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Patch 9.9 - Officers, Fishing, Provisions and other things


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Posted

Regarding the new Tobacco and Sugar Plantations:  both currently offer no extraction discount.  The resources are extracted at 500g-per-Tobacco and 400g-per-Sugar, which is the same price as sold by NPC.  Meanwhile, the other production buildings have seen their costs decreased to well below previous half-price.

 

Is this intended?  Or simply flawed implementation of the new production buildings?  (and yes, submitted in-game F11 report).

 

 

+1 on question.

Posted

It is both sir, please check this out.

http://www.navalaction.com/#open-world

It is designed to be both and not exclusively PvP /or RvR

Yes i understand that. They have a pve server for those who dont want pvp. If you have chosen a pvp server then also choose to play alone then that is on you.

What youre advocating for is to play on a pvp server by yourself BUT have the computer be your friend and help you thus making the other solo players now having to play your pve game.

Honestly to me i have found a benifit to your play style now. When i come upon a trade ship with ai help i dont bother caping him , i sink him , his cargo, his ai and all his expensive men. Costing him 100k plus cargo and good xp is good enough for me but i really think those of us who choose to play alone should not get coddled by ai protection.

Posted

What youre advocating for is to play on a pvp server by yourself BUT have the computer be your friend and help you thus making the other solo players now having to play your pve game.

I am not making any solo player (PvP or PvE) play in any particular way. What I do advocate is the ability for a solo player to be able to survive and get ahead in a game dominated by clansmen. The PvE world is alreay a more of a solo world but if and individual wishes to come over to the dark side then he/she has tools and mechanics to adjust their odds in a foreign environment.

I will always be a proponent for the single player. I continously test the various things a solo person can do in the game. Not everyone want to be part of a clan and if this is to be a requirement of the PvP server then this bias and bigotry towards the solo play (who has every right to be on any server as anyone else in the game) is really unpinning.

When I get in with an enemy ship, I do what you do. I sink the damn thing.

Posted

I am not making any solo player (PvP or PvE) play in any particular way. What I do advocate is the ability for a solo player to be able to survive and get ahead in a game dominated by clansmen.

 

Social aspect has nothing to do with clans. Many of the pirates and privateers have no clan nor do they wish to but they are social enough.... in a multiplayer game.

 

By the way what other sounds have you guys noticed apart from the seaguls, crew commands and water swoosh and splashes in the OW mainly ?

  • Like 1
Posted

 

By the way what other sounds have you guys noticed apart from the seaguls, crew commands and water swoosh and splashes in the OW mainly ?

 

Canons sounds when passing near crossed swords having a battle going, owl screaming at night when sailing next to shore , and some other ambient sounds near lands, really nice now.

Posted

By the way what other sounds have you guys noticed apart from the seaguls, crew commands and water swoosh and splashes in the OW mainly ?

You bet!The sound effects have improved greatly since December. All I need now is a misting machine with some sea water and a small jar of creosote to fill in the ambiance.

It's getting better and better

Posted

I have a base at Perija, it supposedly enables rum, so why can't have a facility to farm it?

 

because there is no building for rum. Rum is created by getting sugar and building barrels 

Posted

I put this in as a bug report but just FYI, shallow water ships can take any size ship in their fleet into the shallows with them to PvP with.

Posted (edited)

I have a base at Perija, it supposedly enables rum, so why can't have a facility to farm it?

 

Rum is a little different; it's not a basic resource, but a crafted one.   Right now, the production buildings are raw-material extraction facilities.  In the future, maybe it would be feasible to have crafting or factory buildings, such as Sawmills for planks/frames, or Foundries for various ingots.  If so, then Rum Distillery would neatly fit into that category.

 

For now (and for the forseeable future), however, the appropriate production building would be Sugar Plantation.  Sugar goes into crafting Rum.

 

That said, you're probably better off just buying the NPC's Rum at 105g per.  Sugar is 400g per (even with the Plantation, which is apparently bugged at the moment and doesn't offer discount).  Not to mention the cost, LH, and/or hassle of the various components which go into making the necessary Barrels.

Edited by Bramborough
Posted

I put this in as a bug report but just FYI, shallow water ships can take any size ship in their fleet into the shallows with them to PvP with.

LOL

Posted

Looking ahead to when we have to sail ships back to port, 1 thing I do not like is making a ship part of your fleet apparently removes its cannons. Let's say I cap an AI traders brig. In order to keep all the goods, I take command of that brig and make my snow part of my fleet. Now the cannons I paid for are removed from that snow, replaced with basic ones, requiring me to purchase cannons when I get back to port. Now, I haven't actually tried this but I noticed when making captured traders part of my fleet there is a box that pops up saying all cannons will be removed. What happens to modules? Will they stay or be removed?

Posted

Looking ahead to when we have to sail ships back to port, 1 thing I do not like is making a ship part of your fleet apparently removes its cannons. Let's say I cap an AI traders brig. In order to keep all the goods, I take command of that brig and make my snow part of my fleet. Now the cannons I paid for are removed from that snow, replaced with basic ones, requiring me to purchase cannons when I get back to port. Now, I haven't actually tried this but I noticed when making captured traders part of my fleet there is a box that pops up saying all cannons will be removed. What happens to modules? Will they stay or be removed?

I believe the modules are destroyed. When teleporting ships to outpost from end battle screen is removed, capturing traders with goods will no longer be an option. IMO, the system needs to be rethought to incorporate AI carrying cargo, whether it be for players to escort their own trader fleets, or pirates / privateers to take prizes and escort them with the cargo in place back to port. Cargo capacity can be reduced in compensation.

  • Like 3
Posted

AI with cargo, ok. How will you solve this:

 

- Player in warship and NPC cargo hauler get attacked.

 

Player warship is sunk or captured and is teleported to the nearest friendly or free ports but the NPC trader manages to escape.

 

Given the Teleport with cargo is a no go where does the cargo go ? Where does the NPC go ?

Posted (edited)

 

That said, you're probably better off just buying the NPC's Rum at 105g per.  Sugar is 400g per (even with the Plantation, which is apparently bugged at the moment and doesn't offer discount).  Not to mention the cost, LH, and/or hassle of the various components which go into making the necessary Barrels.

 

It's actually an equal price. Crafting Rum yourself comes out at about 106gold per piece. So yes, buying from NPC is not a bad idea (if you can find enough)

Edited by Sharden
Posted

AI with cargo, ok. How will you solve this:

- Player in warship and NPC cargo hauler get attacked.

Player warship is sunk or captured and is teleported to the nearest friendly or free ports but the NPC trader manages to escape.

Given the Teleport with cargo is a no go where does the cargo go ? Where does the NPC go ?

1. If AI escapes and then player is sunk, AI is in fleet with player at his respawn point (nearest open port). You defended your fleet. Congratulations.

2. If player is defeated while AI traders are still in the instance, the AI traders continue to attempt to exit until the defeated player leaves the instance. If the defeated player leaves the instance with AI fleet still in the instance, the AI auto-surrenders. I believe this mechanic is already in place, as this is exactly what happened to the fleet of a player in an indiaman we captured last night. He was captured, his fleet continued to fight for a minute or so, then suddenly both surrendered (I assume when the player left the instance).

This will be self-balancing. If you bring crappy, throw-away ships to try and suicide with while your trader fleet escapes in the hopes that it will simply shorten your voyage, you reduce your ability to prevent your opponents from holding the AI in the instance after you are dead, and also penalize yourself with having to wait on the outcome of the battle against the AI unless you want them to auto-surrender.

Obvious problem: pirate / smuggler "friendly" attacks. But this is of course a much larger, game-breaking problem in and of itself that must be solved. Partial solution: remove pirate v. pirate attacks and remove ability to enable smuggler flag with a fleet active. (Anyways, smugglers should properly be players in individual trader ships, not fleets of any type.)

This leaves one remaining exploit: player with trader fleet brings along a friend with smuggler flag enabled and if the player gets in trouble on OS, he attacks his friend with a bad position, commands fleet to exit in instance and then intentionally dies after fleet exits vs. friend or anyone who joins on friend's side. Because of bad initial position, anyone joining on other side would little chance of stopping traders from exiting. Possible solution (assuming the wider problem of friendly pirate / smuggler attacks is not solved): players with trader fleets cannot attack. Trade-off for taking out a trader fleet then would be obligation to act defensively and inability to counter-tag.

Lesser problem: limited potential for alt abuse along the lines of above.

EDIT: to be clear, the above assumes that teleporting ships to outpost from end battle screen will be removed. If fleet ships with cargo were implemented before that, any cargo still on a teleported ship would need to be lost.

  • Like 3
Posted

Basically I can program a cargo teleport, roger that.

* pass me the hammer Otis...oh and a nail please *

??? What do you mean? Perhaps you don't realize all of the above assumes that teleporting ships from end battle screen to ports will be removed as has been stated by devs. In the interim, cargo can be lost for ships that are teleported rather than taken into fleet and sailed.
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