HachiRoku Posted May 10, 2018 Author Posted May 10, 2018 3 minutes ago, Nemockalb said: So, to give to the lonely hunter chance to melt all my ships on one? It's fair? I was pay for fleet TP - lost main ship. IMHO if you are not stupid a lonely hunter wont kill you
Tom Farseer Posted May 10, 2018 Posted May 10, 2018 9 minutes ago, HachiRoku said: put you in the 2nd ship in the fleet. Its simple to me. This would also stop people sailing around without guns. A fully armed Indiaman with a good captain can easily take out a Rennomme or Prince if the attacker isn't good enough at keeping out of broadside areas. Yet most people just sail without guns and repairs for, what, 0.3 knots more speed? On a filled up Indiaman that will hardly make a difference (Parisian being the exception with it's flat 1000 weight.) 1
RedNeckMilkMan Posted May 10, 2018 Posted May 10, 2018 12 hours ago, jodgi said: Hah! Without fleets this wouldn't have been an issue. Without fleets you could not cap ships... Recommendation for fixing this issue is to have an AI appear out side the battle when it escapes. That AI can then be tagged in to battle.
Flakbait Posted May 10, 2018 Posted May 10, 2018 4 minutes ago, RedNeckMilkMan said: Recommendation for fixing this issue is to have an AI appear out side the battle when it escapes. That AI can then be tagged in to battle. AI fleet ships are morons. Them fighting alone guarantees that they'll be sunk or capped.
Kejsaren Posted May 11, 2018 Posted May 11, 2018 8 hours ago, RedNeckMilkMan said: Without fleets you could not cap ships... Yes you could, but you would have to abandon your current ship...🤒
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 Simplest fix would be if you lose your main ship in a battle your spawned in your fleet ship as if it had escaped the battle. Same speed boost and invisibility. Its a start. 4
admin Posted May 11, 2018 Posted May 11, 2018 Using fleet escape command is not considered an exploit at this stage. But we aware of the feature consequences and are looking into it. 3
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 (edited) Sooner rather than later I should hope. I would expect it to be used more and more after this thread. Time for me to take a break from the game again I think and miss out on the incoming dirty gameplay. Edited May 11, 2018 by Capt Jubal Early 1
Hethwill, the Red Duke Posted May 11, 2018 Posted May 11, 2018 23 minutes ago, admin said: Using fleet escape command is not considered an exploit at this stage. But we aware of the feature consequences and are looking into it. Thank you for clarification. Hope you consider the spawn in fleet ship made main ship in the OW, not post death spawn at outpost. 1
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 Lets hope so. The more prevalent the issue becomes the less OW sailing will actually be done in this game. PS Saw a screenshot of Rover fighting some of our boys last night o7 from them shame I missed it. 1
Hethwill, the Red Duke Posted May 11, 2018 Posted May 11, 2018 Just now, Capt Jubal Early said: PS Saw a screenshot of Rover fighting some of our boys last night o7 from them shame I missed it. We just opened shop nearby, we were testing the waters. Kudos for you making it believable - traders properly escorted. PG failed to fireship... *sigh*, that was the only casualty. 1
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 Burnt monkey. Nearly as bad as a broken tea bag
vazco Posted May 11, 2018 Posted May 11, 2018 1 hour ago, admin said: Using fleet escape command is not considered an exploit at this stage. But we aware of the feature consequences and are looking into it. A simple fix - make player loose all fleet ships if he sank due to friendly fire. It will already greatly limit this issue. Another option which would solve all issues - if your fleet escapes but you're sunk, make player spawn in his next fleet ship on the OW after battle ends. 2
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 2 hours ago, Capt Jubal Early said: Simplest fix would be if you lose your main ship in a battle your spawned in your fleet ship as if it had escaped the battle. Same speed boost and invisibility. Its a start. agreed
Sir Texas Sir Posted May 11, 2018 Posted May 11, 2018 2 hours ago, Capt Jubal Early said: Simplest fix would be if you lose your main ship in a battle your spawned in your fleet ship as if it had escaped the battle. Same speed boost and invisibility. Its a start. Was going to say the same thing, you sink you switch to your fleet ship and you have to escape with it too as if it's your main ship. 1 hour ago, admin said: Using fleet escape command is not considered an exploit at this stage. But we aware of the feature consequences and are looking into it. Yah I don't see a problem with sinking your ship to keep it from being capture, but the teleport fleet thing needs to be fixed. As others have mention can there be some way to make it if you loose your main ship you are pushed to OW and put into your fleet ship. This would also mean folks will have to keep proper repairs on there fleet ships too in cause they loose there main one.
HachiRoku Posted May 11, 2018 Author Posted May 11, 2018 11 minutes ago, CeltiberoClearco said: Ok. Green vs green is allowed. Don't take all of these statements out of context. Green on Green if both players agree has always been allowed. What Otto and me did to their captured ships is not what pisses them off. Its that I got my vic out of their for free 1
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 (edited) 14 minutes ago, HachiRoku said: Don't take all of these statements out of context. Green on Green if both players agree has always been allowed. What Otto and me did to their captured ships is not what pisses them off. Its that I got my vic out of their for free Its that anyone can escape from a frankly idiotic tactical decision to engage in battle outside a known enemy hot spot in big slow ships utilising a mechanic that shouldn't exist in the game. The more I think about the ways you can use this the more angry I get. I could sail all the way to Beileze. Kill some player bugger off and tag AI frigs. Board one jump in it send my ship to escape, let the other frigs sink me. Then TP all the way home missing a hour + sail home keeping my ship safe and sound. Its like a new convoluted way of TP home with the only penalty being the recently killed status. Edited May 11, 2018 by Capt Jubal Early
HachiRoku Posted May 11, 2018 Author Posted May 11, 2018 17 minutes ago, Capt Jubal Early said: penalty being the recently killed status. not even that because as long as your ai escapes you can surrender to the other ai
Archaos Posted May 11, 2018 Posted May 11, 2018 2 hours ago, vazco said: A simple fix - make player loose all fleet ships if he sank due to friendly fire. It will already greatly limit this issue. Another option which would solve all issues - if your fleet escapes but you're sunk, make player spawn in his next fleet ship on the OW after battle ends. The issues I have with spawning in your next fleet ship in the case outlined in the OP is the fact that they were not actually running from a battle, they had fought the battle and won and were doing it to avoid the revenge fleet outside. Maybe if you sink then you could appear in any captured ship, but not if the ship was originally in your fleet as outlined in the example below. Also if you are a trader and run in an escort ship with your traders in fleet, your whole intent is to use the escort ship to delay the hunters so your trade ships can escape, this may mean you lose your escort ship, so if you then end up in your trade ship ready to be tagged again it defeats the point of having and escort ship. This would all not be an issue if they could find a solution to the revenge fleet and the constant retag that is possible. Retag is more likely if you have fleet vessels as they slow you down. 1
vazco Posted May 11, 2018 Posted May 11, 2018 27 minutes ago, Archaos said: Also if you are a trader and run in an escort ship with your traders in fleet, your whole intent is to use the escort ship to delay the hunters so your trade ships can escape, this may mean you lose your escort ship, so if you then end up in your trade ship ready to be tagged again it defeats the point of having and escort ship. That's actually a good point. Then you could simply be loosing all your fleet's ship when sank by a friendly fire, that's it.
Powderhorn Posted May 11, 2018 Posted May 11, 2018 What if friendly fire were disabled AFTER "Battle Over" appeared? Seems it would resolve the issue without breaking anything else.
Capt Jubal Early Posted May 11, 2018 Posted May 11, 2018 11 minutes ago, Powderhorn said: What if friendly fire were disabled AFTER "Battle Over" appeared? Seems it would resolve the issue without breaking anything else. Resolves the issue between green green abuse of it but the issue still exists against AI's as a form of teleporting large distances.
Powderhorn Posted May 12, 2018 Posted May 12, 2018 Only if there is an enemy still to fight. Some will try to work around that with false "enemies," but a balance must be struck. If a fleet ship escapes combat, it is presumed to have escaped.
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