admin Posted October 18, 2015 Posted October 18, 2015 I really don't miss hull repairs, and mast repairs were an eyesore of the first order. Timing them was not a tactical choice that interested me. Can you elaborate more? A lot of people write to us that they miss repairs as they allowed them to be a bit more aggressive especially in mixed pve/pvp battles or pure pve giving more satisfaction
Captain Comery Posted October 18, 2015 Author Posted October 18, 2015 (edited) If that is the case can we see a 1 repair per battle system idea added to test? Got to work things out so close to full release. Edited October 18, 2015 by Captain Comery
Goodblue Posted October 18, 2015 Posted October 18, 2015 I'd say no hull repairs. It improves combat a lot but I do think a small sail repair should be available but with huge mobility penalty when active. As it stands now it is pretty easy to shred sails with chain.
Fellvred Posted October 18, 2015 Posted October 18, 2015 I think taking away hull repairs has really added to the PvP and combat in general, mistakes now have consequences. I'm sure most people remember sea trials/traf where you could just charge in with doubles and repair to full when you had passed through the enemy line. I like the idea of a very slow sails repair though 1
OlavDeng2 Posted October 19, 2015 Posted October 19, 2015 personally, the best systems for repair would be as what someone suggested when this was first implemented, when your battle exit timer is white(so that you can leave the battle) your ship will slowly repair the sails and hull up to a certain point depending on damage, this would be the best mix between a repair system and none what so ever, this means that people who are effectivly out of the battle can repair their ships and then go in and help again, however it also means for the time it is repairing it would not be able to fight what so ever. 1
teatrader Posted October 19, 2015 Posted October 19, 2015 We now have: -the ability to flee battle -ships with 5 durabilities -instant ship repair in OW -5 possible backup ships in every owned port -Possible reenforcement -sailing away with a ship with 80 patched holes. If you would reintroduce repairs in battle then something else in the list above has to change i think. 2
OlavDeng2 Posted October 19, 2015 Posted October 19, 2015 (edited) We now have: -the ability to flee battle -ships with 5 durabilities -instant ship repair in OW -5 possible backup ships in every owned port -Possible reenforcement -sailing away with a ship with 80 patched holes. If you would reintroduce repairs in battle then something else in the list above has to change i think. 1. ability to flee battle should stay 2. i would say removing durabilities but we have had the discussion here regarding that, read that first before starting anything new: http://forum.game-labs.net/index.php?/topic/5896-restoration-of-durability/ 3. that would not make a difference in battle and should stay 4. that gets expensive really quickly and is not viable apart from a couple of key locations, so again should stay 5. that is discussable 6. 80 holes in the ship, where by 2-3 or something like that are in a critical position and gets repaired through survival mode, that being said the hull should be weaker if repairs get back all this being said again, i dont want to see repairs(and i would also love to see 1 durability ships being the standard, or even 2 dura ships, just not 5) Edited October 19, 2015 by OlavDeng2
Schuetzengel Posted October 19, 2015 Posted October 19, 2015 last trafalgar only 2 ship sunk, the rest were boarded and the total casualities were minimal if we get repairs on top of that, nobody but the foolish will die in future portbattles it will be historical, but also a bit boring http://www.twitch.tv/admiral_steelsandwich/v/21151806
Flavalicious Posted October 20, 2015 Posted October 20, 2015 last trafalgar only 2 ship sunk, the rest were boarded and the total casualities were minimal if we get repairs on top of that, nobody but the foolish will die in future portbattles it will be historical, but also a bit boring http://www.twitch.tv/admiral_steelsandwich/v/21151806 This is a good point. At the start of the battle an enemy frigate over extended itself and our entire team pounded the piss out of him, he barely broke up with almost no hull left but was able to keep the water back and disenegage outside of the heat of battle. He later was sank/boarded, but this shows that even without repairs that the current mechanics can still be forgiving (frigate getting hit by 15 enemy ships lol). Had repairs been in he would of healed up to full and that entire situation (a good learning lesson for him too), would be next to meaningless.
GrapeShot Posted October 20, 2015 Posted October 20, 2015 No. Game is much, much better without repairs.
Captain Comery Posted October 20, 2015 Author Posted October 20, 2015 Well I say we need them back temporarily. When new people come into play they stand with 0 experience and will need help to survive. Help in the form of ship repairs. Plus it would not hurt to try one more repair system before that happens. Remember: we have our experience, they don't.
OlavDeng2 Posted October 20, 2015 Posted October 20, 2015 Well I say we need them back temporarily. When new people come into play they stand with 0 experience and will need help to survive. Help in the form of ship repairs. Plus it would not hurt to try one more repair system before that happens. Remember: we have our experience, they don't. but then we get a issue, sure the new players have a slightly higher survival rate, the experianced players will become god like, and we have tried the repair system you are suggesting, the only other repair system i can see work is(which i have suggested in this thread before) that you slowly repair everything up to a certain point depending on how much damage has been taken when you are not in combat(when the leave battle timer is at 0 and you can leave the battle) 1
Rafael Posted November 25, 2015 Posted November 25, 2015 How have we not yet got slow repairs based on being in Survival mode using a resource?
Chustler Posted November 25, 2015 Posted November 25, 2015 How have we not yet got slow repairs based on being in Survival mode using a resource? I have always assumed that it would just be more work to do that vs adjusting number of repairs and amount repaired. I'm not sure, but I would like to test slow repairs on survival too.
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