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  1. A list of suggestions to better the game and for variety. The Guns - I would personally like to see more unique turret designs for nationality as i see nearly every nation has the same 18" guns and alot have the same 4" to 8" guns. also it doesnt make sense that japanese and french have the same designs as they are quite different in reality im sure that is a goal but it really is quite important because its almost like building the same ship everytime The Guns Again - The addition of Quadruple Turrets into the game is kind of important as they are present on ships in history especially in french as well as the UK that should be an option to be added Hull and Superstructure - More variety in those areas would be nice as alot of the dreadnoughts have literally identical superstructure and hull no matter the nation also for cruisers they all have like the exact same superstructure in 1940 Aircraft Carriers - I think that that would be very interesting to be added into the game. although large it really changes alot of mechanics and more customization. like adding AA to ships and building carriers would be very cool i think that would be a very nice addition to the game and would add mroe "flavour" Cheats - For Custom Battles i think there should be an option to just build the most outrageous ship and that would be interesting. what i mean is no displacement total or literally just game breaking things like making a 10000 ton destroyer Diversity - Honestly Just Making The Ships more diverse for each nation really changes alot and makes the game more enjoyable Thanks!
  2. To more accurately represent battle line formations I propose the following: Accuracy penalty when under fire. This represents increased stress under combat conditions. This incentivises the targeting of every ship in a battle line. The targeting of every ship in a line is historical. Ships in a battle line will target the closest un-engaged ship first. Perhaps there could be the potential that the wrong ship is targeted based upon captains skill and luck. The above have precedent in the battle of Jutland.
  3. I recommend adding the ability to deploy ships boats to tow a ship. This can be useful if a ship is de-masted, beached in a bad position, or attempting to sail against the wind.
  4. Love the dreadnought and age of sail games, cant wait to play both. Fans of these games will love the Destroyermen series, by Taylor Anderson. The books feature tons of military engineering and nautical adventures in a rusty, ww1 era US destroyer transported to another, alien world, facing all sorts of foes along the way. Tech in the series plays an important role, and includes everything from age of sail vessels, ironclads, steamships, aircraft carriers, and much more. It would be dope to see some nods to the series in the games, and maybe even more customization or modding tools to let us see hypothetical battles between hordes of indiamen crewed by raptors against a battered destroyer, or have the bamboo and ducttape aircraft of the alliance duke it out over the fleets, in one game. A man can dream...
  5. While designing my ships it happens from time to time that somehow I end up accidentally picking up placed components. This is particualrly annoying if said components are rotated, placed on the finer grid or have other stuff on them. What I would suggest is a lock-mode of sorts. When it's active, you can not change any already placed components and only add new ones. This could be switched on and off either via a check-box in the interface or with a dedicated toggle-key accompanied with a UI element that shows whether you are currently in lock mode or not. There's plenty of room for such an indicator at the top left and right of Exit and Launch respectively. As a bonus this mode might allow to rotate turrets and launchers in place, which would make the rotating process potentially easier.
  6. I would love to be able to use the lights on the ships, Also can u add whether and aircraft carriers to. I know its alot to ask but i'm just making a suggestion
  7. Most scenarios I do where I must make one large BB go up against an enemy fleet I usually do well until my rudder gets damaged and I then cant maneuver. This would be fine but it NEVER repairs. So I am stuck going in a strait line forever and die because I cant dodge torps nor angle against shots. Is there anyway this can get changed so that the rudder eventually repairs to at least half strength?
  8. So my main issue with the game right now is honestly the lack of customization. Wait, hear me out. I got this game with the expectation of something akin to Spore's creature creator but with ships, or something like NavalArt on steam but actually good. Something I think would MASSIVELY improve the game is the ability to build the ship completely, kind of like Rule the Waves 2 but 3D. I keep building ships but ending up disappointed by a couple of things. For example I really wish I could build the command towers myself, there are a ton of places for casemate guns I don't want or that I wish didn't exist and places I WISH I could put them, I cant. I got this thinking I could lego together ships, Instead I get stuck with a Hull and I can extend or shorten it. That's it. Hell, on the heavy cruiser hull, the super cool side turret rings I usually can't even effectively use because the only towers available for it get in the way of atleast one set of them. Most ships I build also end up being a tad bit of an eyesore. The game is fun, don't get me wrong, but at the moment its fun in the sense, yeah I don't mind spending 30min - 1hour on this every so often, rather than what it could be, which is a game I get lost in for hours.
  9. 1st Pic. 2nd Pic Those are 2 different ports. Both have different reward. The First mission is a fake mission wasting player time and in my opinion shouldnt even be generated like this by the game and given out as mission. What gouverneur would get such a fleet to protect such an unimportant port? But what if.... ...the composition of the defending fleet would actual scale with the payout as well? This way such timewasting missions could actual become a nice spontaneous evening activity. Maybe even restrict the max rate a player can bring to such a mission.
  10. @admin it would be helpful for new players to be able to see the map along with port ownership and starting ports PRIOR to them having to select a nation. It is not good for new player retention to have them be surprised after joining a nation. Thanks.
  11. Hello Devs, hello Community. I adore the soundtrack this game comes shipped with. I suggest that, if at all possible, once the game comes out on steam you should make the Soundtrack available on steam aswell! Sadly, the only way to listen to the music right now Is to Open the game and let it run (Unless the music is in the game files somewhere, but Im not very keen on digging through my hard drive). Seriously though, the soundtrack is amazing and I hope it never goes away
  12. Please remove barbette slot limitation as it creates obstacle without bringing benefits to the design and game experience😐
  13. Hi, Enjoying the game so far, it looks and plays well already. Would it be possible to add an after battle report? It would be nice to see a breakdown of which guns did the most damage, scored the most hits etc. on individual ships.
  14. Looking at griefing / being kept in battles: Suggestion: After one's sails are lowered to 0% for 15-20 minutes, with no hull hits being scored by the player during the time, he gets the option to leave the battle Eliminates griefing and being kept in a battle for 90 min with no actual engagement happening, just the odd mast hit from 1km (without doing any damage) every now and then. -> Less tribunal cases Can't see any downsides.
  15. Hey all, I'm having a lot of fun trying to recreate historic ship designs, but a thing which bugs me to a probably unreasonable degree is that 9 inch guns are listet as primary weapons for BBs. As far as I know there was no ship with 9 inch primaries built during the relevant era anyone would call a battleship (please correct me if wrong) and building any proper Semi-Dreadnought is almost impossible due to this, even though there already is a hull based on the Lord Nelsons ingame. With exception of Spain, China and interestingly enough Germany every power in the game built at least one shipclass with turreted secondaries between 8 and (in case of Japan's Satsumas) 10 inch caliber, with between 9 and 9.5 inch being the most common.
  16. When playing the new cruiser killer mission, I couldn't help notice how the game makes a 40 knot plus battlecruiser, forcing me to make a 44 knot monster to try and chase them. The game estimates the horsepower at about 355,000HP. AFAIK, even with modern technology, between shaft loading limits and cavitation, we can't practically cram more than 70000HP (like a Nimitz class supercarrier) onto a shaft, and since there are usually a maximum of four shafts, we should be limited to about 280,000HP, at most. Should we put in a similar limit in game, or in the long run limit it by tech level? It would seem to increase realism, it would help guide the AI, and give an incentive to build lighter ships that can go faster (since we are all limited to 280,000HP max).
  17. Currently, we can only inspect ship after we have a Kill or after winning a boarding. I am a pirate and I am thinking it will be nice to have a feature to inspect ship also by pressing [x] when near to the ship and stationary. Because I want to give some players a chance to go home with their ship and I just want their loot. In the past, some piracy did not require the pirates to sink all their prize. Some would just steal and let them go. Suggested way of doing it Slide 1. Trader has to activate by pressing something similar to the F10 key. for example, I used F9 key. Slide 2. Once trader activate the key, the enemy sees it as similar to surrender. The [x] inspect ship option appears for the attacker view. Slide 3. Similar to trading, the trader have the approval for inspection. This is their chance to show they are not fooling around and allow to be inspected. However, the cancel button is available if the trader wants to try their luck at running this time. They can choose to board too if they want. Slide 4. When trader confirm inspection, the attacker sees the same as inspection screen but cannot transfer crew, sink ship or switch ship. only select cargo and transfer over. Slide 5. The trader also sees the same inspect cargo screen but the cancel and confirm button is removed. The trader can see what is stolen from them but cannot see the attacker hold. The trader can interrupt this inspection by boarding or surprise attack using [ or ] to fire the broadside. What happens after Once the attacker clicks confirm from stealing the cargo, the trader has some time of immunity from being boarded to prevent griefing. If the trader interrupts the inspection process the first time, there will be no second time. The only way to escape is through normal instance escape. Once inspection is finished, the trader gets their nation flag again and the trader can escape.
  18. I added more choices because some seem to be taking this poll as an opportunity to express their dissatisfaction with combat medals in particular. I'm with you. I don't like combat medals. In fact, I think we have too many currencies in game. But I created the poll assuming the devs were going to keep a combat medal system. So.... I don't like it when players farm their alts either. However, to me, those players are more or less wasting their time. I don't view them as farmers, but as targets. Go ahead, obtain ships, mods, and rank. You're still not going to be much of a challenge if you took that short cut. It's sort of the same way I view if we were allowed to bring rank across from the PVE server. Who cares? In the past there has been too much worry and restrictions placed because of what a few idiots are doing to the detriment of the rest of the population that just wants to play the game. @admin Please reconsider:
  19. Captains, I'd like to share with you some ideas to the past discussions about content/nations and possible server solutions based on the two server model: 1. CvC Server (Clan versus Clan) - No nations, only clans - No safe zones - No grinding (just choose your ship for fight) - Ganking, death match, capture flag etc. - "old" battle system - Target: Clan/player scores, conquests 2. NvN Server (Nation versus Nation) - Only Nations (yes, no clans) - Pirates: no nation to choose, you become Pirate for sinking the wrong ship (e.g. without letter of marque) or delivering the wrong letter/person, highest craftable ship is Pirate Frigate; "abandoned" colonies can turn to pirate or neutral, - grinding and crafting (also trading goods), no ship DLCs - Missions: Delivery missions have an influence on Nations (e.g. riots in an enemy colony) - "new" battle system (from testbed) - only balanced fights (via BR), patrol zones are free fighting areas - Everybody can join a PB - More "content" (missions and incentives): kill, escort fleet, nobility titles, nice ship rewards, spy activities for the crown or to even get married with the most beautiful governor's daughter - Caribbean news for each nation (alliances, political development, port battles, colonies, nation, economy) - tbc Please join the discussion FvB
  20. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  21. To help (new) players with making long term goals, I suggest a Captain's Diary, which contains: Collectible pages in which you can track: which kind of fish you caught at least once; how many of each kind of ship you've sunk; which skill books you've learned and which not; which harbors you've visited; which ships you've fought with at least once, as well as compare their stats; Achievement pages, in which you can earn (Steam) achievements for goals like: earn 50.000, 500.000 and 5.000.000 by trading sink 10, 100, 1000 7th rank ships sink 4, 6, 8 first rates in one battle win a 1 vs 2 without using repairs etc. Statistics pages, in which you can check: how often you've sunk how accurate you are at firing how many (port) battles you've did A nice twist could be, that when you sink someone, you can read that captain's diary.
  22. After playing a while on the PVP server back in 2015-16, I joined the game back again, this time on the PvE server to get a somewhat more relaxing experience. Starting as a rookie, I finished the endurance exam, but I'm still struggling with the Final Exam. That doesn't matter at all, it's supposed to be hard as it is the final exam. However, I dreamed a bit around and felt I was missing a crucial thing for the full PvE experience of new(ish) players: Story line quests / Campaign: a series of story driven quest telling me to sail from A to B, defeating a PvE pirate underway, smuggle a bit of contraband goods for my country and other 'meaningful' orders. A good example for a starting story, could be the following: Quest 1: On the market, a trader asks you to start fishing, as there is a huge shortage of fish. Player starts fishing, finds different kinds of fish, and sells it for a good bargain to the trader (small starting capital for the player). Quest 2: As there is still a huge shortage, player is questioned to go fishing again. However, he manages to catch a bottle with some inscriptions in it, pointing out someone is in a dire need to be salvaged on coordinates X/Y. Player rescues someone from a raft. The rescued person is thankful and rewards player with money. Quest 3: As the player starts talking with the rescued person, he points out that he was a trader who has a feud with another trader. He thinks that trader hired some pirates for sinking his ship. Player starts investigating by visiting 3 nearby cities for information, and sails back to report to trader. Reward: sailing experience, player learned to navigate on open seas. Quest 4: All proof points towards pirate X, who might be responsible for the attack. Players will hunt down the pirate on the open seas, and is required to board him to capture the captain alive. Reward: new ship (lynx) and player practiced the boarding mechanics. Quest 5: After a thorough hearing, the pirate captain refuses to tell anything. However, the ring he's wearing, looks familiar to the saved trader. He found out that once these ring might be of one of his friends, who used to live near free harbor X. Player goes there, and finds out that he's no longer there. All traces point out that the trader sailed to city Y but was captured halfway by the pirates. Quest 6: Player is towards a pirate harbor, and has to sneak in the enemy port using a false flag. When arriving there, he finds out that indeed the friend is captured, and is forced to work on one of the 3 pirate ships. Player sails back to the trader, and together they decide that they'll rescue the friend. Quest 7: Players boards 3 ships and finds the friend. That friend happens to have good connections around the world, and ask you to become part of a nationality of your choice, opening up to 3 new quest lines. Reward: sum of money, experience and player chooses his nation he wants to sail for. Etc. Now, why would NA needs this? Firstly, new players, just as me, struggle to find something meaningful to do in NA. I just joined again, got myself some money by trading, and I'm now looking for ways to increase my experience level and looking for ways to earn more money. A story driven quest would give some guidance in mastering the game again in a relaxing pace, and ensures me to play the game for as long as the duration of the quests. So basically, it helps player retention. Secondly, the 'new player'-quests will be in a save zone, save for PvP and ganking. After finishing their 7th quest, they decide which nation they'll join, making their choice more informed and based on in-game information. The new player can starts his adventure a bit more 'solo', allowing more people to stick to the game. After that, the 'experienced player'-quests are spread further away, and requires player to sail bigger ships, defeat bigger enemies. On PvP servers, this ensures a steady supply of players trying to sail certain routes with valuable goods, which can be captured. However finishing the quest also will net a great reward, netting the player who manages to do them a good profit, even when losing some ships. Quest can give end-game goals for players, for example a non-tradable crafting receipe for non-tradable upgrades for your first rate ships. Quest can help people find each other in the game, as they are sharing a common goal. An example could be a quest which you need help of someone else with. This brings people into contact with clans. Quest add solo content to the game, both enjoyable for the PvP as the PvE server. Quests can give a reason the explore a vast majority of the map, instead of just sailing around your starting harbor. Quests can smooth the leveling grind in a structured way. Now, I know Naval Action is a historical correct game. However I really think above mentioned stories are very possible without losing that realistic feeling. In my opinion, having just a touch of a RPG, this can be very useful for both player induction, as well as player retention. Once the system is in place, it also opens up the way to more and more quests, some maybe even as a DLC. I would really enjoy some extra goals and many with me. Furthermore, I think it's a very important thing Naval Action should do in the near future, as a good quest line really can have a positive effect onto the economy (which rewards do you give?), the meta (players not sailing alone with their expensive ships as there is no reward for doing it) and the player retention. At the same time, it has no drawbacks, because any player can ignore their quests at any time. What do you thing about this suggestion?
  23. Now i love playing this game. However sometimes i dont have the amount of time to go into port select my ship, pick what i am going to do and then go do it. Sometimes i am looking for a quick battle, at any rate. Whether it is vs NPC, or perhaps PVP with friends. I figure i would suggest that there be a Practice Mode / Private Battle Mode / Arcade Mode or Map, where a player can go into a list of ALL Rated Ships and Pick what they would like to use to fight. Pick what they would like to go up against. I see this as a benefit especially for fleets or clans that want to practice maneuvers and seamanship. Or for single Naval Action battles whether it be PVP or playing against NPC characters. Wouldn't it be nice to have the option to mess around with different caliber of ships to test your abilities once again in Battles without the risk of loosing your precious ships and cargo? To Test the Waters as it were? Now i understand the realism that the Developers would like to go for, which would still be there in the Regular modes or Maps. But to have an Arcade Style Map or Mode, would give the player more options of what they want to do, what they need to prepare for, and what to expect from their next "real" engagement. And after all, this is a game.
  24. @admin and players, I wish that you can only make refits in yards. This would improve the economic cycle. A refit is made as a ship. But there is a "special" recipe for it. The materials are written down and will not change later when unpacking in the port. There is a fixed final price for this ship. This final price should be equal to the "minimum price" for raw materials and working hours, ie the actual value of production. Then you sell the refit in a "free port" and receive an additional 1 PvP mark. So a shipbuilder can develop PvP brands without fighting. You can sell unlimited refits to the business. However, a maximum final amount should be set, e.g. 30 pieces. Players can then buy refit for several PvP brands in the store. You can have unlimited refits - the space is unlimited. You can "unpack" the refit in each port. Ultimately, this will remove PvP brands from the game. Maybe the prices for server admins should be adjusted regularly. This is the only way to prevent a PvP brand flood in the long term. Refits should always be a little bit worse than ships in normal sales. This could be regulated with the slots as well as with the wood. Refits represent ships that were built for a need "fast". addendum: Maybe it makes sense to introduce a limit for personal ownership of refits. Actually, 3-5 would be enough for each player I think. What do you all mean? (German texts are always translated with the help of Google.) @admin und Spieler, ich wünsche mir, daß man Refits nur in Werften herstellen kann. Dieses würde den Wirtschaftskreislauf verbessern. Ein Refit wird so hergestellt wie ein Schiff. Es gibt aber ein "besonderes" Rezept dafür. Die Materialien sind festgeschrieben und ändern sich auch später beim Auspacken im Hafen nicht. Es gibt einen festen Endpreis für dieses Schiff. Dieser Endpreis sollte dem "Mindestpreis" für die Rohstoffe und den Arbeitsstunden entsprechen, also dem tatsächlichem Herstellungswert. Anschließend verkauft man das Refit in einem "freien Hafen" und erhält dafür zusätzlich 1 PvP-Marke. So kann sich ein Schiffsbauer ohne Kampf PvP-Marken erarbeiten. Man kann unbegrenzt viele Refits ans Geschäft verkaufen. Es sollte aber eine maximale Endmenge festgelegt werden, z.B. 30 Stück. Spieler können dann in dem Geschäft das Refit für mehrere PvP-Marken kaufen. Man kann unbegrenzt viele Refits besitzen - der Platz dafür ist unbegrenzt. Man kann in jedem Hafen das Refit "entpacken". Letztendlich werden dadurch PvP-Marken dem Spiel entnommen. Vielleicht sollten die Preise für Refits von Server-Admins regelmäßig angepasst werden. Nur so läßt sich auf Dauer eine PvP-Marken-Schwemme verhindern. Refits sollten immer ein kleines bißchen schlechter sein als Schiffe im normalem Verkauf. Dieses könnte man mit den Slots als auch mit dem Holz regulieren. Refits stellen Schiffe dar, die für eine Notwendigkeit "schnell" gebaut wurden. Nachtrag: Vielleicht ist es doch sinnvoll eine Begrenzung für den persönlichen Besitz an Refits einzuführen. Eigentlich würden 3-5 pro Spieler ausreichen denke ich. Was meint Ihr?
  25. @admin and players, I also wish a targeted fishing. 1. The old fish should be kept as "fishing". Maybe you could reduce this catch to about 50%. 2. Ships In addition, certain ships (such as Basic Cutter and 7.Rate merchant ships) could be converted to fishing boats. It would be to consider either "ship knowledge" or "permanent upgrades", one for "fishing nets" and one for "whale harpoon". Good would be a reduction in the number of cannons. Fishing boats had a low armament. Something could be achieved by "doubling the load time" or even more. Personally, I would be in favor of a "permanent upgrade" and a "tripled load time". At the same time you get more time to escape or "hostile marking". Maybe you should only be attacked by ships of the 7.Rate? 3. Interaction There are large swarms all over the map, maybe even whales. These swarms are visible at great distances, through gulls in the air. One then crosses with his fishing boat at the seagull swarm. You catch large quantities in a short time. The swarms may always stay around 30 minutes. After that, they dissolve and, by accident, re-emerge in another place. In these swarms there are "no bottles"! 4. sale It could be conceived an additional market. How about provisions for each ship? A certain amount needed per day at sea for each ship. Or maybe only for ships 1. 2nd and 3rd installment? Or the "outgoing teams" of the ports are counted. This will determine a fish meat requirement leading to a higher "selling price". Also interesting would be the decrease of Waltran (suggestion comes from @Odol ). An additional "permanent upgrade" (whale harpoon). So you would bring the profession of the fisherman more in the game. Also interesting are the suggestions of the following threads, which can perhaps be linked with them: Maybe you can find more or better suggestions on how to do that? (German texts are always translated with the help of Google.) @admin und Spieler, ich wünsche mir zusätzlich ein gezieltes Fischen. 1. Das alte Fischen sollte als "Angeln" erhalten bleiben. Eventuell könnte man diese Fangmenge auf ca. 50 % reduzieren. 2. Schiffe Neu hinzu könnte man bestimmte Schiffe (z.B. Basic-Kutter und Handelsschiffe der 7.Rate) als Fischerboote umrüsten. Es wäre zu Überlegen entweder Mittels "Schiffswissen" oder "Permanent-Upgrades", eines für "Fischernetze" und eines für "Wal-Harpune". Gut wäre eine Verringerung der Kanonenzahl. Fischerboote hatten eine geringe Bewaffnung. Sowas könnte man durch "Verdoppelung der Ladezeit" realisieren oder sogar noch mehr. Ich persönlich wäre für ein "Permanent-Upgrade" und für eine "verdreifachte Ladezeit". Gleichzeitig erhält man mehr Zeit zur Flucht bzw. gegen "feindliche Markierung". Vielleicht sollte man auch nur von Schiffen der 7.Rate angegriffen werden können? 3. Interaktion Auf der ganzen Karte ziehen große Schwärme umher, vielleicht auch Walfische. Diese Schwärme sind auf großer Entfernung sichtbar und zwar durch Möwen in der Luft. Man kreuzt dann mit seinem Fischerboot beim Möwenschwarm umher. Man fängt in kurzer Zeit große Mengen. Die Schwärme bleiben vielleicht immer ca. 30 Minuten erhalten. Danach lösen diese sich auf und entstehen durch Zufall wieder an einem anderen Ort. In diesen Schwärmen gibt es "keine Flaschen"! 4. Verkauf Es könnte ein zusätzlicher Absatzmarkt erdacht werden. Wie wäre es mit Proviant für jedes Schiff? Eine bestimmte Menge, die man pro Tag auf See für jedes Schiff benötigt. Oder vielleicht nur für Schiffe 1. 2. und 3. Rate? Oder es werden die "auslaufenden Mannschaften" der Häfen gezählt. Dadurch wird ein Fischfleisch-Bedarf ermittelt, der zu einem höheren "Verkaufspreis" führt. Interessant wäre auch die Abnahme von Waltran (Anregung kommt von @Odol). Eine zusätzliches "Permanent-Upgrade" (Wal-Harpune). So würde man den Beruf des Fischers stärker in das Spiel bringen. Interessant sind auch die Vorschläge folgender Threads, die sich damit vielleicht auch verknüpfen lassen: ... siehe Oben ... Vielleicht findet Ihr aber noch mehr oder bessere Vorschläge, wie man sowas umsetzen könnte?
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