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  • Make sailors more specialized

    01. 13. 2012 16:46

Recommend : 2

Eradicator1
Sailors need to be more specialized to enable multiple playstyles and reward creativity.

As it is now, there are pretty much standard playstyls to every BB: 4 rep, 4 engi, scout, 2 gunners, 2 aa gunners, bo.

There is no place for restorer. Part of this problem is the fact that this setup caps nearly every ability, the exceptions being the upcapped overheat speed and the extremely hard to cap repair speed.

 I suggest that the sailors bleed less into other sailors role. For example, the engineer can have 1000+ repair or restore ability at level 120 I believe. This ought to be rectified so that there is no standard setup. Furthermore, I am a firm believer in the fact that caps on stats dilute gameplay.

This happens because players will always find the minimum requires to max as many of these caps. For the sake of diversity, the caps ought to be significantly increased or removed. Another way to fix this is to increase the amount of skill required to cap it. Restorers are regarded as nearly useless, as the stat caps with a normal crew at around level 90ish. The effect is that a restorer is completely useless. Doubling the skill required to get 900 SD would definitely encourage the use of non-standard crews.

SDE totes creativity as one of NF's strong points, but while there are a myriad of classes, many of them are metagame'd out of gameplay and as a result, the game stagnates. 

 

  • Re : Make sailors more specialized

    01. 16. 2012 13:35


Eradicator1
Originally Posted by ljsevern

Originally Posted by Eradicator1


The OH and SD tests were just to test something that can be quantified in order to show how little of an affect seamen have.
Guideline boosts for a lower weight BO is a moot point considering that:
Repairman at 120: ~900 sailors
Engineer at 120: ~920 sailors
Seaman at 120: 1010 sailors

So you're putting more sailors on anyway.

Seaman barely has any affect on anything and so there is no point in using it unless you like wasting a support slot.

Scout ability is dubious at best considering that if a fighter or an aa gun even touches a scout below 120 it becomes a flaming mass.

You can increase the abilities of higher level crews to be even higher, but considering you sacrifice a sailor for it the risk vs reward is hardly worth it.

You asked me to prove that seaman is useless and I did: the cons far outweigh the pros, and it boosts abilities of sailors by less than 3%. You could get more from 10 vets.

You're pulling a straw man anyway so whatever.


I'm still waiting for you to prove the spread consistencies and scout improvement which as I said was the reason I used it, as I am rep capped and have enough overheat. Even with my 200+ Vet BO. FYI, A Seaman doesn't have more than 20 tonnes weight either. It is 554 for a seaman vs 539 as a repairer. I do believe (I could be wrong) that I would have to put on more weight on my BO due to it (as the Seaman is boosting my BO). I also get a larger boost from my 209 vet seaman than my 109 vet one.

You are the one making claims. I've invited you to do specific tests with created sailors on the test server. Feel free to take me up on that offer if you want.

I'm going by my experience in playing L1. I feel my spread is slightly less inconsistent without my 209 vet Level 120 Seaman.

I also think there is a big difference in ability with my 109 vet Seaman and my 209 vet one.

tl/dr;

If you have enough in the other state (Rep cap/Enough OH), then why not put one on to improve spread consistency and scout ability?

You are the one making claims, so feel free to prove that these don't exist.

Now, back on topic away from your obsession.

Sure, I would love for Seaman to be more useful. They give a small boost, but to be honest if it gave a bigger boost it could well be a bit imbalanced.

Restorers? While I have a bunch of high level ones for PCA AA Ship BO's and would gain alot out of them, I don't think they are so much needed now. Maybe if it was made harder to reach the SD cap, but it would punish low level players.

At the end of the day, there are only so many stats in this game, and changing the sailors will not lead to more playstyles or a better balance, it will just anger the playerbase and make it harder for new players.

And caps on stats are needed to prevent $$$ becoming an autowin.

Okay maybe caps might be a bad idea, but making the support classes role's bleed into each other dilutes gameplay. The Engineer stat is only affected by Engineers. Personally I find this very key to deciding crews. I find that when I create a crew I figure out how many engineers I want, 3-5 and then just fill the rest out with repairs, because restore stat is affected by everyone. I'd really like people to consider their options instead of having a 'go-to' strat. Weigh the cost of repairers vs engineers vs restorers. Do I really want that extra 200 SD, or do I want mad speed, or do I want better repairs?

As far as seamen go, just because you think something happens doesn't mean it does. I think that there will be a meteor shower, I just feel it, but it didn't happen, oh well. The fact is that the evidence that seamen waste slots makes them more of a liability. I'm thinking over the whole of the game, not for EBVE $$$$ DOSH crews with 400 vets like you may have. Furthermore, you're thinking of only one nation. UK finds it significantly easier to meet repair caps, while the rest struggle especially since they carry aa more than not.

Point is, they may have use, but most will find an additional support sailor far more useful than a seaman.

  • Re : Make sailors more specialized

    01. 16. 2012 16:48


Eradicator1
Originally Posted by Happymeal2

Originally Posted by Eradicator1

Originally Posted by Happymeal2

How about only getting one base number for the whole sailor and letting us choose where we want the points to go... Uber repping sub, anyone?

That's almost exactly the opposite of what I meant

And its about as useful as what you suggested.

Restorers are about as useful as what you just said

  • Re : Make sailors more specialized

    01. 17. 2012 00:40


ljsevern
Originally Posted by Eradicator1


Okay maybe caps might be a bad idea, but making the support classes role's bleed into each other dilutes gameplay. The Engineer stat is only affected by Engineers. Personally I find this very key to deciding crews. I find that when I create a crew I figure out how many engineers I want, 3-5 and then just fill the rest out with repairs, because restore stat is affected by everyone. I'd really like people to consider their options instead of having a 'go-to' strat. Weigh the cost of repairers vs engineers vs restorers. Do I really want that extra 200 SD, or do I want mad speed, or do I want better repairs?

As far as seamen go, just because you think something happens doesn't mean it does. I think that there will be a meteor shower, I just feel it, but it didn't happen, oh well. The fact is that the evidence that seamen waste slots makes them more of a liability. I'm thinking over the whole of the game, not for EBVE $$$$ DOSH crews with 400 vets like you may have. Furthermore, you're thinking of only one nation. UK finds it significantly easier to meet repair caps, while the rest struggle especially since they carry aa more than not.

Point is, they may have use, but most will find an additional support sailor far more useful than a seaman.


Fact of the matter is, you said Seaman are useless. I pointed out that in my experience, they aren't. I did say an improvement would be nice, but you would again, have to make sure that this ability is capped to prevent it becoming overpowered. I also said that I felt the bonus was better with 200+ vets on (which, with vet events isn't that hard to get to be honest). So no need to go all caps lock rage.

And predicting the future =/= talking about past experiences of constantly winning fleet war and league games. So come up with an analogy that actually makes sense.

And again, the burden of proof is on you that made the claim that they are useless. Feel free to prove with a video that a High vet 120 Seaman does not improve spread consistency. I've used them with UK, US, IJN and KM BB5 grinds up to BB6 and have been happy, and even bought second seaman for two of those nations to use when my existing one hit 120.

I do agree that UK is easier to reach caps; Sure, there are things you can do with other nations to help them out, but the best thing that could happen to balance this out is a raise in the level cap, which I suggested a while ago.

And you can adjust your crew to go for Max Speed/Less repair. On the whole, 6eng 2 rep crews rarely meet the repair cap. But they have crazy overheat time, which for a nation like KM, if played correctly, is more useful than say, 4eng4rep. Why? Because KM are linefighters and a long OH duration is essential for their role in competitive gameplay. The longer the OH they have, the longer they can stay on the line.

  • Re : Make sailors more specialized

    01. 17. 2012 14:32


Eradicator1
Originally Posted by ljsevern

Originally Posted by Eradicator1


Okay maybe caps might be a bad idea, but making the support classes role's bleed into each other dilutes gameplay. The Engineer stat is only affected by Engineers. Personally I find this very key to deciding crews. I find that when I create a crew I figure out how many engineers I want, 3-5 and then just fill the rest out with repairs, because restore stat is affected by everyone. I'd really like people to consider their options instead of having a 'go-to' strat. Weigh the cost of repairers vs engineers vs restorers. Do I really want that extra 200 SD, or do I want mad speed, or do I want better repairs?

As far as seamen go, just because you think something happens doesn't mean it does. I think that there will be a meteor shower, I just feel it, but it didn't happen, oh well. The fact is that the evidence that seamen waste slots makes them more of a liability. I'm thinking over the whole of the game, not for EBVE $$$$ DOSH crews with 400 vets like you may have. Furthermore, you're thinking of only one nation. UK finds it significantly easier to meet repair caps, while the rest struggle especially since they carry aa more than not.

Point is, they may have use, but most will find an additional support sailor far more useful than a seaman.


Fact of the matter is, you said Seaman are useless. I pointed out that in my experience, they aren't. I did say an improvement would be nice, but you would again, have to make sure that this ability is capped to prevent it becoming overpowered. I also said that I felt the bonus was better with 200+ vets on (which, with vet events isn't that hard to get to be honest). So no need to go all caps lock rage.

And predicting the future =/= talking about past experiences of constantly winning fleet war and league games. So come up with an analogy that actually makes sense.

And again, the burden of proof is on you that made the claim that they are useless. Feel free to prove with a video that a High vet 120 Seaman does not improve spread consistency. I've used them with UK, US, IJN and KM BB5 grinds up to BB6 and have been happy, and even bought second seaman for two of those nations to use when my existing one hit 120.

I do agree that UK is easier to reach caps; Sure, there are things you can do with other nations to help them out, but the best thing that could happen to balance this out is a raise in the level cap, which I suggested a while ago.

And you can adjust your crew to go for Max Speed/Less repair. On the whole, 6eng 2 rep crews rarely meet the repair cap. But they have crazy overheat time, which for a nation like KM, if played correctly, is more useful than say, 4eng4rep. Why? Because KM are linefighters and a long OH duration is essential for their role in competitive gameplay. The longer the OH they have, the longer they can stay on the line.

http://en.wikipedia.org/wiki/Philosophic_burden_of_proof

Seamen are useless for most applications. It doesn't matter if YOU personally find them useful, for everyone else they aren't.

The game does not revolve around you. Stop being a child.

Also engineer still has repair stats so it's not like you're losing much by replacing repairs with them.

  • Re : Make sailors more specialized

    01. 17. 2012 22:22


Eradicator1
bump

  • Re : Make sailors more specialized

    01. 18. 2012 02:41


ljsevern
Originally Posted by Eradicator1

Originally Posted by ljsevern

Originally Posted by Eradicator1


Okay maybe caps might be a bad idea, but making the support classes role's bleed into each other dilutes gameplay. The Engineer stat is only affected by Engineers. Personally I find this very key to deciding crews. I find that when I create a crew I figure out how many engineers I want, 3-5 and then just fill the rest out with repairs, because restore stat is affected by everyone. I'd really like people to consider their options instead of having a 'go-to' strat. Weigh the cost of repairers vs engineers vs restorers. Do I really want that extra 200 SD, or do I want mad speed, or do I want better repairs?

As far as seamen go, just because you think something happens doesn't mean it does. I think that there will be a meteor shower, I just feel it, but it didn't happen, oh well. The fact is that the evidence that seamen waste slots makes them more of a liability. I'm thinking over the whole of the game, not for EBVE $$$$ DOSH crews with 400 vets like you may have. Furthermore, you're thinking of only one nation. UK finds it significantly easier to meet repair caps, while the rest struggle especially since they carry aa more than not.

Point is, they may have use, but most will find an additional support sailor far more useful than a seaman.


Fact of the matter is, you said Seaman are useless. I pointed out that in my experience, they aren't. I did say an improvement would be nice, but you would again, have to make sure that this ability is capped to prevent it becoming overpowered. I also said that I felt the bonus was better with 200+ vets on (which, with vet events isn't that hard to get to be honest). So no need to go all caps lock rage.

And predicting the future =/= talking about past experiences of constantly winning fleet war and league games. So come up with an analogy that actually makes sense.

And again, the burden of proof is on you that made the claim that they are useless. Feel free to prove with a video that a High vet 120 Seaman does not improve spread consistency. I've used them with UK, US, IJN and KM BB5 grinds up to BB6 and have been happy, and even bought second seaman for two of those nations to use when my existing one hit 120.

I do agree that UK is easier to reach caps; Sure, there are things you can do with other nations to help them out, but the best thing that could happen to balance this out is a raise in the level cap, which I suggested a while ago.

And you can adjust your crew to go for Max Speed/Less repair. On the whole, 6eng 2 rep crews rarely meet the repair cap. But they have crazy overheat time, which for a nation like KM, if played correctly, is more useful than say, 4eng4rep. Why? Because KM are linefighters and a long OH duration is essential for their role in competitive gameplay. The longer the OH they have, the longer they can stay on the line.

http://en.wikipedia.org/wiki/Philosophic_burden_of_proof

Seamen are useless for most applications. It doesn't matter if YOU personally find them useful, for everyone else they aren't.

The game does not revolve around you. Stop being a child.

Also engineer still has repair stats so it's not like you're losing much by replacing repairs with them.


A) The burden of proof is on the one making the claim. You said yourself:-

Originally Posted by Eradicator1

Originally Posted by Tomm96

Originally Posted by Eradicator1

Originally Posted by Tomm96

Thats strange since I got a restore on my Amagi crew and it's work with 4 engis 3 reps 1 scout 2 gunners 2 aa and so bo.
It's help with faster restoring of the SD and thos other already give me enuf of the other stuff, so I really dosent see why you should increas the restores ability.

That's wrong though

The idea is to increase the worth of sailors who are thought of as worthless


So what is whortless?
Medics, restorer or?

Medic, restorer, seaman

The idea is to break up the standard setups and try to get more interesting gameplay.


Now, I am glad you admit you was incorrect in saying that Seaman are completely useless. Feel free to keep flaming, I find it funny.

  • Re : Make sailors more specialized

    01. 18. 2012 02:53


Eradicator1
Originally Posted by ljsevern

Originally Posted by Eradicator1

Originally Posted by ljsevern

Originally Posted by Eradicator1


Okay maybe caps might be a bad idea, but making the support classes role's bleed into each other dilutes gameplay. The Engineer stat is only affected by Engineers. Personally I find this very key to deciding crews. I find that when I create a crew I figure out how many engineers I want, 3-5 and then just fill the rest out with repairs, because restore stat is affected by everyone. I'd really like people to consider their options instead of having a 'go-to' strat. Weigh the cost of repairers vs engineers vs restorers. Do I really want that extra 200 SD, or do I want mad speed, or do I want better repairs?

As far as seamen go, just because you think something happens doesn't mean it does. I think that there will be a meteor shower, I just feel it, but it didn't happen, oh well. The fact is that the evidence that seamen waste slots makes them more of a liability. I'm thinking over the whole of the game, not for EBVE $$$$ DOSH crews with 400 vets like you may have. Furthermore, you're thinking of only one nation. UK finds it significantly easier to meet repair caps, while the rest struggle especially since they carry aa more than not.

Point is, they may have use, but most will find an additional support sailor far more useful than a seaman.


Fact of the matter is, you said Seaman are useless. I pointed out that in my experience, they aren't. I did say an improvement would be nice, but you would again, have to make sure that this ability is capped to prevent it becoming overpowered. I also said that I felt the bonus was better with 200+ vets on (which, with vet events isn't that hard to get to be honest). So no need to go all caps lock rage.

And predicting the future =/= talking about past experiences of constantly winning fleet war and league games. So come up with an analogy that actually makes sense.

And again, the burden of proof is on you that made the claim that they are useless. Feel free to prove with a video that a High vet 120 Seaman does not improve spread consistency. I've used them with UK, US, IJN and KM BB5 grinds up to BB6 and have been happy, and even bought second seaman for two of those nations to use when my existing one hit 120.

I do agree that UK is easier to reach caps; Sure, there are things you can do with other nations to help them out, but the best thing that could happen to balance this out is a raise in the level cap, which I suggested a while ago.

And you can adjust your crew to go for Max Speed/Less repair. On the whole, 6eng 2 rep crews rarely meet the repair cap. But they have crazy overheat time, which for a nation like KM, if played correctly, is more useful than say, 4eng4rep. Why? Because KM are linefighters and a long OH duration is essential for their role in competitive gameplay. The longer the OH they have, the longer they can stay on the line.

http://en.wikipedia.org/wiki/Philosophic_burden_of_proof

Seamen are useless for most applications. It doesn't matter if YOU personally find them useful, for everyone else they aren't.

The game does not revolve around you. Stop being a child.

Also engineer still has repair stats so it's not like you're losing much by replacing repairs with them.


A) The burden of proof is on the one making the claim. You said yourself:-

Originally Posted by Eradicator1

Originally Posted by Tomm96

Originally Posted by Eradicator1

Originally Posted by Tomm96

Thats strange since I got a restore on my Amagi crew and it's work with 4 engis 3 reps 1 scout 2 gunners 2 aa and so bo.
It's help with faster restoring of the SD and thos other already give me enuf of the other stuff, so I really dosent see why you should increas the restores ability.

That's wrong though

The idea is to increase the worth of sailors who are thought of as worthless


So what is whortless?
Medics, restorer or?

Medic, restorer, seaman

The idea is to break up the standard setups and try to get more interesting gameplay.


Now, I am glad you admit you was incorrect in saying that Seaman are completely useless. Feel free to keep flaming, I find it funny.

Have you ever heard of trading advantages vs disadvantages

use·less/?yo?osl?s/
Adjective:

1. Not fulfilling or not expected to achieve the intended purpose or desired outcome.
2. Having no ability or skill in a specified activity or area: "he was useless at football".

While I can't say that it has no ability at all, it doesn't perform compared to other sailors that could be placed.

It's obvious that you're grasping for straws

btw if you're so adamant about burden of proof then prove your claim that seaman increases accuracy.

  • Re : Make sailors more specialized

    01. 18. 2012 03:08


Thebarrel
its only the crew...... jesus christ the game is not the crew management but when u actually use the ship ingame.... dont fix what is not broken.....

  • Re : Make sailors more specialized

    01. 18. 2012 03:21


Eradicator1
Originally Posted by Thebarrel

its only the crew...... jesus christ the game is not the crew management but when u actually use the ship ingame.... dont fix what is not broken.....

Crew management is part of the game, in fact it is one of nf's selling points.

The fact is that your crew defines how well your ship performs.

  • Re : Make sailors more specialized

    01. 18. 2012 03:34


Thebarrel
Originally Posted by Eradicator1

Originally Posted by Thebarrel

its only the crew...... jesus christ the game is not the crew management but when u actually use the ship ingame.... dont fix what is not broken.....

Crew management is part of the game, in fact it is one of nf's selling points.

The fact is that your crew defines how well your ship performs.


let me quote something from what i wrote

"dont fix what is not broken....."

what this means is..... the crew management as it is currently works well restores etc are less usefull then an engineer or repair.... who cares? seaman for cvs work well.... medic for cvs work but is generally less usefull then more pilots or support crew etc repair engineers scoutsalready there aa gunners already there they can also use hh etc nowwich makes them more usefull and etc etc......

its unessesary to fix this as it might make the crew management worse and unbalanced etc as lets say i remember once there was a suggestion about a sailor wich decreased planes load time wich not many wanted since it would require current cvs to level a new sailor from level 1 to be able to compete etc....

= dont fix what is not broken

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