Hethwill, the Red Duke Posted July 23, 2018 Posted July 23, 2018 Remind me something, When we tested the Tows the first time it wasn't immediate and it took an entire Maintenance cycle, right ?
Grundgemunkey Posted July 23, 2018 Posted July 23, 2018 one tow is enough ... you have enough dock space to have a ship in every port .. why do you need more than 1 tow .. 1
Slim McSauce Posted July 23, 2018 Posted July 23, 2018 Just now, Grundgemunkey said: one tow is enough ... you have enough dock space to have a ship in every port .. why do you need more than 1 tow .. You have to get the ships from somewhere, not everyone is using notes or DLC that you can redeem at any outpost
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 (edited) Hell I'd remove it, not increase it. Sure it's convenient and handy but it allows people to act on the other side of the map without supply lines. Edited July 23, 2018 by Gregory Rainsborough 3
Grundgemunkey Posted July 23, 2018 Posted July 23, 2018 (edited) 6 minutes ago, Slim McSauce said: You have to get the ships from somewhere, not everyone is using notes or DLC that you can redeem at any outpost i dont have any ship dlc .. i have ships in ports all over the map .... part of the game strategy is the time involved sailing to ports ... otherwise the game becomes legends ... whats the point of having a fleet action at 1 port ... then being able to tp it across the map to fight in another region .. as soon as the first battle is finished ... they idea is that the bigger a nation gets the more stretched its resources should be ... hence why a spanish player started this thread ... he wants spanish port battle fleet to be able to pop up wherever and whenever he wants on the map Edited July 23, 2018 by Grundgemunkey 6
Hethwill, the Red Duke Posted July 23, 2018 Posted July 23, 2018 Just now, Grundgemunkey said: i dont have any ship dlc .. i have ships in ports all over the map .... part of the game strategy is the time involved sailing to ports ... otherwise the game becomes legends ... whats the point of having a fleet action at 1 port ... then being able to tp it across the map to fight in another region .. as soon as the first battle is finished ... they idea is that the bigger a nation gets the more stretched its resources should be ... I don't want to fly for 2 hours to make a supply drop on the frontlines man !!! To hell with the logistics gameplay. I want to click a button and bypass logistics. Some good logistics gameplay in a game without crafting but with no teleports
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 (edited) Maybe I should elaborate on why it's a bad idea a bit more. Let's use the experience of GB down near Gaytown a few months ago. When we attacked the French we went for ports in the area which would allow us to build ships in the area so that we could firmly establish ourselves, that and repair materials. If we could tow them, well why bother attacking anything more than one port and just tow it in? Those dozen or so PB's would never have occurred if we adopted your suggestion and more tows would have created less content. At the moment fleets can magically appear from ports without having to sail there, it's silly. This also takes from the blockading aspect of the game which I used to enjoy. Don't get me wrong, I use tows regularly but the game would be better off if they weren't there. Edited July 23, 2018 by Gregory Rainsborough 4
Archaos Posted July 23, 2018 Posted July 23, 2018 3 hours ago, Christoph said: @admin 1 ship tow isnt enough! How many ship tows we need for a better gameplay? i think we need 3! Has Spain spread themselves out too much and need to be able to get around quicker to defend their ports? 1
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 9 minutes ago, Archaos said: Has Spain spread themselves out too much and need to be able to get around quicker to defend their ports? Not just Spain this tow feature enables this. if tow is removed Port battles will be more strategic no more capturing ports on other side of map without a price of sailing 2hr+ too reach it 1
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 Exactly, the ability to teleport fleets is ridiculous. Maybe restrict tows to a certain port per day? Who knows.
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 (edited) 4 minutes ago, Gregory Rainsborough said: Exactly, the ability to teleport fleets is ridiculous. Maybe restrict tows to a certain port per day? Who knows. no no Tows at all plus add storms in open seas it will make things intresting risking shorter direct way with possibility of dangreous storm or sailing longer route closer too shore with possible enemy ships Edited July 23, 2018 by Lovec1990
Christendom Posted July 23, 2018 Posted July 23, 2018 More tows will not increase PVP. Most players are positioned around the map with multiple ships in Freetowns to use anyway. With the admiralty connections DLC there is no reason to not have a backup bellona in a few if your ports. While convenient, another just means that players will spend a little less time moving ships around in the OW. Personally I’d restrict the current tow system to warships only and make traders sail back and forth more.
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 1 minute ago, Christendom said: More tows will not increase PVP. Most players are positioned around the map with multiple ships in Freetowns to use anyway. With the admiralty connections DLC there is no reason to not have a backup bellona in a few if your ports. While convenient, another just means that players will spend a little less time moving ships around in the OW. Personally I’d restrict the current tow system to warships only and make traders sail back and forth more. Personaly i agree on more tows and PVP, but personaly i would remove tow and teleport function between outposts, becouse these two functions are couse of less OW PvP and events.
Vernon Merrill Posted July 23, 2018 Posted July 23, 2018 Its odd.... every war game worth it's salt I've ever played has had this thing called *logistics*... Otherwise its just WOWS-only with wooden ships and slower reload times. Please stop trying to turn NA into WOWS... pretty please? 3
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 Tows should only be for 5th rates No more magic 1st rate fleets!
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 5 minutes ago, Vernon Merrill said: Its odd.... every war game worth it's salt I've ever played has had this thing called *logistics*... Otherwise its just WOWS-only with wooden ships and slower reload times. Please stop trying to turn NA into WOWS... pretty please? Tow and teleport to outpost destroy most of logistics i rather have no tow and teleport and sail 2hr+ to important port than keep reading calls to defend a useless port at least half a map away
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 Just now, Gregory Rainsborough said: Tows should only be for 5th rates No more magic 1st rate fleets! no no tow for all ships 1
Hethwill, the Red Duke Posted July 23, 2018 Posted July 23, 2018 The suggestion and counters should not be a flip coin. The correct application of a rule to the wargame/simulation must equate correctly with the "scenario". Tows are not invalid when supported by good wargame mechanics. Example being the pic i posted of the supply drop. In truth the supply chain enables models availability on the frontlines. So the ships are already there, they just have to be "bought" with supplies. This is Operational level modelling. There's no Crafting involved but logistics are in. But that's another game, ,not NA. In the age of sail - in Naval Action - we could discuss that a "nation/clan" can emulate this mechanic by building crafting infrastructure where it is needed but, as previous tests shown, the majority of dedicated pvp'ers rather avoid crafting/economy al'together while focusing on the tactical layer. Let's look to the 3 layers: - Strategic Layer - what to attack and why ( Conquest / OW PvP ) - Operational level - what is necessary where ( ships and supplies ) - Tactical level - dictated by actions at Operational level ( the combat instances - OW and PBs ) Tows will 1-click fuse the Strategic/Operation level to the point where the "crafting" becomes a false feature Let's keep the discussion rolling.
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 Look Tow for warship could just get a timer for example sailing would take you 3hr but tow function would take 3hr10min at this time ship is unusable when timer runs out ship apears at destination
Palatinose Posted July 23, 2018 Posted July 23, 2018 Imo these quality of life features are abundantly existant at the moment. I just make a presumption now: players want to be able to raid/pvp everywhere and in a minimum amount of time. Valid request, though the game already provides us with many features for pvping. I totally agree to Gregory here: conquest is the way to creat pvp spots. Examples would be the french encounters on the east coast, spanish claimings around Belize, after the wipe swedish conquest of Port-au-Prince area. Dutch around Fajardo. So basically: rvr to enable pvp. Isn't that the overall purpose as it provides most features given by the game: teamwork, logistics (crafting, trading, supplies) , pvp (screening, pb's) to reach -> hunting grounds. When the spot is overfished, we move. Next campaign. I just have the feeling all these quality of life features make us more lazy and that's a reason why we search for more and quicker fun. 3
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 Maybe increasing the cost of tows might be the solution to this? It's far too cheap for large ships.
Lovec1990 Posted July 23, 2018 Posted July 23, 2018 (edited) 5 minutes ago, Gregory Rainsborough said: Maybe increasing the cost of tows might be the solution to this? It's far too cheap for large ships. cost will fix nothing feature needs too be removed Edited July 23, 2018 by Lovec1990
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 Tow a 1st rate? 5 million gold. Something like that.
Guest Posted July 23, 2018 Posted July 23, 2018 (edited) 6 minutes ago, Gregory Rainsborough said: Tow a 1st rate? 5 million gold. Something like that. what about towprice over distance, for instance 10k per kilometer towed. Though i now see someone will have unlimited tows because of broken economy Edited July 23, 2018 by Guest
Gregory Rainsborough Posted July 23, 2018 Posted July 23, 2018 Just now, Lovec1990 said: cost will fix nothinf feature needs too be removed I agree that it should be removed but I'm thinking practically in order to keep it here but to dampen the effects that have been described. Palatinose is right, tows have made us lazy and the quality of our wars reflects this. Why bother setting up infrastructure in an area when you can just tow everything to a free port and then bring a few Indiamans with repairs and rum? It leads to stagnant conquests and poor port battles. One of the great things about the Bahamas campaign was that very few things were towed, shipyards etc were constructed in various ports and we had to fight to keep them. The Americans knew this (I believe) so they had to hit certain ports before others. It added another layer rather than just pew pew pew. 2
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