Cetric de Cornusiac Posted December 22, 2017 Posted December 22, 2017 I will add my suggestions to the game: (1) Introduce a longitude/latitude measuring with related instrument into the game. The map may receive an invisible grid of such degrees. Players use a sextant for determining position on the map, the quality of that instrument may vary with some sorts you may buy in ports or loot after battle from ships you boarded. it does not give "automatic readings", you seriously have to learn how to use it like a navigator did. This just adds to realism, together with using the protractor on the map as we do now. Maybe on the map we may also get navigational instruments for determining day-distances with a given speed in knots. (2) Insert an upgrade for any ship which lets you mount swivel guns. Those have a rather limited caliber of 1 or 2 pounds, but they can aim in wide angles on the side where they are mounted on the railing. Primarily for short range and as boarding cannons. Could be fired independently from batteries and preferably with different ammunition type. So you would have balls in your batteries and grain in your swivels. (3) Insert an upgrade to add chaser guns to ship types where they are not standard. And an upgrade to increase the number of chasers from 2 to 4. Maybe with connected sacrifice in crew space or cargo space, just a little. It is not a big project to position additional guns in bow or stern positions on a sufficiently wide deck. (4) Some goods should have a perishable character, so you need to deliver them as fast as possible before their value drops dramatically. Especially fish meat! But also pork or food supplies. This makes it important to use fast vessels in order to provide timely transportation (and get higher sale prices). So here is where the use of 'navigational instruments' for determing E.T.A's comes in. (5) To add something on the 'perishable character' thing, insert an upgrade which allows the use of ice blocks for cooling merchandise. Will take space and thus reduce your cargo compartment but should pay off by speedy delivery of perishable and highly sought after goods. (6) Introduce anchors, which help in shallow waters or within a distance to closest shallows to make sharp turns or move a ship versus wind direction by pulling in the anchor chain. (7) Introduce dinghies on board of ships of certain size (snow or brig as a minimum) which can be lowered into water for two tactical purposes: helping during boarding combat (like attacking from another side or sneak in for a bonus in melee) or for pulling a ship away from laying dead in a lull/contrary windsituation by force of their rowing. The existence of dinghies could depend on an upgrade as well, quality of the boat could depend on wood sort being used just like ships. A larger long-boat gives you some advantage for named purposes (more crew, more oars, maybe even gets a swivel gun installed on it).
Navalus Magnus Posted December 23, 2017 Posted December 23, 2017 (edited) @Cetric de Cornusiac I like your suggestions 6 and 7! But I think the devs need to stop fiddle about with those little extras! Imo the game FIRST of all needs interesting content like varying missions (seek and destroy, escort, rescue, worthwhile trading missions, surviving a storm, maybe even some sort of raids, treasure hunts, ...) that pull people (back) to the game. Mechanics need to be deployed also that support PvP and RvR - reward NOT punish people who do this kind of stuff - without frustrating others big time. AFTER all this I think the extras mentioned above would enhance the gameplay even further though! 😊 Edited December 23, 2017 by Navalus Magnus
Cetric de Cornusiac Posted December 23, 2017 Author Posted December 23, 2017 Very well, Sir. It's beyond our powers anyway what will get attention and what will not. Until then, the suggestions remain at their place and certainly do not belong to the "perishable" goods in your hold.
Wandering Ghost Posted December 23, 2017 Posted December 23, 2017 19 hours ago, Cetric de Cornusiac said: I will add my suggestions to the game: (1) Introduce a longitude/latitude measuring with related instrument into the game. The map may receive an invisible grid of such degrees. Players use a sextant for determining position on the map, the quality of that instrument may vary with some sorts you may buy in ports or loot after battle from ships you boarded. it does not give "automatic readings", you seriously have to learn how to use it like a navigator did. This just adds to realism, together with using the protractor on the map as we do now. Maybe on the map we may also get navigational instruments for determining day-distances with a given speed in knots. (2) Insert an upgrade for any ship which lets you mount swivel guns. Those have a rather limited caliber of 1 or 2 pounds, but they can aim in wide angles on the side where they are mounted on the railing. Primarily for short range and as boarding cannons. Could be fired independently from batteries and preferably with different ammunition type. So you would have balls in your batteries and grain in your swivels. (3) Insert an upgrade to add chaser guns to ship types where they are not standard. And an upgrade to increase the number of chasers from 2 to 4. Maybe with connected sacrifice in crew space or cargo space, just a little. It is not a big project to position additional guns in bow or stern positions on a sufficiently wide deck. (4) Some goods should have a perishable character, so you need to deliver them as fast as possible before their value drops dramatically. Especially fish meat! But also pork or food supplies. This makes it important to use fast vessels in order to provide timely transportation (and get higher sale prices). So here is where the use of 'navigational instruments' for determing E.T.A's comes in. (5) To add something on the 'perishable character' thing, insert an upgrade which allows the use of ice blocks for cooling merchandise. Will take space and thus reduce your cargo compartment but should pay off by speedy delivery of perishable and highly sought after goods. (6) Introduce anchors, which help in shallow waters or within a distance to closest shallows to make sharp turns or move a ship versus wind direction by pulling in the anchor chain. (7) Introduce dinghies on board of ships of certain size (snow or brig as a minimum) which can be lowered into water for two tactical purposes: helping during boarding combat (like attacking from another side or sneak in for a bonus in melee) or for pulling a ship away from laying dead in a lull/contrary windsituation by force of their rowing. The existence of dinghies could depend on an upgrade as well, quality of the boat could depend on wood sort being used just like ships. A larger long-boat gives you some advantage for named purposes (more crew, more oars, maybe even gets a swivel gun installed on it). I would want to see these updates in action and test them. Seems really interesting.
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