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Rum  

86 members have voted

  1. 1. Are you satisfied with the way rum is implemented at the moment?

    • Yes, I like the way it is
      29
    • No, the amount of crew restored especially on large ships is too big
      39
    • No, the cooldown for rum is too low
      9
    • Other (explain pls)
      9


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Posted (edited)

Hey,

serious poll this time.

Do you enjoy how rum is implemented at the moment? Feel free to explain and discuss why you think its good or bad at the moment.

Keep in mind its only about rum, not any other repairs.

Edited by Jon Snow lets go
Posted

Not really impressed of how it works.

Shouldn't work up to 100% value of crew.

Should be limited to 60% of initial crew value.

I see Rum, if it is to be used in Surgery as we have now, to work like

 - When turned on it runs all the time, and not for a limited time.

- It keeps running and healing crew no matter what, up to the 60% limit.

- Once the max crew possible for healing reached it stops.

- Completely. No more activation possible.

 

 

 

 

  • Like 7
Posted
5 minutes ago, The Red Duke said:

Not really impressed of how it works.

Shouldn't work up to 100% value of crew.

Should be limited to 60% of initial crew value.

I see Rum, if it is to be used in Surgery as we have now, to work like

 - When turned on it runs all the time, and not for a limited time.

- It keeps running and healing crew no matter what, up to the 60% limit.

- Once the max crew possible for healing reached it stops.

- Completely. No more activation possible.

 

 

 

 

I like most of this, 

up to 60% is a fantastic idea. but otherwise I think it should work pretty close to the way it does now.  limiting it to a one time use doesn't make sense to me.

  • Like 1
Posted

I think as long as you have rum it should be able to work or atleast have the ability to activate it a second time.  but after that, it is done.  but otherwise, I think we're on the right track.

Posted
7 minutes ago, rediii said:

It is the only thing that makes lineships in small battles still strong.

Lineships should be strong.

What about the fact that they have more firepower?

Dont you think if big ships make mistakes it should be possible to abuse it by smaller ships to give them a purpose?

  • Like 2
Posted

I think its fun to have rum as a surgeon recource, but the surgeon should work differently.

Crew should be restored constantly, slowly, and never up to 100%. Affected by skills etc (slightly!) increasing efficiency, or the skill of the surgeon to fix heavier injured crew.

If someone gets a massive hit on your crew, this should have concequences. If raking is OP, its not task of the surgeon to balance this! 

Lets say each 3rd injured crew remains desabled, and 50% of those die. You still would be able to stabilize over time, and back in the OW your surgeon would continue to fix half of the heavy injured people. The magic option to restore crew on OW could be removed, you would always restore 75% of crew losses back in the OW within a certain time. But thats just an optional idea for more plausibility and depth.

Posted

Can't talk about balancing rum without talking about the state of grapeshot rake damage.

Posted

It's completely ridiculous in reality but as a feature in a game I quite like the way it works.

I think the second question in the poll doesn't make sense rum should work the same way with all ships regardless of size.

  • Like 1
Posted
3 minutes ago, rediii said:

I raked a trinc in a reno and killed 120 crew in 1 rake and I think there is more possible. I think i saw a rake 2 days ago killing 400 crew on a lineship.

Big ships cant prevent rakes that much even if they do 0 mistakes. Without Rum and the current amount of crew killed its kind of a frigatemeta.

Why would i ever balance this with a magic surgeon, instead of balancing crew damage that cant be realistic nevertheless?!

  • Like 1
Posted
9 minutes ago, rediii said:

I raked a trinc in a reno and killed 120 crew in 1 rake and I think there is more possible. I think i saw a rake 2 days ago killing 400 crew on a lineship.

Big ships cant prevent rakes that much even if they do 0 mistakes. Without Rum and the current amount of crew killed its kind of a frigatemeta.

True.

Would hurt much if the lineships would, due to such shortcomings, become more of a Navy asset and get their place in squadrons as opposite to being the game for big game hunters risking the said nation navy assets on their own ?

Just an idea :)

  • Like 1
Posted (edited)
6 minutes ago, rediii said:

So you rather have no/almost no crewdamage than rum? I dont understand.

Didnt the buc or something rake the victory in trafalgar and killed/wounded hundreds in a single rake?

If you take rum out of the game I also vote that lineships do more damage. A frigate atm can easily tank 1 lineship with angling/bow tanking. That shouldnt be possible too then and the frigate should take real heavy damage from 1 broadside, even angled.

Most of the ships ingame are 5th rates and they need a purpose in bigger battles. Currently they have no chance against bigger ships (exceptt in 1v1). They are sail shooting bots who stay at distance and try to sneaky cap circles. Not much else to to because theres just no outplay potential anymore.

And even if you remove rum completely then its almost impossible to get a good rake vs a small group of big ships if they play it smart and cover each other. You cant just sail in there "tank a broadside" and expect to get out again lol.

Edited by Jon Snow lets go
  • Like 3
Posted (edited)

Dear Devs, 

The easiest way to fix rum is to adjust quantities of hull repairs, mast braces and rum used while restoring HP/Sails/Crew. Also, you must limit 1 repair use per timer. If I used Rum, Timer blocks all other repairs for 8 minutes. So, players have to choose wisely what to repair. 

Quantities that we have now do not work and we need to switch to 1:1 ratio for this to work. 1 repair restores X% of  HP/Sail/Crew + Timer for all.

Instead of 100s barrels of rum, that Surgeon magically uses make:

1 Rum - Quickly restores up to 13% of your maximum crew when used. Reset timer for all is 8 minutes

ex. I am sailing a Frigate with crew of 280. I lost about 80 guys from Rake and Used 1 Rum (+13% of max crew will be restored). I restored 36 Guys and my crew is now 236, but all my other repairs are locked with timer for 8 minutes.

So, if someone focuses on me while I am on timer I can be in trouble and need to look for a block. This is what this game needs, wait for someone to use repair and focus fire. 

Same can be applied to Hull repair and Mast repairs. 

Hull patch - Restore up to 17% HP+ 8 min Timer for all other repairs

Mast Repairs - Restore up to 17% HP + 8 min Timer for all other repairs

*Keep reasonable Per item weight. 

I am going to make a new topic about this suggestion.

 

I hope it helps. 

Edited by George Washington
Posted

Firstly, sorry for the joke post earlier, here is a more sensible suggestion. I'd personally like to see both repair kits and rum replaced with something that can be used over time rather than once with a cooldown, I really don't like the 1 kit system, it feels gamey and weird.

I'd like to see rum being renamed medical supplies and used by a theoretical ships doctor, while your crew are assigned to a new role, so similarly to survival mode you will also get a surgical mode where you can toggle crew to heal the wounded and you get a tick of men coming back into action over time while medical supplies get used up at a matching rate. say if 5% of your crew is damaged, 10% of your crew can become stretcher bearers and surgeons assistants.

Similarly I think the same thing should be done with repairs, where your crew have a store of carpentry supplies and it takes a portion of the crew to heal over time with bits of wood and nails stored in the hull, forming a use over time, but differentiating from medical supplies you should theoretically be allowed to include more of your crew into repairing, it should be a slow tick and again be something that is an assigned role, it should also receive a slower assignment role change when turned off, meaning while crew would tick over into doing repairs at 5/s maybe limit them going back to gunnery ect at a slower pace of 2.5/s or something, leaving the ship much more vulnerable to combat.
 

  • Like 3
Posted
4 minutes ago, rediii said:

If we talk about realism, frigates were not realy used in linebattles of the time except in supportingtasks, being a relay of flagsignals so everyone can see them etc. 

Fck realism, I want good gameplay. And for me that means Frigates have other tasks than shooting chain/topmasts and capping circles. I want every ship to be valueable and have an impact if played well, and every ship to have weaknesses which you can abuse if played poorly.

5 minutes ago, rediii said:

I would rather have a discussion about how to make frigates valueable in lineship battles than having andiscussion about Rum

Go ahead.

  • Like 4
Posted (edited)
3 minutes ago, Fluffy Fishy said:

Firstly, sorry for the joke post earlier, here is a more sensible suggestion. I'd personally like to see both repair kits and rum replaced with something that can be used over time rather than once with a cooldown, I really don't like the 1 kit system, it feels gamey and weird.

I'd like to see rum being renamed medical supplies and used by a theoretical ships doctor, while your crew are assigned to a new role, so similarly to survival mode you will also get a surgical mode where you can toggle crew to heal the wounded and you get a tick of men coming back into action over time while medical supplies get used up at a matching rate. say if 5% of your crew is damaged, 10% of your crew can become stretcher bearers and surgeons assistants.

Similarly I think the same thing should be done with repairs, where your crew have a store of carpentry supplies and it takes a portion of the crew to heal over time with bits of wood and nails stored in the hull, forming a use over time, but differentiating from medical supplies you should theoretically be allowed to include more of your crew into repairing, it should be a slow tick and again be something that is an assigned role, it should also receive a slower assignment role change when turned off, meaning while crew would tick over into doing repairs at 5/s maybe limit them going back to gunnery ect at a slower pace of 2.5/s or something, leaving the ship much more vulnerable to combat.
 

This is so complicated. Try to make it nice and easy. No one will program all this. 

Edited by George Washington
Posted (edited)
2 minutes ago, Jon Snow lets go said:

Fck realism, I want good gameplay. And for me that means Frigates have other tasks than shooting chain/topmasts and capping circles. I want every ship to be valueable and have an impact if played well, and every ship to have weaknesses which you can abuse if played poorly.

Go ahead.

I agree, this game is so broken because everyone wants realism. It's time to give it a break and make this game an epic pvp experience. Simulator people will kill this game if Devs ever listen to them. 

Edited by George Washington
Posted

Realism is overrated, that's why I play video games to begin with.  If I liked real life, I wouldn't play video games.  I want something fun and balanced.  Easy to learn and hard to master.  the more complicated the game gets the less fun the game gets.  KEEP IT SIMPLE.

  • Like 1
Posted
12 minutes ago, George Washington said:

This is so complicated. Try to make it nice and easy. No one will program all this. 

It's not complicated at all someone pretty inexperienced could do it....

It's literally a small script that needs to have a few programming "ifs" it could be written in under an hour in notepad if you wanted to, with the amount of crew on surgery/repair duty being quite easily the main balancing force here.

It sounds a lot more complicated than it actually is with the main balancing force being the crew committed which can borrow code from what is already in place, while it's just a case of saying something like:

If item x exists, change value y

Then you just set the tick rate involved and balance it properly, the coding is easy it's getting the right values that's going to add time and resource restraints.

Posted
41 minutes ago, George Washington said:

I agree, this game is so broken because everyone wants realism. It's time to give it a break and make this game an epic pvp experience. Simulator people will kill this game if Devs ever listen to them. 

What realistic aspects are you referring to?

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