amount of powder, 2 balls etc.) 

 

If disables when cannons are "ready to fire" nothing happens and when you enable the cannons again they are still "ready to fire". 

 

- Also, disabling and enabling decks should take a few seconds (Nothing much but there should be a delay). 

 

- - Expanding even more on this we should have a way to "disable starboard/port cannons". This way we can disable the whole side instead of disabling each deck manually. 

 

#2. 

A way to lock in an exact amount of crew in a certain position.

Eg; I want exactly X number of crew on the Sails and Mast's management. 

Posted

Sliders might open a can of worms (what do we use to control them? It can't be the mouse), but a minimum threshold for each category would be nice.

 

 

Earlier admin told us that Fire Deck Guns would only be usable in Boarding if we actually left men in gunnery. Currently this is pretty much impossible, since Boarding focus takes all your men off the guns.

 

 

The main thing, though, is removing the silly choice between 90 men on the sails or zero.

Posted

Imo it makes sense to force debuff sailing when going to boarding focus. (from a gameplay perspective)

 

I agree on this part, not just from a gameplay perspective but my logic tells me it would "debuff" sailing in real life as well.

- The crew would be ready for boarding meaning a crowded deck. Maybe this wouldn't be a big hindrance but i'm sure it would cause a small "debuff" (to use the gamey words).

 

Suggestion; Enabling Boarding Focus lowers sail/yard management by X% (X= 10?, 20?, 30?)

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