Maxrdt Posted December 1, 2014 Posted December 1, 2014 I find the concept for this game very interesting, it's something I didn't know I needed, but now that I see it it's something I really want. However, having magic buffs or nerfs of any kind is exactly what I don't want in this game. I want a realistic, open world age of sail game out of it, not a world of warships with sails. The purity of the game as being as realistic as is possible within gameplay bounds is important enough that I literally created an account just to voice this opinion. I'll be following closely. 1
SchurkjeBoefje Posted December 3, 2014 Posted December 3, 2014 I find the concept for this game very interesting, it's something I didn't know I needed, but now that I see it it's something I really want. However, having magic buffs or nerfs of any kind is exactly what I don't want in this game. I want a realistic, open world age of sail game out of it, not a world of warships with sails. The purity of the game as being as realistic as is possible within gameplay bounds is important enough that I literally created an account just to voice this opinion. I'll be following closely. I'm glad you did because that means I don't have to. (though I did anyway)
Crankey Posted December 6, 2014 Posted December 6, 2014 NO! to magic. Following a planned course speed increase. I don't disagree with a slight speed improvement if following a pre determined course. But I would rather see it as maximised sailing to the ships limit rather than an increase above its limit. After all the officers and crew if they already know where they are to sail, will have no hesitation in shouting out manouvring and sail drill orders, and sail crew will already be at station, not having to react from the deck, climb shrouds etc. I post this in the assumption that the officers and crew are fully conversant with the particular ship they are currently sailing, I would expect new officers and raw crewmen to a ship would still not be able to bring about perfect manouvres. Gunnery increase Personally I would leave this to the individual captains crew, along with any background game skills and enhancements available we may not know about yet. An Admiral making it known which particular ships he or she wants targetting I think is sufficient benefit as long as ships expecting to follow those orders are in signal range. Morale Is a very valid part of your crews ability to turn to any task depending how confident or hopeless they are feeling. Levels of morale should I believe be a measure that can and will rise and lower as a battle plays out depending on a myriad of experiences. I do not feel however that any morale boosting should enhance a skill beyond its maximum. Let us also remember that sometimes the 2nd in command of a fleet was also the more favoured commander by officers and crewmen. So the 1st commander going out of the fight may not even have a negative effect on morale, perhaps even the reverse I think there are many many excellent points made by fellow captains, I hope that the Devs are able to take on board what they can, and hopefully not get too downhearted if their own pet project happens to be working on the 'magic' aspects. Everyone on these forums I think will agree that they just want to see this game to be a 'keeper' one where the community and the players will be around for a very long time and as such together have millions of hours of gameplay experience that we hope can be viewed as constructive posting. 1
mouse of war Posted May 15, 2015 Posted May 15, 2015 I would be worried about the introduction of any buffs that try to produce effects that will probably develop naturally in the game / meta game. For example - a squadron led by a fleet captain who has a reputation for winning will be correspondingly inspired. This doesn't need to be simulated. This will happen naturally. I think that the meta game will add so much to the experience if it is left to develop naturally. Intervention should be kept to a minimum. 1
Scout Posted May 15, 2015 Posted May 15, 2015 For my parts i don't want to have any skills or buffs that can be active for some magic effect. Even the repairs are a bit to much it might be better if you need to get out of combat for 20-30 sec before you can start repairing your ship plugging holes is another thing
Ronald Speirs Posted May 20, 2015 Posted May 20, 2015 Such a great topic of discussion, im against buffing as i couldnt stand all the garbage in POTBS, i dont mind the idea of experience and morale though, in my opinion just keep it simple and basic that anyone can achieve, for example morale full could just mean your ship functions as normal, the lower your morale then its alittle sluggish to change between sail or guns or survival, then you could have an experience side of things where the higher your rank the slower your morale is depleted, the more battles you have been apart of in a row where you have lost less then 70% of crew adds to the crew experience which might give a slight reload % like 10% for example isnt alot at the end of the day but a slight improvement earned from battle experience, the higher your rank the less battles in a row needed to gain the improvement, but then again it could over complicate things and just add to more players attacking small lower rank captains just to get the advantage unless you had a rank cap, after saying all this if we keep it simple and leave it be then everyone is on an even playing field, then it just comes down to whos the better captain and knows there way around their ship. 2
Sir Cloudsley-Shovell Posted May 21, 2015 Posted May 21, 2015 Of course IF you wanted Buffs then British Ships would have superior Firepower/Loading values over other Countries...............that would lead to vast numbers of purely British Ships wouldnt it,but then it IS Historically Accurate.So where do you draw the Line?
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