<DelmarWynn> Zano: My question is about speedy ships. I've seen alot of people resort to using speedy ships to keep a less speedy group in combat for extended periods of time. No combat or anything, just sitting in the instance unable to leave. Is this a viable tactic?
<[FLS]Taelorn> I posted about this on our forums here: http://www.burningsea.com/forums/showpost.php?p=184575&postcount=101
<[FLS]Taelorn> It's a pretty complicated issue. Using small ships against slow ships is a valid tactic, but there are cases when it can be taken to the extreme.
<[FLS]Taelorn> We have exit markers in battles so you can escape. If you think there's a particularly bad use, then it's probably best to take it up with support and it'll go through the usual process to determine if we think the specific behavior case is an exploit.
<DelmarWynn> harv: when will the duel/skirmish feature be added to allow people to test skills and ship setups without risking ship loss everytime
<[FLS]Joe> Well dueling is in 1.3, so it's coming out pretty much right away.
<[FLS]Joe> The Skirmish System itself is slated for 1.5, which will allow multiple players on a side (probably up to 12) without durability loss.
<[FLS]Joe> Skirmish and Duel work with both avatar combat and ship combat.
<DelmarWynn> Zano: What is your current ideas on exacly how a Port Governor will be selected and how he will maintain his position?
<[FLS]Taelorn> It uses an influence system. Players can earn, trade and buy influence through a variety of systems.
<[FLS]Taelorn> Then you can spend that influence and use it to try to become the governor of a port.
<[FLS]Taelorn> Isildur will probably talk about it in length once we get closer to adding the system.
<DelmarWynn> Emile: I think I remember mention of plans to impliment new fighting styles into the game (i.e. musketeers, brawlers, etc). Am I imagining things, are they still in the works, or can we expect to see them soon?
<[FLS]Rusty> We still plan to do them, but we've been focusing on getting the core PvP elements for ships fixed, and now we're moving onto revamping avatar combat. Before we implement the new styles, we want to fix/polish/spruce up the old ones, which (tentatively) starts in 1.4 with a revision to the skills.
<[FLS]Rusty> We'll continue iterating on AVcom until we've got it polished and feeling good, and then we'll go back to adding the new combat styles.
<DelmarWynn> Brei: currently after a port is fully flipped it becomes a ghost town other then a few pirates here and there, is anything being done to keep
<DelmarWynn> people in the red zone until the PB occurs?
<[FLS]Taelorn> Yes. The basic problem is that the best way to play the Conquest system is to avoid PvP.
<[FLS]Taelorn> That's something we have to address through incenting PvP and red circles in general. I have a long list of things I want to do here. That includes general benefits for being in the red zone and more stuff from ship combat in red zones.
<DelmarWynn> Brei: for almost a year now Rusty has talked about wanting to add a ranking system with a web interface for it, any updates on this?
<[FLS]Aether> Yes! As you may know, we've released the data sharing API for public consumption (check it out here: http://www.burningsea.com/page/news/article&article_id=10707).
<[FLS]Aether> The addition of this new resource opens up tons of opportunity for us to organize and share data, like the ranking system you mention, via our front page.
<[FLS]Aether> Expect to see some Devlogs in the near future introducing some ready-to-use widgets for installation on 3rd party and PotBS Society sites, with all kinds of features and options that will allow you to both tout and track the accomplishments of your society members and yourself.




