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Posted
On 18/10/2017 at 2:40 AM, Anolytic said:

Please no. At least now you have to sail traders around with repairs, even if not your warships. And there will be a market for repairs in faraway ports.

  • Like 6
Posted

You never could do tow in port with repairs, the only time we where able to do that was teleport to capital allowed you to do it with repairs.  You shouldn't be sending a ship with tons of repairs (you could supply a whole team by doing this).  You want repairs send some with a trader the traditional way and stock up.

  • Like 6
Posted
4 hours ago, Peter Goldman said:

Towing with repairs could be exploited in many ways. Now traders/clans still need to supply their front lines with repairs or craft them at destination place.

When you say exploited, how so?

Posted
2 hours ago, BadBenny said:

When you say exploited, how so?

For instance, tow an Indiaman with 2200 hull repairs + 2200 sail repairs + 8000 rum which would be enough to completely supply 20 1st rate warships with only using 1 tow.

Then once the operation is over send the Indiaman back with what ever supplies remain. Considering that Freeports can be teleported to it would make unsuspected raids into any area of the map quite easy for any faction. 

 

  • Like 4
Posted (edited)

well realistically seeing, you can hide everything in the hold of a ship , the tow is always at the other end of the rope 

 

they can always make a restricted hold space for the repairs for tow 

what does not mean that it will influence in  the battle when having more upgrades in the hold(restricted hold + items in hold  active in battle)

 

Edited by Thonys
Posted (edited)

Or put repairs in ports for purchase.  That would be a good money sink.

Attackers would have to collect them and defenders could buy them up as a defense strategy.

 

Edited by IndianaGeoff
Posted
6 minutes ago, Ser_Slack said:

I agree - game is still a rediculous time sink. I wasn't surprised they chose to do it this way.

Bingo.  I wasted most of an hour sailing a batch of them to a distant port last week.  Total waste of time.

Time that could have been spent grinding slots on a ship.  Or collecting mats for a ship.  Or sailing out to a shipwreck.  Or sailing to another area where I want a port (where I will have to sail repairs).  Or grinding for gold to pay for mats or outposts or ship berths.  Or grinding for marks to buy upgrades, blueprints or permits. Or grinding for hostility.

Posted
5 minutes ago, IndianaGeoff said:

Bingo.  I wasted most of an hour sailing a batch of them to a distant port last week.  Total waste of time.

Time that could have been spent grinding slots on a ship.  Or collecting mats for a ship.  Or sailing out to a shipwreck.  Or sailing to another area where I want a port (where I will have to sail repairs).  Or grinding for gold to pay for mats or outposts or ship berths.  Or grinding for marks to buy upgrades, blueprints or permits. Or grinding for hostility.

Why did you choose the transport duty over the other options ? 

 

Posted
6 hours ago, Raekur said:

For instance, tow an Indiaman with 2200 hull repairs + 2200 sail repairs + 8000 rum which would be enough to completely supply 20 1st rate warships with only using 1 tow.

Then once the operation is over send the Indiaman back with what ever supplies remain. Considering that Freeports can be teleported to it would make unsuspected raids into any area of the map quite easy for any faction. 

 

this is the real problem and would be abused, the current iteration is fine.

If Towing was towing the ship at downtime instead of instantly? sure I could see it, but being that Towing is instant I'm against it.

  • Like 1
Posted
9 minutes ago, Teutonic said:

this is the real problem and would be abused, the current iteration is fine.

If Towing was towing the ship at downtime instead of instantly? sure I could see it, but being that Towing is instant I'm against it.

Yes, they should have made it opposite. I was extremely surprised to see that towing was instant. Some decisions dont make sense. I'd love to see deliveries from free towns return too.

Posted

Instant is good cause it allow folks to get ships to s location fast.  What we have been doing is send some one a head with an escort and trader full of repairs.  If some one needs to get a ship ready for port battle they just tow it to closes port of staging for the battle.  Than load up with the repairs.  IF they don't have a port they just take a basic cutter and than destroy it when they get to the port and set out post and than tow ship.   IT honestly cuts down time a lot for folks to get ships moved around.  Now the quesiton is are folks blowing it on easy tows to move stuff before finding out what is going on or they waiting to use it after they know if they need to be some where to defend?  I save my tows for right about when I log off the game for the night or before server down time.

Posted
57 minutes ago, IndianaGeoff said:

So I could fight with a reasonable chance of success.

Thank you for answering. I see a good reason for choosing that over the other options you had at that particular moment.

If I may ask another question, what did you do the next sortie you were able, from the options you had ?

Posted
1 hour ago, The Red Duke said:

Thank you for answering. I see a good reason for choosing that over the other options you had at that particular moment.

If I may ask another question, what did you do the next sortie you were able, from the options you had ?

I believe I did pve for gold and marks since I bought my last outpost and cash was low.  It was probably my Wasa since I need more slots open to do Port Battles.

  • Like 1
Posted
1 hour ago, IndianaGeoff said:

I believe I did pve for gold and marks since I bought my last outpost and cash was low.  It was probably my Wasa since I need more slots open to do Port Battles.

Ah, I see. Another type of cruise undertaken quite different from the previous one, and with a specific objective set for use of the ship. Great.

Thank you once more for answering.

Posted
1 hour ago, The Red Duke said:

Ah, I see. Another type of cruise undertaken quite different from the previous one, and with a specific objective set for use of the ship. Great.

Thank you once more for answering.

Oh, I have no shortage of tasks.  But it's time to get rid of some of them.  Having to make and sail repairs all over the place is one you can toss.  And you can't do useful PvP or Port Battles without them.  As said above you can deploy a clan to a far corner but someone has to sail the repairs.  Ditto for a player.  I can set up a port and tow ships into it, but without repairs, it's of limited value.

  • Like 3
Posted
14 hours ago, Raekur said:

For instance, tow an Indiaman with 2200 hull repairs + 2200 sail repairs + 8000 rum which would be enough to completely supply 20 1st rate warships with only using 1 tow.

Then once the operation is over send the Indiaman back with what ever supplies remain. Considering that Freeports can be teleported to it would make unsuspected raids into any area of the map quite easy for any faction. 

 

I don't see any problem with doing that. I don't see that as a exploit, just more time for fighting. Really dose it matter if a team member sends supplies to outfit a fleet. How is it hurting anyone?

  • Like 2
Posted
17 hours ago, IndianaGeoff said:

Or put repairs in ports for purchase.  That would be a good money sink.

Attackers would have to collect them and defenders could buy them up as a defense strategy.

 

Thats what the player based econ is about players building them and making money selling them not the AI handing them out

 

  • Like 1
Posted

Towing with repairs is a problem because you're taking away from a big part of the game (Trading and Manufacture)

Once we can tow everything around with no risk and every freetown is stocked to the brim with repairs, it takes away the ability of the trader to make money doing the same thing.

I can already TP a surp back and forth to supply my far away outpost with plenty of 9/6pd longs which only last 1 ship. A boatload of repairs would keep a privateer going for weeks

Posted
10 hours ago, IndianaGeoff said:

Oh, I have no shortage of tasks.  But it's time to get rid of some of them.  Having to make and sail repairs all over the place is one you can toss.  And you can't do useful PvP or Port Battles without them.  As said above you can deploy a clan to a far corner but someone has to sail the repairs.  Ditto for a player.  I can set up a port and tow ships into it, but without repairs, it's of limited value.

I guess the choice is, undoubtedly, there all the same. The same way as you broke down the options you have when starting a cruise :)

Transport, hostility, coast guard, etc... aka. target for today !

Posted
12 hours ago, BadBenny said:

I don't see any problem with doing that. I don't see that as a exploit, just more time for fighting. Really dose it matter if a team member sends supplies to outfit a fleet. How is it hurting anyone?

Very well, then would you see it as an issue if a trader was able to tow a ship full of trade goods to a distant port?

The argument for not allowing traders to do this is the same for PVP's wanting to assault an area. There needs to be some vulnerability otherwise the game becomes strictly attack and counter attack with little to no chance to actually defend. If a trader has to take to the open sea to move a product and risk interception by a hostile then why should warships be exempt from the the same? If you want your supplies to be available then there are simple ways to do this without towing the supplies.

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