Sento de Benimaclet Posted March 2, 2018 Posted March 2, 2018 Please, now that there is a new perk called DEFENDER, could not the perks' slots be increased by one or two? I get the feeling that among the perks of combat, fleet and craft we are pretty short. Thank you very much and greetings!!!! 2
NethrosDefectus Posted March 2, 2018 Posted March 2, 2018 (edited) It should stay as it is, people should have to choose. If they want one advantage then they should sacrifice the choice to have something else in exchange Edited March 2, 2018 by NethrosDefectus 1
Tomasso il Fortunato Posted March 2, 2018 Posted March 2, 2018 14 minutes ago, RKY said: no. but make players have a 1 fleet ability by default, not as a perk. PRO 2
Liq Posted March 2, 2018 Posted March 2, 2018 20 minutes ago, RKY said: no. but make players have a 1 fleet ability by default, not as a perk. Maybe new kind of fleet 1 settings as default which lets you capture a ship and sail it in fleet back to port, but doesnt allow you to leave port with a fleetship #NoFleets 11
Hethwill, the Red Duke Posted March 2, 2018 Posted March 2, 2018 Perks are kind of fine. Fleet 1 is fine. Liq idea of having a "Prized ship" perk is nice. ( who would use it when marks are definitely more valuable !? okay, for a nice 1st rate captured... )
Hethwill, the Red Duke Posted March 2, 2018 Posted March 2, 2018 Just now, rediii said: that wouldnt be a perk but standard if you make that a perk you can basicly just use fleet 1 Yes, standard. Same as the (demi)Control.
z4ys Posted March 2, 2018 Posted March 2, 2018 Rename "Fleet Control 1" to "Prize Crew 1". No Prize crew no capture no stupid demands to make fleet control a default perk.
SKurj Posted March 2, 2018 Posted March 2, 2018 (edited) fleet 1 and prepared should be applied to everyone and not perks... Edited March 2, 2018 by SKurj 4
Hethwill, the Red Duke Posted March 2, 2018 Posted March 2, 2018 Agreed. We should have everything auto. Level playfield. Let the handling of the ship alone decide anything. Equal fights only.
Powderhorn Posted March 2, 2018 Posted March 2, 2018 Everything should be perk-based, in my own opinion. Even fleets. Captains should have to make more decisions. I only wish the decisions they had to make were tougher than they currently are. 1
Sir Texas Sir Posted March 2, 2018 Posted March 2, 2018 If any thing Combat perks and Crafting perks need to be separated. You get 5 combat perk slots based on your Rank which use to be 1 perk for every levels but I think they give them all out in your first 5 levels now as it's 2 per level. Than you have 5 crafting perks slots that are based on your crafting level. You get one perk per 5 levels in your rank so when you hit rank 50 you have 10 points. This means a player that never crafts and only figths can have his combat perks and be happy. A palyer that never fights and only a Lt Com but rank 50 crafter will only have a few combat perks but full 10 points towards crafting. We need to give reason to make rank 50 any more. Crafting use to be important for mods and special ranked ships as you level up. Bring back something to make it worth the Trader/crafter that doens't like combat or you can have the master of both that many of us who are maxed out in both will be. This will also give the casual player a chance to craft and fight without the need of alts. 4
Powderhorn Posted March 2, 2018 Posted March 2, 2018 14 minutes ago, Sir Texas Sir said: If any thing Combat perks and Crafting perks need to be separated. You get 5 combat perk slots based on your Rank which use to be 1 perk for every levels but I think they give them all out in your first 5 levels now as it's 2 per level. Than you have 5 crafting perks slots that are based on your crafting level. You get one perk per 5 levels in your rank so when you hit rank 50 you have 10 points. This means a player that never crafts and only figths can have his combat perks and be happy. A palyer that never fights and only a Lt Com but rank 50 crafter will only have a few combat perks but full 10 points towards crafting. We need to give reason to make rank 50 any more. Crafting use to be important for mods and special ranked ships as you level up. Bring back something to make it worth the Trader/crafter that doens't like combat or you can have the master of both that many of us who are maxed out in both will be. This will also give the casual player a chance to craft and fight without the need of alts. I personally would be interested in a revamped perk proposal, detailing what each perk does and what it should cost. As programming resources are tied to UI, Tutorial, & Localization, it should require minimal programming changes. For myself at least, the perks seem a bit dated. 1
Sir Texas Sir Posted March 2, 2018 Posted March 2, 2018 1 hour ago, Powderhorn said: I personally would be interested in a revamped perk proposal, detailing what each perk does and what it should cost. As programming resources are tied to UI, Tutorial, & Localization, it should require minimal programming changes. For myself at least, the perks seem a bit dated. That why I think they should be tied to Rank/level. Combat perks for the combat Rank and your crafting for your crafting level. That and some of them just don't seem to really fit any more. Wonder what the stats are on use of some perks in game. I mean how many folks us fishing any more? With the discount in labor hours you get for owned ports Forman and the one that gives you a larger pool are kinda out dated. Crap it's a pain to check perks too, we should be able to review them even if our slots are full. I don't think I have any chars with empty slots right now to look at the perks. Though I know I have one I been using as a hauler when my clan moved from Russia to US these past weeks I'm about to roll over and will reset the perks. I'll take a look and see what I can think of. The main thing I was thinking was just splitting the perks to related rank/level.
GrubbyZebra Posted March 3, 2018 Posted March 3, 2018 No more perk slots, just some tweaks. By default, players should have fleet 1, prepared, double charge, and double shot enabled by default (make them unlock with rank, so rank 1 is prepared, rank 3 is fleet 1, rank 5 is double shot, rank 7 is double charge or something like that) Fleet 3 should not leave you unable to equip other perks, just not hold optimization (choose one or the other, but currently fleet 1, 2, and 3 uses all your points so you end up not able to put on any other perks). Beyond that, leave perks with 5 slots and make people choose. 2
Palatinose Posted March 4, 2018 Posted March 4, 2018 (edited) Most of what is to be read here is: I want more for free. I can go with the price crew 1 thingy, the rest just should stay as it is. Prepared, DS, DC, rigging specialist and so on (and the eco perks on the other hand) are powerful tools and one should have to choose. Edited March 4, 2018 by Palatinose 2
GrubbyZebra Posted March 4, 2018 Posted March 4, 2018 8 hours ago, Palatinose said: Most of what is to be read here is: I want more for free. I can go with the price crew 1 thingy, the rest just should stay as it is. Prepared, DS, DC, rigging specialist and so on (and the eco perks on the other hand) are powerful tools and one should have to choose. No captain would enter a battle with having his guns loaded and run out. Prepared should be on by default, it is a gamey waste of a perk slot. DC and DS are also not "specialised" enough to warrant a perk, but could be an acquired skill. Fleet 1 is self explanatory. Capt should get it automatically upon 1st rank up. Fleet 3 and hold optimization should cost the same perk points as the two are mutually exclusive. The rest should stay as perks. Would still require a lot decision making and trade offs.
Palatinose Posted March 4, 2018 Posted March 4, 2018 Basically i just like that one has to make choices. Specialization in one part of the spectre or being mediocre fitted overall is a good thing. The realism argument for the prepared perk is invalid, as most of the perks are game features that can't easily be compared to reality. 1
Farrago Posted March 4, 2018 Posted March 4, 2018 1 hour ago, Palatinose said: Basically i just like that one has to make choices. Specialization in one part of the spectre or being mediocre fitted overall is a good thing. The realism argument for the prepared perk is invalid, as most of the perks are game features that can't easily be compared to reality. I agree. While I would certainly love having the benefits of perks without having to “pay” for them, the current system contributes to variety. Every perk I’ve chosen i consider almost indispensable to my play style and game mechanics but interestingly a different player will feel the same way about different perks. I’d like to add the determined defender perk but would have to lose another important perk. It’s good that we have to make those sorts of decisions. 1
GrubbyZebra Posted March 4, 2018 Posted March 4, 2018 But where would the gameplay suffer from having prepared be universal?
Slim McSauce Posted March 4, 2018 Posted March 4, 2018 On 3/2/2018 at 7:50 AM, SKurj said: fleet 1 and prepared should be applied to everyone and not perks... This On 3/2/2018 at 8:37 AM, Powderhorn said: Everything should be perk-based, in my own opinion. Even fleets. Captains should have to make more decisions. I only wish the decisions they had to make were tougher than they currently are. Lock more basic functionality behind perks? How bout..no? 1
Capt Jubal Early Posted March 5, 2018 Posted March 5, 2018 Make fleet 1 default. As @Liq suggested. Only allows you to sail a captured ship back to port, not sail with a fleet. 1
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