Sailing and PvP

An area to facilitate free-form feedback on systems (in-game or out) related to Arelith.
User avatar
ActionReplay
Project Lead
Project Lead
Posts: 1630
Joined: Mon Sep 08, 2014 5:09 pm
Location: Sweden

Re: Sailing and PvP

Post by ActionReplay » Sat Jul 16, 2022 7:25 pm

ClockworkRed wrote:
Fri Jul 15, 2022 5:30 pm
ActionReplay wrote:
Mon Jul 04, 2022 9:10 am
I've plans to make the ballisate on Sencliff be able to target nearby ships to its quandrant. I think that's fair and in-line to how they used to work in the old sailing system.
First of all thanks for setting those up. There is a little quirk now when people move the mangonels. First it deactivates them for targeting ships and they become normal fixtures, while a new pair seems to spawn in the next server reset. They are already pileing up on the wall.


Also two magonels are quite powerful. Less of a deterrance to force ships out of the quadrant and more of a death trap what i have seen so far.
Fixed

User avatar
Flower Power
Posts: 493
Joined: Sat Nov 16, 2019 8:02 am

Re: Sailing and PvP

Post by Flower Power » Sat Jul 16, 2022 8:28 pm

Allowing repairs was the perfect salve, I think.

I'm 100% fine with being punished for my impudence in trying to sneak a peek at Sencliff's port, as long as I have the counterplay of being allowed to hemorrhage supplies.
what would fred rogers do?

Post Reply