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Lady Athena

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Lady Athena last won the day on January 25 2015

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  1. Gonna quote this because it can't be said enough.. ^ This, so much this ^ This^ and This ^ I also find it incredibly confusing how the devs thought that the pirates would just "duke it out" and weaken themselves prematurely. It's almost as if they thought people were going to magically not be human anymore. Piracy has no reason to attack other pirates. There is no reason to weaken yourself for no reason, and the pirate faction works exactly like any other nation. You have a common goal of surviving in the pirate nation with absolutely no mechanics to make it any different than any other nation.. Therefore.. The logical and overly obvious outcome is that the pirate nation is going to act and be exactly like any other nation... Infact. I'd argue that being a pirate nation is even moer appealing due to that 1 tiny difference, that pirates can fight other pirates. This creates a free situation where two pirate guilds can settle things through a dual, a mechanic no other nation gets, making it even more appealing for players. how the devs thought anything else was going to happen is beyond me.
  2. Real interesting time they lived in. I wish I could of seen what it was like in person. Not that I'd of wanted to live in that time era permanently of course.
  3. So before I begin. These songs were originally put together for Crusader Kings II by Dorimi. So 95% of the props go to him for putting together such an awesome collection of songs, and I am in no way attempting to take credit for this. I am however, taking credit for distributing this wonderful collection of songs to the Naval Action community. Plus I have no idea where my original post went for this I posted a year ago... I find playing these songs in a playlist in the background in order adds so much to this game. Even during the fights, no matter what song you're on it just seems to fit, and makes the game that much more enjoyable. Note: If you're looking for more historical Real-Songs-Of-That-Time this isn't for you. 77 Songs for Naval Action Here's a few examples of songs you can expect. Across The Ocean After The Fall A Historical Love Chevaliers Merchant Prince No Sacrifice No Victory
  4. Treasure hunting, and exploration points of interest would be pretty neat tbh.
  5. Thanks for the suggestions + the other people above
  6. I was sad that MoC 2 got cancelled
  7. This game reminded me of a movie called Master and Commander. I really enjoyed it intensely, and was wondering if there were any other movies similar to this?
  8. NOTE: Please read the Post before you vote! 1) Crew Experience. Crew experience was a vital importance in this time, just as it is today. I think each ship you have would have its own crew with it's own experience, as you fight, at the end of each battle, your crew gains experience, this experience boosts the Ship crew levels. The levels would be 1-10. This is a reflection of the synergy, and skill/knowledge level of the crew. The things this would effect are: -Repair Speed/amount (boost to the repair skill in battle) -Reload Time - Accuracy - Speed of changing focus (Guns, Sails, etc.) The crew exp is a slight buffer, but nothing else, a small % boost all around, however losing crew, etc. is still very serious. Losing crew drops your crew Ship level, by a certain % of how many % of crew you lost, since replacing crew you would be bringing on new sailors. 2) Points of Interest Points of interest can be instances that are either randomly generated, or spawned for a period of time based on player actions. They would be instances you go into, but you don't know what they are until you actually enter them. They are NOT battle instances. A few idea's could be. - Stranded Crew: Either some life boats, or sailors floating in the sea hanging to drift wood. Going into this instance and rescuing them by pulling up to them and stopping, can net you 1 of 2 things. New crew to your ship which will give you less of a Crew level drop than if you just recruited fresh sailors from port, or you put them in your hold and can bring them to the nearest port for a very small payout. - Wreckage: Floating debris and wreckage that can be salvaged and brought on board. Again, floating pieces of wood, barrels, etc, coming up to it and stopping would open the inventory screen of your ship and the debris, allowing you to take any of it if you wish. - Abandoned wreck: Casualties of war don't always necessarily sink, rare instance, but helpful. If you find one of these wrecks you get the ability to strip the stricken ship netting you crafting supplies specific to creating ships through crafting, (riggings, etc.) These could also be Points of Interest on the coast of islands, or in shallow inland sea area's or coves of ship wrecks that had beached themselves during storms which could be stripped for crafting parts. 3) Morale at Sea. Coinciding with my 1), I think morale should have an impact as well. The longer you're at sea, the morale of your ship slowly dwindles. If you're at sea for an extremely long time, your crew are going to become very agitated and restless. This drops their fighting ability somewhat. 4) Passive musketeers. This idea came after watching a few movies of this era. Ultimately, when you are battling, and you come extremely close to an enemy ship, your crew and the enemies may take passive crew damage resulting from musketeers or marines on-board doing their job. Ships of Rating 1-5 (maybe 6?) would begin to have a new "Marine" stat, with built in marines into the crew of sailors, as was customary. Like-wise any ship with the "Marines" module buff would add to the # of Marines, but take away from the # of sailors equally, keeping the crew count the same, but replacing Marines with Sailors. Slower reload as is the module passive already, but increased boarding, and now also increased passive musket attack pre boarding when you get close and are sailing extremely close to each other. Like-wise any ship of Rank 6-10 who also installs Marines, gets the passive Marine musket fire as well when near another enemy ship, again replacing 1 sailor for 1 marine at a 1:1 ratio. Other modules such as "Barricades" could also give a passive defense multiplier against these passive musketeers when ships are dangerously close to each other, dropping their effectiveness to knock out a crew member, while other modules such as "refined muskets" etc. could give more bonus to them. This allows ships who plan to engage close range, or even Traders to have some form of defense, Traders could be given some Marines for security. While they may not have weapons, they could load their ship with modules to increase speed, defense, and passively boost these musketmen or marines in anticipation for that chance when they are attacked, and enemy ships get in close to grape shot them down for boarding. This would give them a little bit of a bite back, especially if they have loaded their ships with greater level of firearms, marines, and barricades boosting their boarding both defensively and offensively before the boarding even begins.
  9. There used to be a mega storm map for battles with huge waves. I loved it.. I want it back..
  10. Being a pirate myself, I joined because it was supposed to be the "hardest" where everyone hunted you and it was for the more "hard core" of players. This turned into an absolute 180 of what it was supposed to be. It's the most care bear, lovey dovey group in the game, and its making a mockery of what piracy is supposed to be about. Pop culture favoritism shouldn't make the pirate faction the biggest and easiest, skilled and cunning decisions, combat, and tactics by a smaller group of players on a pirate faction is what should make them scary, coupled with unique abilities and unique mechanics the other nations don't get. If you want to work together as a large team, then play as the Nationals. Atm most people are choosing pirates simply because they want to be dubbed as a "pirate" but very few want to actually Play as a pirate. Huge difference, and I honestly don't care if makes half the pirate population change sides. Piracy should be difficult, requiring cunning tactics, a quick thinking mind, and some devious skulduggery to get by, and if a group of pirates becomes a terror of the seven sea's, then it becomes a real situation of real piracy, by skilled players.
  11. We are still recruiting! Don't be shy. Even if you don't RP what so ever, you're more than welcome, and will find a place
  12. I honestly think it should be something learned the hard way. Besides it's not hard to ask in Help Chat "Hey my ship is taking on water with no damage what gives?" "Are you in a storm or rough water?" "yea" "Close your lower ports"
  13. When I come up with idea's, they tend to be in bunches, so pardon my suggestion thread of several. 1) Crew Experience. Crew experience was a vital importance in this time, just as it is today. I think each ship you have would have its own crew with it's own experience, as you fight, at the end of each battle, your crew gains experience, this experience boosts the Ship crew levels. The levels would be 1-10. This is a reflection of the synergy, and skill/knowledge level of the crew. The things this would effect are: -Repair Speed/amount (boost to the repair skill in battle) -Reload Time - Accuracy - Speed of changing focus (Guns, Sails, etc.) The crew exp is a slight buffer, but nothing else, a small % boost all around, however losing crew, etc. is still very serious. Losing crew drops your crew Ship level, by a certain % of how many % of crew you lost, since replacing crew you would be bringing on new sailors. 2) Points of Interest Points of interest can be instances that are either randomly generated, or spawned for a period of time based on player actions. They would be instances you go into, but you don't know what they are until you actually enter them. They are NOT battle instances. A few idea's could be. - Stranded Crew: Either some life boats, or sailors floating in the sea hanging to drift wood. Going into this instance and rescuing them by pulling up to them and stopping, can net you 1 of 2 things. New crew to your ship which will give you less of a Crew level drop than if you just recruited fresh sailors from port, or you put them in your hold and can bring them to the nearest port for a very small payout. - Wreckage: Floating debris and wreckage that can be salvaged and brought on board. Again, floating pieces of wood, barrels, etc, coming up to it and stopping would open the inventory screen of your ship and the debris, allowing you to take any of it if you wish. - Abandoned wreck: Casualties of war don't always necessarily sink, rare instance, but helpful. If you find one of these wrecks you get the ability to strip the stricken ship netting you crafting supplies specific to creating ships through crafting, (riggings, etc.) These could also be Points of Interest on the coast of islands, or in shallow inland sea area's or coves of ship wrecks that had beached themselves during storms which could be stripped for crafting parts. 3) Morale at Sea. Coinciding with my 1), I think morale should have an impact as well. The longer you're at sea, the morale of your ship slowly dwindles. If you're at sea for an extremely long time, your crew are going to become very agitated and restless. This drops their fighting ability somewhat.
  14. Time consuming, but necessary if the devs are going for realism, which they seem to be. Since they are really pushing for realism in terms of combat mechanics of weather, waves, etc. Forcing players in large ships to close t heir lower port holes in rough weather, storms would also add a sense of immersion and realism.
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