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Showing content with the highest reputation on 08/16/2015 in all areas

  1. move surrender button away from leave battle Just thinking when their is lag I almost press surrender by accident when trying to leave Also sank should be sunk when pressing TAB to reveal dead ships.
    3 points
  2. Just an idea. It would be nice to be able to put bounties on people and create missions with stories that players invent or add as historically researched. I am talking something like - go here and kill 5 french ships and I will give you 10,000 gold as a reward. Maybe put some background text behind it for flavour and add a .jpg picture... or choose one from a list.
    2 points
  3. Railings getting shot off? That would be cool. And being able to see through the little holes, that would be cool as well, otherwise, if you are talking about the fake Total War type ship destruction, look at this post and watch the videos I posted. However, I doubt this is a priority as there are much more important things to finish like Port Battles, crafting, etc, etc. Read this post: http://forum.game-labs.net/index.php?/topic/4541-visual-damage/?hl=damage
    2 points
  4. A fair warning that I tried to compile this in a way that it would work across multiple topics, however it makes more sense if it is all together, as such, this is a bit lengthy, but all ties together. So lets get to it: I have to give credit where credit is due: DazednConfused beat me to the punch in some of the main concepts I'll be showcasing here in his Shades of Grey post. At the current moment, port accessibility is limited by faction alone. There are no other means to enter a port unless it is of the same faction or if it is neutral (except for pirates). Neutrals also act as a sort of reverse pirate faction, though with little reason. Here are a few concepts that I think would create a more dynamic atmosphere and allow for more accessibility to ports and possibly even make trade and smuggling more adventurous. First off: Remove ALL Pirate ports- Pirates should not have any need or use for any type of major economic port. In fact, there should be no permanent pirate ports at all, otherwise, nationals will know exactly where to go to camp pirates. Then where will pirates go to repair and sell stolen goods? I suggest these two alternatives to permanent pirate ports: Pirate Camps: Camps set up by any Pirate player with over X amount of crew. these camps are temporary and will only remain for [X amount of time] after a player leaves (if another pirate enters the camp, the timer resets). Camps provide very minimal ship repair capabilities: only small ships (say lynx to brig) can be repaired here. The camp will also provide minimal crew recruitment/replenishment. Camps have no economic power whatsoever: Ships or equipment cannot be purchased but can be sold. No Warehouses can be built. No fleets can be purchased. Pirate Havens: Havens are quasi-ports that are generated automatically based on pirate activity in a given area. Havens are limited in number by area (i.e. Bahamas area can only have X havens at one time, whereas the Antilles can have Y havens), however their location within these areas are dictated by where piracy happens the most in said area. Should there be little pirate activity, then havens may not be generated (i.e. if the Bahamas has little piracy, it may only have 1 or 0 havens even though it can hold 2). Havens provide moderate ship repair capabilities: up to (say) Cerberus/Mercury and can provide the optimal amount of crew recruitment/replenishment. Havens have moderate economic capabilities: small ships and equipment can be bought here, all items can be sold, and havens provide small amounts of common trade goods. Small ships can be purchased for fleets. For both of these encampments, there is no option to defend in the event of a siege: if a National force is strong enough, a Pirate Camp or Haven is automatically dispersed. (Camps require X Battle rating to Disperse, Havens require Y Battle Rating, Y being greater than X) Next, is to allow pirates access to all other ports. In fact everyone should have access to all ports regardless of faction. Dazed touched on the idea of "Loyalty" that dictated the accessibility of foreign ports. I like this idea very much, but lets take it a step further: Port Security- The level of port security dictates the ease or difficulty of a non-faction player (and Pirates) to enter a port. Port Security can be increased in a number of ways, all that draw from the port's wallet/economic success: things such as building a Fort or Prison, stationing a Garrison of troops, ordering sea patrols, etc. will increase Port Security (all of these will also require an initial purchase price and subsequent upkeep price). The Higher the security, the harder it is to sneak into a port. Levels of Port Security: Lawless- This is the closest thing to a permanent Pirate port that you can get. There is almost no security whatsoever, and it is very easy to sneak into a port. Patrolled - There is a low level of security: some small ships patrol the waters, and there are a few troops stationed here, but it is relatively easy to sneak into port. Orderly - Moderate level of security: medium ships patrol the waters, there is a sizable garrison of troops an possibly even a small fort. Sneaking into port will be somewhat of a challenge Organized- High level of security: there are a number of patrols in the water, a large garrison of troops patrolling the docks and streets, a few forts. Sneaking into port will be rather difficult. Secured- Extreme level of security: Large ships patrolling the waters, a huge garrison patrols the streets, and a number of large forts dot the port. Sneaking into port is almost impossible Port security is directly effected by the port's economic success: the more money the port makes/the larger the port, the more resources can be allocated to security. So Havana will probably never be lawless (although excessive neglect could allow this to happen) and an obscure port will probably never reach the Secure level. Capitols are automatically set at the secure level. EDIT: A pirate's notoriety/infamy will also factor into their ability to sneak into a port: The higher the "Heat" Level a pirate has, the difficulty at each level of security multiplies. So a pirate with high levels of heat will still be able to sneak into a Lawless port with relative ease (he will have it harder than those without infamy or heat) but the difficulty in higher Security ports will be compounded into almost impossible chances of sneaking into a port. Security also has a few secondary effects: the higher a ports security, the greater a profit can be made during trade. This makes smuggling an interesting business: a smuggler could play it safe and smuggle into a lawless port, but only make a small profit or risk sneaking into an Orderly port and make a larger profit. Risk-Reward system in place at it's most basic. Second, the higher a port security, the larger/more deadly NPC ships it will generate. A lawless port will not generate Constitutions. Port security and sneaking into a port only pertains to pirates and the players and ports of factions that are at war. Factions that are at peace or neutral will be allowed to enter ports regardless of Security level. (Players that are explicitly aligned with a faction, i.e. members of the Navy, cannot sneak into an enemy port at any point. The Navies are folks of dignity and do not sulk to sneaking around). However, even if they are at peace, trade may be limited based on Trade regulations. Trade Regulations will be any type of limitation a faction puts on another to limit trade opportunities. These are done across all ports of a faction, not a port-by-port basis. For example, Even though Spain may be at peace with England and English sailors/traders can enter Spanish ports, Spain has declared that no outside trade is allowed in Spanish ports (this actually happened), meaning that an English trader could not trade in Spanish ports (if the trader had enough trade skill, he might be able to trade by shadier means) Trade Regulations can be anything from embargoes on certain goods (i.e. no Wood from non-Spanish traders), embargoes on a certain faction (No English goods) or a combination (No English Wood). They can also be across the board trade limitation such as the example above. Regulations could also be taxes/tariffs placed on trade, following the above system: Tax on non-Spanish wood, Tax on all English goods, Tax on only English Wood, etc. Taxes and Tariffs, unlike embargoes, will be handled on a port-by-port basis. Now, embargoes and tariffs are directly affected by Port Security: a lawless port will not be hard pressed to enforce any embargoes or tariffs, whereas in a secure port, embargoes are the end-all-and-be-all, no exceptions! NOTE: smugglers/pirates ignore all embargoes and taxes/tariffs! This means that highest profit is made in a Secure port with the highest level of embargoes or tariffs! Lastly, neutrality should be based on a Factions actual diplomatic standing: there should be no Neutral faction, and a Faction becomes neutral when they are not at war with any other faction (duh). Everyone (technically) has access to all ports, so neutral ports are not needed. The only people that absolutely must identify with a faction are those sailing in the respected Navy or Trade company, everyone else has a varying ability to disguise who they are or not show their faction alliance. (such as not flying a flag or flying a false flag) TL;DR: Pirates get temporary camps and limited havens instead of Permanent Ports Port Security dictates the ease or difficulty of sneaking into an enemy port Embargoes and Tariffs affect trade accessibility and profit of traders Smuggling can be lucrative, but there is a Risk-Reward system. Neutrality is based on Faction Diplomacy Cheers, ~William Drummond, the Drake.
    1 point
  5. OK Midshipmen, Here is a cabin for those boys new to the ship, where we learn what it takes to captain a vessel. I'm hoping this topic will become a nice Q and A area where we can bring our newest Midshipmen up to speed. First: What is a midshipman? A Midshipman was a boy of about 12 years of age, educated, and often of the upper class. His role was to learn how to be a good officer, and eventually a Captain. A Midshipman had command rank above most sailors, who were legally bound to obey the Midshipmans orders or face disciplinary action. Midshipmen however would merely face the switch if they failed in their duties. At the end of their stint as a midshipman, they could take the officers exam to become a lieutenant at age 18. How is a Midshipman different that a powder monkey? A powered monkey is a boy with little or no education from the lower classes, who carries gunpowder and is learning a sailing trade. Midshipmen served in their respective navy. They had a collective (very small) cabin aboard most ships. In the cabin they could work on their lessons, or relax in their time off. (I'm writing this as we sail between ports) Frederick Bunnington III
    1 point
  6. Damage to rails and other features on the weather deck would be cool to see (remember the bell exploding at the beginning of Master and Commander?). However, you should realize what you are asking for with the actual holes on the hull: A huge development delay to reboot the engine tech, netcode, damage model and existing assets; five times fewer ships in the game; much higher hardware requirements; smaller online battles.. and all for a little hole that you can barely even see through. And if you half-ass it, you just get cartoon goofiness like Total War.
    1 point
  7. I'm a graphics whore. So yes, i'm all for more realistic visual damage. That said, the current "mark" that a hit from a cannonball leaves looks quite alright to me; https://www.youtube.com/watch?v=sXVQAnPjshw
    1 point
  8. Did a bit of research on lighthouse history in the area the game is set in. Given we don't have an exact date the game is set in it's impossible to know what places should have lighthouses and which few should. For instance Jamaicas oldest surviving lighthouse was built in 1841. (Point Morant). My thought is that while lighthouses would be okay to have I would much prefer the ability to discern the glow that lighted areas would project far out from lit areas. To get an idea of what I'm talking about simply drive to a deserted area and look towards any town. The sky will have a glow about it after your eyes adjust to the darkness.
    1 point
  9. Now that, really was confused... No peace please. Make war, not love
    1 point
  10. Hmm. It is hard for us to know who the TDA really is at the moment. ( no guild tags at present. ) So, we hit everyone with your flag on it. No other reason, really.
    1 point
  11. Xebecs really rock when there is no wind;) I sure would like to see variable winds in battle, but I suppose it is too difficult to implement.
    1 point
  12. Oh i know both sides. muhahhaaha
    1 point
  13. I'd rather have historical ships in the game than this fantasy stuff.
    1 point
  14. I think the next ship class to be added should be a brigantine or barque or Dutch trade vessel.
    1 point
  15. Ah, screw the Black Pearl. And Pirates of the Caribbean. I second what OlavDeng said.
    1 point
  16. The thing to do is to implement instance sailing to the OW. Need to turn and position yards, fiddle with jibs, trim the sails and such. That would reduce your feeling of boredom during longer voyages. In regards to the teleport, I agree that it doesn't really fit into the world, but is quite useful. What use it mostly for is to teleport to some larger weekly event. During the week I sail wherever and I am willing to explore further from my bases, because I know that I will be able to make to the Trafalgar or Frigate fight or something else...
    1 point
  17. I hate the current teleport feature with a passion and think it shouldn't have a place in a game like NA. It doesn't make sense to me to have this big, beautiful world and then artificially reduce the distances to absolute meaninglessness due to having a magical transport ability. And I really, really hope it will be removed from the final version of the game.
    1 point
  18. Trying to think of some better alternatives to the hated speed mods here: Extended False Keel +1 kts (wind angle 80-50 degrees only, 50-30 degrees for fore and aft rig) Ship has 1 foot deeper draft in OW Loosen Rigging +1.5 kts (wind angle 80-50 degrees only, no effect for fore and aft rig) +1 kts (wind angle 80-180) -15% Mast HP +10% repair costs Speed Trim - Closehauled (exceptional) +2 kts (wind angle 85-70 only) +1 kts (wind angle 85-135 only) Maximum repairs used per battle: 2 -50% repair materials capacity Speed Trim - Downwind (exceptional) +1.5 kts (wind angle 180-115 only) +1 kts (wind angle 115-85 only) Maximum repairs used per battle: 2 -50% repair materials capacity Shift stores amidships -0.5 kts +1.5 kts (Storms only) +10% acceleration -10% deceleration +5% Mast HP -10% repair costs Shorten Rig -15% max heel angle -10% repair costs -0.5 kts -15% acceleration
    1 point
  19. Mo was absolutely spot on, just what i think about POTBS... I do miss that game/community... oh and hai everyone
    1 point
  20. Potbs wasn't a terrible game. It was a great game with a very bad managed company in the background. The Devs were terrible, Admins were terrible, Community was absolutely awesome. I do miss this game A LOT. It was unique and I spent ....7 years or so on it? I loved the missions, I loved the sound, the music, the open sea(the sound of the ocean). To me, as a Naval fan, who loves history and nature, the game was somewhat magical, even though the graphics were pretty mediocre. But the Devs killed the game entirely. To me, after the account hack, the game was dead. Closing the Burningsea.com site, was an insanely bad descision. We all were active on the forums. All the bragging, hate, battlereports....it was emotional. The PvP was so good in this game, I can't even describe. The ganks, counter-ganks... 1v1, 1v2+ ,2v2, 5v5, 5v6, 6v6, Portbattles, you could have it all. You needed a strategy in PvP, you def. needed skill and know your ship,class whatever. That was unique. They closed the Burningsea site, got rid of OS diplomacy, the introduced awfully bad patches, they tweaked/nerfed ships according to cry-babies instead of listening to experienced players. My account got banned for 6 months, because I sank an admin, who then simply claimed I was modstacking, which clearly wasn't the case. Even though I provided pictures, logfiles etc. over weeks. I simply got ignored. This kind of behaviour messed me up. I loved everyone in this game, really. I had some 1vs1 where the battle lasted 1h+ and in the end both players killed each other with the final volley, how epic can a game be? I will surely get in touch with Naval Action, I haven't played it yet. Time will tell, when the moment comes =). So long Mo, aka Mauritius Hunter / Adolf Hunter (Roberts) and Purple Pink / Loolsius Rooflson (Antigua)
    1 point
  21. Alejandro Viran reporting here. Hello, ladies.
    1 point
  22. Lord please no unrestricted ship names. I have zero urge to see the result (HMS WTFBBQURFACELOLOLOL) all over the place.
    1 point
  23. Gun ports, and the ability to open/close them!
    1 point
  24. Ability to extinguish lights on the back of the ship at night. Ability to send flares. Captain cabin like one in AC Black Flag. Ability to hoist different flags anytime. Crows nest on the top of the main mast to view greater distances. Ability to change, paint figureheads and ship hull.
    1 point
  25. I would like to see some nice lanterns being lit when it's night time. A rudder and a steering wheel that actually turn!
    1 point
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