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  1. I have been playing this game for a little while now, and I generally love it, but there are a few things that should be improved/tweaked. People use the new "Smuggler" mode to increase their chance of PB drops. I guess the only way to prevent this, will be to prevent player smugglers from own nation to drop anything, except maybe cargo. It should not be possible to capture the ship, but it should still loose durability. PvE battles should keep the timer at 2 minutes OR be lowered to 1 minute, while PvP battles should have the timer increased to maybe 5 minutes. Mission/Battle markers should be changed to something like this: 2 white crossed swords = Order. 1 white+1 red crossed sword = Fleet Order. 2 red crossed swords = PvP battle. Conquest flags should be limited to non-trader ships, and maybe even to a size matching the harbour size. How about an option to use a flag in open world showing you do not intend to go into battle, so players from other nations can see you don't want a fight. It should come with a timer (lets say 5 minutes) so you can not attack players within 5 minutes after showing the flag, but you can defend your self. How about a possibility to add custom clan logo to either the main sail, or a flag, which can be visible in open world too. Guild logos should be non-offensive off course, and of a specific size/resolution (example: 128x128 png with transparency). Only clan creator should be able to change this. We have noticed some people log off at the battle status screen to avoid ending up in a new battle. Players who do that should be forcibly moved into open world and get a 2 minute countdown before their ship actually logs off.
  2. Credits to: Whaling - ? Lookout - Zakota Assisting a ship - Similon Drunk crews - Bajadian reduce current repairs - Crankey Increased dispersion at long range. Preview of ships - Joao18 Journal - Me. Running aground - Me The idea with the journals is that the game could automatically put in your log you had sighted a strange sail or engaged an enemy, or run aground which you then read out / give to your superior on heading home The running aground is pretty obvious, if you don't know your waters, you could get caught up in some shallow reef and lose your ship.
  3. Well, is sad to see that you are adding russians ships to this game but we have only one spanish ship. I like St.Pavel and The new 3rd rate (dont remember the name) but come on guys. This game is set in the carribean between 1775 and 1815 and we only have one spanish ship. Spain was a huge naval force in the 18 century (and i don´t speak about 17th) and we have only 1 ship, we have 2-3 british ships 3 french ships and 3 USA ships and 3 russian ships, i think that russian ships dont make sense. Spanish, british, Dutch and french ships should be the priority in development not for my personal idea, just for some historical issue. I add some sugestions Santa Ana 1st rate https://en.wikipedia.org/wiki/Spanish_ship_Santa_Ana_(1784) Rayo or Fenix 2nd rate https://es.wikipedia.org/wiki/Rayo_(1751) https://es.wikipedia.org/wiki/Real_F%C3%A9nix Bahama 3rd Rate. https://es.wikipedia.org/wiki/Bahama Glorioso 3rd rate. Read his Story https://en.wikipedia.org/wiki/Voyage_of_the_Glorioso I don´t add smal ships because you have some posts in forum so, youn know them. Another suggestion I think that for long time development each faction should have one ship of each class and be only able to craft by the faction members. But, for instance if a british or french or dutch player captures a Santissima and destroy it in harbour, will get the BP . In that way we all can sail all the ships but it will give the game more histórical inmersion. For Factions that dont have 1rst or 2nd rates you can add a Russian Generic one. For pirates, is anti-historical have ships of the line and even being a country but maybe their crews should have exceptional marines and boarding axes without upgrades, added as Extra crew, that don´t affect the gunnery, so pirates can capture ships and get BP too. of course this marines bonus is just until rank 5 or 4. (more will be OP) So guys please tell me your point of view and please made a list like mine of brits, french, dutch... ships
  4. Hello development team! I'm playing on the PVP 3 EU server. Doing anything as a Nation (DK-NO) is impossible. The base of player is simply too small. I'm not gonna change server to server 1, like many other do these days. So merge the two servers, to give us all a more rich game enviroment. Really sad to see so many players go to other games, because one server is getting depopulated. I know its a Alpha and all. All I say is ppl are leaving, because the game does not have the playerbase for so many servers yet. So please do someting about this fast. Never got a response from a dev on this game before, could be nice now! /Staal
  5. Hello Everyone, Now that I have achieved the highest rank (1100 crew) on a pvp server, I thought I would voice my review, opinions, likes and dislikes of this game- what better place to review it then after you've seen pretty much all that it has to offer? I'll try to be short and concise and to the point and base it on known and current game mechanics Grind Time: I actually like this one, it took roughly 700 hours to achieve rear admiral, but it could of easily been 550-600 that's a pretty good number for time invested to reach the "top level" for $ invested in the game, worked out really nicely. Grind Mechanic: I was a bit let down by some of the higher end PVE Missions, I was hoping they would be a bit tougher, Rear admirals contain 2x third rates at the moment, I'd of liked to see 2x third rates and their companion fleet of smaller ships ( tops 7 ships) to force the player to involve in some social aspects the entire game is schooling you with these missions first from the removal of A.I fleet to the sudden jump from a frigate class ship to 2x constitutions or 1 third rate. (No solo fourth rate mission) Port capture: I'm glad to hear it is going to change, currently deep water ports can be taken by one person (if undefended) There is not much to add here until the admin have the port siege in its final form. OW PVP: Here is where I get hung up, right now almost every ship except the largest can achieve similar speeds, Having an alert eye knowledge of wind and ships can grant you almost total immunity to OW PVP I find PVP is too easy to avoid and or cheese in its current stance (Cheese as in manipulate game mechanics unintentionally) Holding battle screens, Reinforcement buttons, Logging off, Teleporting. And when you do catch someone on OW the 30s counter gives them quite some time to try and get out from under you so the battle starts at range, and you have to spend another 30 minutes chasing them down in battle Make OW (open world) PVP Faster, Remove the 30 second timer, or reduce it to 5 or 10 seconds. Adjust not just battle speeds but OW speeds as well 20 knots is excessive, if we need 20+ to achieve good playable travel times, shrink the map scale and speed up the in game day time Small and large battles: What is the point? if it is to teach people to pvp, limit it to levels, if it is to give access to instant combat, why? Shouldn't OW combat be that fulfilling and rich? Isn't catering to a need for instant queues admitting that OW PVP is lacking? Durability: Neat idea, but I'd make it tougher, have durability stop being a thing at the surprise from then on out it is only one durability, this will aid in keeping the ships of the line rare and help dwindle gold stock piles and push more people into crafting A lot of my suggestions have already been brought up by the Admin and are in development stages of ideas to fix them, I just wanted to add my two cents in case anything was missed, Over all, I enjoyed the game a fair bit, and enjoy the path it is headed for.
  6. Hello everyone, After discussing my ideas about crew and level ideas with my clan, they suggested that I post here. Some of my clan mates feels that they’re good ideas that can complement or replace current systems in Naval Action. Player Ranks: The current system with crew members should be cut. Any captain could successfully crew a ship given the money, however they would be limited by the officers under them. Therefore, it would be best to have player ranks limiting the amount of officers one can command rather than its crew. To expand on this, if each low ranking officers (e.g. Midshipman) can only command 20 crew, and you’re limited to having two midshipmen’s, then the maximal crew you could command efficiently is 40. However, you could still take command with a Privateer of 60 crew, however your crew efficiency would be limited to only 67% (much like the up and coming patch, therefore the efficiency number is the same thing as crew). Advanced explanation: Your 60 crewed privateer who would have two midshipmen that are specialized would have two departments not impacted by the efficiency, e.g. if you have 1 gunnery and 1 rigging midshipmen, then those areas would be running at optimal efficiency if you only need 20 for each. The additional 20 crew members you would command would not be specialized, giving them a significant penalty to wherever they're tasked on the boat. The Officers: As one would progress through the ranks, they would gain further ability to successfully command more officers. A low ranking sea captain, might only be able to command 2 or 3 midshipmen’s, whereas a truly ranked captain could command multiple commanders, lieutenants, and midshipmen’s. Therefore, these officers would have a hierarchy, to where the Captain (you), might have 3 positions under him, as you progress through the ranks, you’ll be-able to command higher and higher ranking crew members (better stats/abilities?). Example: you start the game, and you immediately hire (start with) 2 midshipmen. After gaining your second level, you unlock a 3rd position under you, therefore allowing 3 midshipmen underneath you. On your 3rd level, you gain the ability to have one of those midshipmen be promoted to a lieutenant, of which he can command 2 more midshipmen, giving you a total of 4 midshipmen, and an effective crew of 80. After you would progress a few more times, you would finally unlock commanders, of which each commander would have two slots for lieutenants, and each lieutenant having 2 midshipmen. Every officer would have a specialization, such as gunnery, sailor, marine, rigger. With that in mind, each tree that goes underneath you should reflect these specializations. E.g. you don’t want a midshipman gunner under a lieutenant rigger. In my honest opinion, I believe that having officers in this manner adds a human element to the game, which it currently lacks. Lastly, officers would not have a quality, but rather experience themselves, as they level up they gain more ability (hidden or skill-tree?), but are capped by their rank. E.g. you can't have a Lieutenant who's as capable as a Captain. The Crew: Since this is a hypothetical post, why not expand it! Since we discussed having officers under you, why not have crew too? Crew could be the enlisted members of your ship, not directly impacting the stats of a ship, but rather being detrimental in nature. E.g. if a crew member is trained as a gunner, and you use him as a rigger, there would be a penalty. Furthermore, having the ability to pick every crew member could be quite tedious, therefore an option could exist to send your officers to town and hire crew (and automatically assign them). Each crew member of lowest quality (e.g. basic seaman rank), would cost nothing up front, but then would cost a daily wage (something small, but gets way costlier when you man your 1st rate!). If you wish to hire better crew members (e.g. able/leading seaman, petty/warrant officers), it’ll cost you a bonus payment in port (e.g. 5gold+ per depending on quality) plus their daily wage, which would also be higher than their basic seaman counterpart. Additionally, if you wanted to min/max (as many hard-core players would), you could specifically go to port and select each and every member of your crew (my god!), with ports limited on how many crew members of higher quality it can create per game day. In this system pirates would have to share their spoils with their crew, rather than paying a wage. E.g. If you capture a trader and sell the trader, your share might be 60%, and the remaining 40% would be distributed amongst your crew. Failure to adhere to your pirate standard would demoralize your crew, surpassing it would improve morale. Specializations: In my idea, there are four key specializations, Marines, Gunners, Riggers, and Sailors. Each are fairly self-explanatory with the exception of sailors, who are jack-of-all-trades. They can fulfill or complement any crew area with minimal detrimental effects. However, if one were to move a gunner to a rigger, there should be a substantial penalty for it. Lastly, future additions such as a Chaplain, Surgeon, and/or Cook, could give bonuses to the crew as a whole. E.g. Chaplain can improve morale, Surgeon reduce death chance, and Cook boosting morale as well. Conclusion: I feel as if these additions could really bring about a human element to the game, especially if they can die! (or at least have the chance of dying in combat) Please do not slaughter my idea, as it is just that, an idea.
  7. Greetings, I realize this has probably been suggested in the past, but I’d like to throw in my cents on the matter. I believe we need implement a spyglass when we’re on the world map, perhaps one that you purchase for gold, this would be both sensible and reasonable considering the state of navigation at the present time (I adore how we can’t see ourselves on the map). To have a spyglass might also add somewhat to the immersion of the game, and certainly ease the navigation, at least a little bit- After all.. You might spot land from a greater distance if you have such a thing, and if you spot land you can work out a rough estimate of where you are. The second thing I’d like to suggest is the ability to open and close the gunports on our ship, this might not appear as a big deal, but it does have an element of pure awesome to it, there you are- Sailing up alongside a trader or enemy- And suddenly you open your gunports and the cannons slide out- The showman in me can’t help but adore such a thought. Such a suggestion would not be purely for show however, one could add a small increase to speed from traveling with them closed, after all- Cannons slid out of the ship will cause more drag resistance against the wind, and therefore slow you down in comparison to the other guy. So yes, these are my two suggestions, and why I'd like to see them added. Please vote on the poll.
  8. This is a real simple topic on something I personally would like to see. (If you have any reasons against or for that I haven't thought of please feel free to comment as I'd like to get an understand about this tiny aspect of the game, Thanks! Before I had the chance of seeing the power of hiring a fleet at a port I'd reached a level where I was unable to hire one. Not only did this make a mission that was of the same rank as myself difficult if no friends were online to help, but trading alone without a fleet is a scary thing indeed! My suggestion is to allow, larger ships to be purchased as a fleet when your rank increases and allow higher ranks to also purchase even if its only one! Thanks, BlackestBeard
  9. Hello, Well this is sort of a follow on of my clan mission assist bonus idea but instead of me throwing my ideas at you I want your ideas. I didn't really see anything about this so I'm going to start it myself. I will update this post with the titles of all the ideas people made along with the names of owe posted it. And when we have enough we can have a poll to see what would be best first. So the premise is clan based suggestions that would not only encourage players to play as group but also make the game a more enjoyable experience for all of us, so what ideas have you got? Ideas Clan Mission assist [John_Run] ? ^ ^
  10. Hi all, As this is my first post I wanted to say don't judge me too harshy and I am loving this game so far. I played PotBC and Age of Pirates 2 etc a ton back in the day and am so happy to see such a beautiful looking and enjoyable game. On to my suggestion then. I am a big fan of seeing crewmen on a ship, it makes it seem more "alive" and I also think can be used to represent game systems as well such as the boarding preparedness, sailing "focus", or "gunnery focus" toggles available now in the UI which are simply represented by a green/red circle filling up. I am curious if there are any plans to extend the animations and number/quality of crew and perhaps marines on the ships at all? to me it seems many of the larger ships have very little crew onboard (I know many of them are below deck) If you are focusing on sails or gunnery wouldn't it be realistic and enjoyable to see more crew "bustling" around the guns or rigging. Or if you are preparing to board (using the UI function) then you could have crew and marines forming on the deck? I think it would add to the immersion factor and depending on how it it implemented may not take that much effort in terms of rendering resources. I am not that familiar with the graphics engine used in Naval Action, but I fondly recall watching my crew run around my ship in POTBS or especially seeing the crews in Napoleon TW fire and then fight each other. Of course the suggestion becomes much more complicated once boarding itself is considered and again I am not familiar with how the devs have mentioned this will be represented in the game. (aside from the placeholder UI and system, I assume it is only a placeholder?) Basically I just wanted to put my idea or suggestion out there as I am still in amazement at the beautiful graphics of the game and can't wait to see it develop further and was hoping to see more lively and animated crews,marines, and officers on my deck Cheers all and Happy sailing!
  11. Simply enough, Create forums for each Server. This way all the diplomacy and national news posts are as confusing. G
  12. Alright. Lets start with the basics. There is much glitches or bugs that I could have found which is good for alpha. The reason for concern is content. There is only one mission which is rather boring after doing them for 6 hours and sitting not enough for a better ship. Adding more missions is necessary. When starting out the first hour or 2 is most important. For me starting out ended up being asking in chat what to do to get a better ship. Finding out I need to do missions for gold or capture a ship. I was too bad to capture a proper ship so I tried missions. After 12 hours I got the snow. This was hopelessly too long for a new player to be stuck doing the same thing over. I think the reward system for missions should increase by 200%-400%. I recommend 300%. New players should only need to spend 1 - 2 hours before being to get a new ship like a privaat (I think thats the name). Trading is also lacking. I only see people coming in chat typing "I bought XX where can I sell for a profit" or "Guys how do I trade and how do I know whats in demand" and no one can reply since either no one is sure or this system does not exist or there is a very limited amount of people who understand it. I would love to trade and do things like that instead of going to a port picking up a mission and shooting a ship, go back and repair and repeat for 12 hours for a new ship. The game's grinding aspect should start with little grinding and go up not start in space and continue on. Adding missions like escorting or courier will make the game more interesting. Also it will get people to move around instead of sitting around the port they spawn. Thats my thoughts atm after 30 hours of gameplay do with it what you like but adding content should be high on the list. Ok after another 48 hours of gameplay I have some more things to add. The game has another mistake you are not limited by gold (which I believe should be what limits you in such a game) but xp. There is a lot of people I have talked to that have 500k+ money but nothing to spend it on. This seems wrong. I should be trying my hardest to make best profit, be that trading or pvp or raiding not sit on missions for whole days trying to grind more xp. I know this is not a problem for all the players but my goal in this game is to sail a big warship and from what I know best xp comes from missions and so I spend 90% of my time just running mission after mission and it gets boring after 12hours of missions in one day. The thing is in a week I will only be able to spend 2hours a day on this game. this will mean I will need to spend weeks for a new ship and that would just not be worth it. King Regards Tristan
  13. Hello there i summed my portion of suggestions about the game, so i hope its ok, its not set by some priority just random numbers. 1: Combat make properly visible how many balls u hit and make some graphic announcements about citicaly hits and so on 2: Combat make clear wiev from the side of ship, let ppl shoot without aiming the guns by right click, just for fun. 3: Make ships more loosable during different events like missions especialy pve events its gonna improve the economy, ppl are gonna craft more because ppl are gonna looking for more ships, more craft = more items trading ect. 4: PPL Love collecting things make some nice main port interface where they can collect various ships and can really see the docking in ports next each other, via world of tanks/world of warhips 5: let ppl collect more ships in ports let them buy more slots for money or ingame currency - copy succesfull system like wargaming has trust me they know how to make money and use simple and cleaver microtransactions to fund your game because - u dont wanna live only with 40euro from few thausands ppl from buying the game do you? U even cant. without monthy payment. 6: if its not something super tactic lower the wind affection in open world map 7: Dont use only open sea combat areas, if ppl dont want something on days on sea is another sea, be variable make combat maps near little islands and forts to make it interresting. 8: Force ppl to buy ships from nationality they choose (if u collect enough ships of course) BUT let them collect other ships aswell via other nationality factions in different locations, do not let player get anything u really dont want for free, let them earn it, my suggestion is to make diferrent little faction for example france factions separated from france but with their own french ships and let ppl do missions for them to collect prestige and chance to buy other nationality ships, trust me this is gonna everybody love. 9 Make ships buy and rewards in port interface so interesting that people actualy feels its something unique, if u put just a felthy name of the ship in some stupid bar nobody gonna cares but if u do some nice ship tree where ppl can actualy see the ship and can visibly dream about it its much higher chance they are gonna buy it and put it in their collection There is a lot i would love to say or see in the game but dont forget guys collect or borrow ideas from other similar games and maybe try to improve them, especialy money ideas, i dont want to see you bankrupt sorry for english and wish u the best luck with game.
  14. I created a document to collect ideas and suggestions to further improve “Naval Action” and to create a more flexible platform for exchange of ideas. Any suggestions can be posted as a suggestions and will be implemented into this document. We will also keep updating any changes. This way anybody can easily see what ideas have already been posted and what has been confirmed / denied by the developers. Link to the document: Click We hope that this can be helpful for the development of the game. With best intents, Rena and Co.
  15. I'd like to see all of the controls that normally use the numberpad be bindable to something else. The reason being that I intend to build myself a nice little controller for Naval action (with some three way spring-loaded switches for the yards, a pot for the wheel, and a number of buttons for things like deck locking/ammo type/repairs/crew mode), the ability to simply have joystick buttons for those number pad functions would greatly simply things for me. Selfish, but I can't be the ONLY ONE-well, maybe I am. Some more minor things. An option to flip the windpath arrow around 180, most weather-vanes in the US point into the wind, not with it, I STILL get myself flipped around now and again. Bearing numbers might be nice. A little Tilt indicator might be nice, but is not nearly necessary. The ability to name ships is probably impractical, but would have it's uses. Also, I'd note that I'd be tempted if alternate skins where sold for the game..... These are just a few things that I've been considering.
  16. Just a few things really. When you have finished writing in the in-game chat, instead of having to press esc all the time, as soon as you press enter to send the message then the chat box closes would be nice. Last thing, when you are playing the game on two screens and you alt tab out the game, then alt tab back in, everytime you move your mouse towards your second screen your mouse goes off the game and onto the second screen. I hope you understand what I mean by all this if not I can always make a video for you to see what I'm on about. UKzKnight
  17. Hello! I would re-command you to add this great ship, a 20 gun Sloop of War From the great series of "Hornblower". This ship is great looking and it's construction is perfect and really beautiful. I will add a link with a picture of this ship-> http://www.google.co.il/imgres?imgurl=https%3A%2F%2F33.media.tumblr.com%2F40bac7ca756710b7df29f7a22573d9d5%2Ftumblr_mrtqdgVUz11qfigugo1_500.gif&imgrefurl=https%3A%2F%2Fwww.tumblr.com%2Ftagged%2Fearl-of-pembroke&h=270&w=500&tbnid=6jHtlr4jWgLihM%3A&zoom=1&docid=BCK6dUTEfIqHGM&ei=KMqVVKj5JoGtUMOmhPgC&tbm=isch&ved=0CEAQMyg4MDg4ZA&iact=rc&uact=3&dur=1336&page=4&start=116&ndsp=45 http://hornblower.wikia.com/wiki/HMS_Hotspur?file=Hotspur.jpg Sincerely yours, Ilan
  18. When playing this great game, one of the space of improvement I have experienced is the terrain. Currently, I recognised only one effect terrain has - the amount of "cover" (defense bonus) and I find little annoying is, that the roughness of terrain has no impact on formation. It does not matter if it is clear, woods or town, the lines or columns are still the same, moving in the same speed, retaining the same cohesion and combat effect. So, the suggestion: rough terrain would change the formation of the unit to "disrupted" immediately after entering it (it will look like a unit after melee in current game). Effects of disruption: - moving slower - lower firepower - unit cannot charge If the unit remain stationary, it recovers its formation (even in the rough terrain, but it takes more time). Skirmishers are not affected by this "rule". If only part of the unit enters rough terrain, only part of the unit is disrupted, but it slows down the whole unit. Also, it would be nice to have special "formation" for occupying built-up areas (even recognisable by ingame graphics - like soldiers in buildings). But I can imagine, that this would be very hard to implement.
  19. This game has a lot of potential! In fact, it could be the best Civil War battle game made. However, it's missing some pieces. I wouldn't post this if I didn't care but I think Game Labs actually cares what the players think. Here are crucial elements that affected my gameplay. They seemed minor at first but got really annoying after a while. I will make a block of text Italic when its background information for supporting my complaint. 1) Confederate Army Has Obvious Advantage That Goes A Bit Too Far This is a complaint that some other players have said and after playing with both armies, I totally agree. The CSA has a distinct advantage over the Union. At the start of the war, the CSA had a distinct advantage in generals and quality of soldiers. Many of the generals had experience with the Mexican War 13+ years back and the men who made up southern army handling guns from the time they could walk. What's more, people from rural backgrounds will most likely be able to handle the rigors of long marches, lack of food, lack of adequate shelter and stress much better than their city counterparts. Having said that, as the war drew on, this advantage disappeared. For one, many of the best southern generals were killed and the northern soldiers were catching up. By the summer of 1863, the quality of soldiers from the Union was pretty close to their southern counterparts. The reason the Army of the Potomac was losing battles had nothing to do with its soldiers. From all accounts, the men who were present at Fredericksburg, 2nd Manassas and Chancellorsville were as brave as you can be. It was the successive appointments of unqualified and incapable Major Generals (many of whom got their position by their connections in Washington) that were responsible for blunder after blunder after blunder. Now...back the the game. The Confederate troops are unrealistically better than the Union. Its overblow to an obvious level that gets frustrating quickly. They can withstand the worst of situations (very low moral and condition) while the Union troops seem to run at the first volley that gets fired at them. Every charge done by the CSA ends in a route for them. Pressing "charge" for any Union unit is a complete waste of time b/c it never works. They always loose the melee. The Iron Brigade and Vincent's Brigade were not the only decent units at Gettysburg. 2) Infinite Artillery Negates Union Artillery Advantage There should be a limit to the amount of shells each artillery unit has. They either need to run out until the next battle or have to resupply. The only advantage the Union army has in this game is its superior artillery. They have more artillery most of the time and can be better concentrated multiple artillery units because they have shorter interior lines. You can really mass artillery units together to help make up for your poor quality troops. The amount of artillery available to each army is relevant to the battle. Some may call me nitpicking but this has a HUGE IMPACT on the battle. The CSA had enough cannons but couldn't resupply them as fast as the Union. They lacked quantity of shells and the supply wagons that carried them were significantly further back. This could never be more true than during Pickett's Charge. The whole plan of General Lee was to bombard the center into smithereens and then send 15,000 into a softened center. Problem is, they ran out of artillery ammo shortly before the charge started and couldn't support the army. They had more 170 guns massed in the center to the Union's 80 but spent their whole supply during that two hour artillery barrage. While they were charging on the 3rd day, the Union artillery is mowing the rebels down before they even hit the fence while the Confederate guns are silent. In essence, I'm saying that if you're going to make the Confederate soldiers so much better than the Union then you need to make the Union's artillery advantage equally better than the Confederate. As the game stands, the Union has a small advantage in this department but not enough. In this game the CSA wins the 3rd day with too much ease. The Union artillery doesn't do enough to break their ranks up and the Union soldiers crack. When I'm doing Pickett's Charge as the CSA, I can put the troops on autopilot. I told every brigade to charge towards the center and won with ease. Main reason: the Unions primary advantage on this day is highly mitigated. Note: I know the 3rd day is hard to replicate because no Gettysburg game has gotten it right. Sid Meier's....same thing. The artillery of the Union, as programmed, can't do enough damage and their soldiers can be easy overwhelmed. 3) Seminary Ridge Needs To Be Further From Cemetery Hill They are way too close. They need to be distanced. One of the reasons why the 3rd day is so unrealistic is because they CSA seems to only have to charge a couple feet to get to the center line. This make the 2nd con I just mentioned more pronounced because the the Union gets a 1-3 good shoots before the Confederates are upon them. 4) Stuart's Cavalry Has Too Big A Footprint It seems awfully easy for Stuart's cavalry to to flank me from behind on the 3rd day. Custer's men don't put up much of a fight (even though they win a battle one day later) and the southern cavalry easily charges through massed volleys. I find myself having to divert an insane number of men and artillery to keep him at bay. No matter what his casualties are when I do this, he regroups after a couple minutes and charges at me again. Unrealistic! Harass. Maybe. Attack supply lines. Yes. Disrupt. Yes. Maybe I'm wrong but I never remember horse cavalry attacking the main army in massed formation like that. Bufford could be used to counter my argument but he was doing more a delaying action that anything and they were dismounted. 5) Defense + Entrenched + Hill Advantage Seems Weak In This Game The Union's good ground is not emphasized enough. You get a slight advantage but its not enough. It's not that hard to overpower an enemy entrenched on high or entrenched ground. High ground is one of the main reasons why the Union won the battle. It is insanely difficult to attract an enemy that is entrenched on the high ground. He is stationary with usually some sort of cover and you are walking at an incline with less cover. Malvern Hill=Union Win, Gettysburg=Union Win These were the only times the Union had the high ground. The Confederates had this advantage in all the other battles and won or the outcome was deemed a "tactical draw." The hills need to be bigger and harder to penetrate without some extreme flanking maneuver. The stone walls need to give the Union Army in the center more of an advantage. Plan of Action Make the Union army not so weak Make the artillery shells a finite resource that needs to be replenished (won't mind overly weak Union soldiers at present state if this is implemented) Fix map to make the distance between Seminary Ridge and Cemetery Hill further apart. Make calvery more susceptive to mass artillery fire. Make the defensive advantage an army gets more pronounced. The offensive player during the Civil War had the harder mission and should be reflected in this game.
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