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Posted

The regional bonuses always struck me as a good idea that was poorly executed.  Perhaps create item specific needs into the region types that can only be found in various areas.  For example strong hull requires Southern Live oak, Cuban Whatever, Bermuda white oak or Panama Whatever.  You get the idea.  You don’t need to hold those regions to create the ships, but needing items from there makes them more vital.  

Lets be honest, most of the map excluding Carta is useless.  We need to create reasons for traders and player to be out of the safe zones.  This is a good way 

  • Like 2
Posted
5 minutes ago, Wraith said:

I'd argue that all builds should have balance, all mods should have a bonus and malus that makes sense and provides trade-offs in construction/fitting choices.

This is what I remember most players being in favor of for a long time.

Just as it is now, the player makes his choice of construction build, be it speed oriented or armor oriented. Couple this with the elimination of stackable mods (plus a considerable nerf to the overpowered ones) and the game will return to it's earlier emphasis on player skill in determining the outcome of battle.

  • Like 1
Posted
9 minutes ago, Wraith said:

You're saying you're just fine with having to grind gold/pvp marks or rely on capping rated ships from the top three nations in order to continue to be competitive at RvR? I feel that's unsustainable for the majority population.

 

We are not grinding. We are having fun. That is what prussia is doing and it works fine. Prussia had to reinvent RvR for themself. Old habit is build ships go to rvr. We did it the other way. We went to rvr with nothing than a handful of ships. Now everyone is sailing 1st and 2nd rates build at the US coast. Just start thinking out of the box. But i can understand. Carezones make lazy. That is what I experienced playing as pirate for a month.

Glad Russia and poland are proving that impossible is still playable. Now prussia starts to realize as well. Impossible cant be ruled by pve.

 

But we are talking about thickness. And yeah thickniss compared with the current pen model is something i dislike.

Posted
5 hours ago, Slim Jimmerson said:

Really its only a thickness upgrades. Just making them have some downside and making them not stackable would go a long way.

They do have a downside already...speed reduction, normally.

 

Posted
8 hours ago, jodgi said:

Upgrades being detrimental to gameplay?!

Still hear the voices of the swedes claiming upgrades don't matter a few months ago... good times.

  • Like 1
Posted
Just now, Landsman said:

Still hear the voices of the swedes claiming upgrades don't matter a few months ago... good times.

lel

I fought, or rather engaged in a tagging game, with the swedes a bit after the wipe. They dictated everything with their speedmods.

  • Like 1
Posted
6 hours ago, Stepp636 said:

Reintroduction of regional crafting boni. 

Live oak and strong hull was a must have for rvr but the devs should have Balanced it instead of removing. 

Holding ports in a Region has a meaning and gets some activity (shipyards, trading) 

Yes to regional conquest, but only as a staging process.

Btw, balancing what exactly?

 

6 hours ago, Christendom said:

The regional bonuses always struck me as a good idea that was poorly executed.  Perhaps create item specific needs into the region types that can only be found in various areas.  For example strong hull requires Southern Live oak, Cuban Whatever, Bermuda white oak or Panama Whatever.  You get the idea.  You don’t need to hold those regions to create the ships, but needing items from there makes them more vital.  

Lets be honest, most of the map excluding Carta is useless.  We need to create reasons for traders and player to be out of the safe zones.  This is a good way 

True.

Praying for some economical meaning in the game. And  PvP/RvR folks can benefit from it.

Still missing unfinished, badly performed FINE WOODS season.

 

 

Posted
1 minute ago, Cortez said:

Yes to regional conquest, but only as a staging process.

Btw, balancing what exactly?

 

True.

Praying for some economical meaning in the game. And  PvP/RvR folks can benefit from it.

Still missing unfinished, badly performed FINE WOODS season.

 

 

I actually didn't mind the fine woods, it would of been better if LO was in more than 2 regions on the map.  Ya know like it is historically.  Even the change to when compass wood was useful was fine too.  

Posted
2 minutes ago, Cortez said:

What do you mean?

he means that when you are crafting ships, you select the upgrades then and there.  

For example you craft a surprise with copper plating, speed trim and reinforced masts.  It has those for life, no changing.

  • Like 1
Posted
2 minutes ago, Wraith said:

I'd be in favor of crafting mods being a skill tree of sorts for crafters, that with certain materials modifications with a bonus/malus (inherent tradeoff) could be baked into the ship at craft time.  Skill books would be an equivalent skill tree type system but with no multiplier effects possible.

Got it, thanks.

Posted
48 minutes ago, Christendom said:

I actually didn't mind the fine woods,

Me neither. I just threw my alts at that problem (like everyone else), that actually illustrates the problem with it.

Posted
52 minutes ago, Wraith said:

I'd be in favor of crafting mods being a skill tree of sorts for crafters, that with certain materials modifications with a bonus/malus (inherent tradeoff) could be baked into the ship at craft time.  Skill books would be an equivalent skill tree type system but with no multiplier effects possible.

That would be so beautiful.

  • Like 3
Posted

Isn't the current situation fairly historically accurate though? Naval battle accounts from the age of sail are rife with stuff like "two ships meet, shoot at each other, blow off masts, make lots of holes, lots of guys are maimed and killed, and it all ends in boarding action anyway". I know part of the impetus for boarding was the fact that tall ships were expensive to build and it was better to capture one than to sink one; but also, wasn't sinking a first or second rate kind of a rare occurrence? Look at the historical Santisima: it got pounded into a floating hulk once, got rescued, was repaired in time for Trafalgar, was severely shot up, and still didn't sink until the Brits scuttled it.

Of course there's argument to be made for "realism vs. gameplay" and all that, but since NA strives for accurate simulation, maybe all we really need is better boarding?

Posted
7 minutes ago, Ahoy H.R. Matey said:

Isn't the current situation fairly historically accurate though? Naval battle accounts from the age of sail are rife with stuff like "two ships meet, shoot at each other, blow off masts, make lots of holes, lots of guys are maimed and killed, and it all ends in boarding action anyway". I know part of the impetus for boarding was the fact that tall ships were expensive to build and it was better to capture one than to sink one; but also, wasn't sinking a first or second rate kind of a rare occurrence? Look at the historical Santisima: it got pounded into a floating hulk once, got rescued, was repaired in time for Trafalgar, was severely shot up, and still didn't sink until the Brits scuttled it.

Of course there's argument to be made for "realism vs. gameplay" and all that, but since NA strives for accurate simulation, maybe all we really need is better boarding?

 

The biggest factor was the captains of the ships who captured these ships were paid a HEFTY prize fee for capturing them.   Sinking a ship paid nothing. 

Posted
On 1/8/2018 at 3:00 AM, Jon Snow lets go said:

 

Also change the names and pictures of the following mods:

Cartagena Caulking Refit to Cartagena massive steel

Navy Structure Refit to Even more steel

 

Heh, I've never seen a cartagena refit in the game, and never even heard of that other one until this weekend. 

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