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Ship meta speed issue  

70 members have voted

  1. 1. Do you think that Speed cap should be removed and speed bonuses rebalanced?

    • Yes
      67
    • No
      3
    • I don't care
      0
  2. 2. If you said yes to the previous question, when this issue should be addressed?

    • It needs to be done ASAP before anything else
      51
    • It can wait until transfer to Unity 5 or when other more important things as done first
      17
    • I have answered No or I don't care to the previous question.
      2

This poll is closed to new votes

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  • Poll closed on 07/21/2018 at 11:12 AM

Recommended Posts

Posted
8 minutes ago, Flinch said:

IN a gang on gang fight (these are rare I know) the side with all the paper fir fir speed ships is going to lose vs the solid team with actually fighting ships.

Yep, this is largely how we play too. Although really the only reason we have ships that don't go 15 knots is because not everyone has all the speed skills or access to the mods. In the current meta, we would totally go faster if we had the stuff to do so.

  • Like 1
Posted

TL;DR:

Remove speed cap. Nerf the percentage bonus for speed mods. Simple. 

Adding in a system of diminishing returns for stacking mods would be great, but maybe harder to implement? (I don't know, I have no idea if that would be hard to code in or not).

Whatever you do,

Remove speed cap.

Remove speed cap.

Remove speed cap.

REMOVE IT!

 

Full version:

Here are the problems with the speed cap, as I see them:

  • Pretty much EVERY ship can hit 15 knots (even first rates), so it only makes sense that you have a 15kn version of whatever ship you like to sail.
  • Some ships can be pushed so far over the speed cap (Endymion) and then have various other speed mods or sail upgrades (staysails/studdingsails) added in that it will significantly improve the ship's sailing profile. Example: right now, I have an Endymion that does 15kn at two points of sail downwind, instead of just the standard one point of sail, and does not suffer too horribly upwind either (although she is still no Surprise).
  • You NEED those rare speed mods (I absolutely hate RNG upgrades, I thought we were moving away from gold marines and carpenter teams, but now we have a boatload of gold mods we have to hope RNG will give us...rant for another time though...) for your ships to effectively compete with the best of the speedbuilds.
  • You NEED access to 5 of "insert random-super-rare resource here" in order to create the permanent speed mods (and you still gotta hope for that RNG copper plating)

So, if you remove speed cap and nerf each speed mod to maybe 3% speed increase at most, perhaps we would achieve a system that would balance easily, but most speed mods would probably have to be further nerfed 1-2% for this to work.

OR, as others have suggested, give diminishing returns for stacking: (I think this is the better system)

I believe there are already enough negatives associated with the speed builds as it is, but making it so that the bonuses (speed) give diminishing returns as you stack on upgrades would be a good start. Furthermore, the negatives associated with the mods (such as -x% HP) would stack, so if you add in an upgrade that is -5% HP and another that is -5%, you get -10% HP overall. This way, a ship that is a respectable 14kn may be significantly tougher than the same build ship but having more speed mods at 14.5kn.

  • Like 1
Posted
6 hours ago, Willis PVP2 said:

You NEED those rare speed mods (I absolutely hate RNG upgrades, I thought we were moving away from gold marines and carpenter teams, but now we have a boatload of gold mods we have to hope RNG will give us...rant for another time though...) for your ships to effectively compete with the best of the speedbuilds.

Pretty much this... this exclusive upgrade bullshit combined with RNG is absolutely useless and i don't know anybody who likes it or thinks it is a good idea...

  • Like 1
Posted

Thinking more on this you should really only ever get 2 Speed Mods.. One base don how the ship was built Bovenwinds, Crooked Cedar etc.. and The Copper Plating as it is an addon after the fact on real ships.  Then No more then 2 Skills. Since after 2 they start to counter each other anyway. 

 

     Make the Negatives a bit worse and the stacking have a lower bonus for the lower % one. like 1/2.

 Then Remove the Ca[ and tweak the Wood bonus and minus.

 

 Ships are just to damn fast in this game. the Cutty Sark (Record holder for a Sailing ship in the 1860-70s) Well after our time frame had a fastest ever speed of just over 17 knots.. and a Best single day speed avg of 15 knots.. Now this is a Ship built for cargo and speed 50 years after the lend of the time frame for the ships we have.

 

Posted

If possible do away with meta by providing

- leeway, variable wind, surface and high wind strengths, etc.

That way we will see, by proper conditions, all ships having strengths and weakness as proper.

A sloop was never ALWAYS faster. A frigate was not ALWAYS faster. A 74 was not ALWAYS slower.

Also make rigging properly suffer from mishandling and having the wind blast away tops and even masts if the captains can't the steer it through wind proper.

That's how you do away with meta.

  • Like 1
Posted
4 hours ago, The Red Duke said:

If possible do away with meta by providing

- leeway, variable wind, surface and high wind strengths, etc.

That way we will see, by proper conditions, all ships having strengths and weakness as proper.

A sloop was never ALWAYS faster. A frigate was not ALWAYS faster. A 74 was not ALWAYS slower.

Also make rigging properly suffer from mishandling and having the wind blast away tops and even masts if the captains can't the steer it through wind proper.

That's how you do away with meta.

Sailaway has leeway and variable wind.  While rigging doesn't suffer, hopefully they will add that in. These things make that game interesting.  I think they would make Naval Action more interesting.

  • Like 1

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