Hethwill, the Red Duke Posted November 21, 2018 Posted November 21, 2018 Apart from that detail the entire changes surrounding the cargo and transportation of goods seem solid. Albeit lots of clans still having excessive warehouse stashes the trade lanes, and by consequence the raiding and anti raiding spirit of the grand age of sail, seem to be on the rise again. One can only speculate at this point what it would be with clean slate warehouse and nation/clan getting on the move to assemble their fleets once more. One good outtake of the changes is the abundance of frigates in the OW, often squadron with a 74 gun but all in all perceive a more balance composition of the squadrons. I am really appreciating the patch detail about all loot having to be carried until arrival to a safe harbour. It adds a good measure of "the hunt". But I am kind of confused why does the currency and books ( unless they are read by captain on the spot ) has to be transported in the hold but not the modules/equipment ? Shouldn't Modules have the same mechanics as dubloons and only be safe and "teleported" to magic chest once captain reaches safe harbour ? 11
Farrago Posted November 21, 2018 Posted November 21, 2018 4 minutes ago, Hethwill the Red Duke said: But I am kind of confused why does the currency and books ( unless they are read by captain on the spot ) has to be transported in the hold but not the modules/equipment ? Shouldn't Modules have the same mechanics as dubloons and only be safe and "teleported" to magic chest once captain reaches safe harbour ? Modules should never be in a magic chest. 1
Christendom Posted November 21, 2018 Posted November 21, 2018 (edited) Hardcore changes = people quitting. Always. Can we please stop tailoring this game into the image that only select few who barely play it want? Edited November 21, 2018 by Christendom 7
Macjimm Posted November 21, 2018 Posted November 21, 2018 1 hour ago, Hethwill the Red Duke said: I am really appreciating the patch detail about all loot having to be carried until arrival to a safe harbour. It adds a good measure of "the hunt". Seems like a balanced compromise. Transferring all plundered currency, from far at sea, to a safe port seemed a wee bit gamey. More risk, and potential reward to hunters, could be added if a trader is required to carry Reals on board (in the hold?) for enemy port purchases. The cash transfer seems okay in ports owned by my nation, it can be accepted as some sort of credit, but where does the money come from when I sneak into an enemy port? Magic? It also seems reasonable that payment from the Admiralty, for sinking enemy, should be recovered in a friendly port. Like claiming a bounty, or the award of prize money for a successful job.
Batman Posted November 21, 2018 Posted November 21, 2018 Why not have your account wiped to zero every time you sink? Start fresh with no books, no money, no ships, no rank after you have been sunk. 2
Hethwill, the Red Duke Posted November 21, 2018 Author Posted November 21, 2018 ?? I'm not understanding what you mean. I did not mention captain's account. Referred that stuff you catch have to be sailed until placed in the chest, same as dubloons O_o Plus it is not hardcore. It is loss and gain. My loss your gain. Your loss someone's gain. Major difference.
Batman Posted November 21, 2018 Posted November 21, 2018 37 minutes ago, Hethwill the Red Duke said: ?? I'm not understanding what you mean. No more "magic" spawn in port with full access to ships, repairs, ect after being sunk. Captain goes down with the ship.
Hethwill, the Red Duke Posted November 21, 2018 Author Posted November 21, 2018 11 minutes ago, Batman said: No more "magic" spawn in port with full access to ships, repairs, ect after being sunk. Captain goes down with the ship. What does that has anything do with my feedback and question ?!... c'mon man, make your own thread if you want to make such suggestion... 🍻 1
Slim McSauce Posted November 21, 2018 Posted November 21, 2018 Things that should be put in captains chests 1.Repairs. 2.Books. 3.Mods. and that's it.
Rabman Posted November 21, 2018 Posted November 21, 2018 Everything gained in a battle at sea should have to be hauled back to safe harbor to secure. I suspect this will just result in a lot of deleted items. Maybe they could go one step further and have these items appear as loot to be picked up. You can break off pursuit of the enemy to collect whatever he's dropping, e.g. dubloons, modules, etc, or you can continue on for the sink. 7
RedNeckMilkMan Posted November 22, 2018 Posted November 22, 2018 2 hours ago, Rabman said: Everything gained in a battle at sea should have to be hauled back to safe harbor to secure. I suspect this will just result in a lot of deleted items. Maybe they could go one step further and have these items appear as loot to be picked up. You can break off pursuit of the enemy to collect whatever he's dropping, e.g. dubloons, modules, etc, or you can continue on for the sink. FLOTSAM AND JETSAM! Maritime Law is a beautiful thing.
Macjimm Posted November 22, 2018 Posted November 22, 2018 2 hours ago, RedNeckMilkMan said: FLOTSAM AND JETSAM! Maritime Law is a beautiful thing. I'm having trouble imagining coins and gold doubloons floating about in the wake of a fleeing ship. 1
Hethwill, the Red Duke Posted December 5, 2018 Author Posted December 5, 2018 On 11/21/2018 at 9:38 PM, Rabman said: Everything gained in a battle at sea should have to be hauled back to safe harbor to secure. This is one of the things that really gives me both being hunted and hunting and sailing the west indies in our little game. Have to carry the dubloons, books, permits, notes, etc... but modules are exception. Hence this suggestion couple with the feedback, but i'll make a specific thread for it.
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