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  1. I tried that mission few times, but i was never able to capture the Arrogate. Any Ideas, if its possible? And what would be the best tactic to take her. In my Case i had 2 Hermiones.
  2. Jeder "Content Creater" kann hier gerne seine deutschsprachingen Tutorial-Videos posten. Ich mach mal den Anfang mit Entmasten (nicht kommentiert), Ausdauer (kommentiert) und Entern (kommentiert). In der Videobeschreibung sind die Zeiten verlinkt - für den schnellen Zugriff.
  3. This is just simply something I realized recently and I thought it may not be obvious to everyone, so I thought I'd explain. When in the Boarding mini-game, the numbers labeled "Firepower" and "Melee" actually depict how many casualties you AND the enemy will do at the end of the current turn. This allows you to know when to defend instead of brace and is especially helpful if you get nabbed by AI without being fully prepared and need to just disengage. If you are bracing and see that the enemy is about to do a crap-ton of "melee" damage to you, you know they have selected "attack" this turn, so switch to defend. If you and the enemy are both slated to do one or so "firepower" damage, you can be fairly certain you are both bracing or defending. I have actually turned the tide of many AI boarding fights thanks to this. P.S. I actually enjoy the boarding aspect of this game and hope to do a more robust guide in the near future. I'll keep posting little tips and tricks as I realize them.
  4. My Indiaman and a Polish Player's Wasa were turned into the wind, speed was 2 kn and I successfully boarded the Wasa. However, with 5 seconds left on the first round, all of a sudden his Wasa raised sails instantly (like they were down and then within 1 second were at full) and accelerated at what looked like 10 kn (from dead stop to 10 kn) to break the boarding. I created a F11, but only minutes after I left the battle, as I was too pissed off to think about it in battle. How is this possible? I know lag could be sus, but neither of us had any lag and we were absolutely both in boarding, acknowledge even by the enemy. Weirdly enough, he was already prepared ahead of time for what he was going to do, yards turning, rudder turning, and he powered out of irons as though he knew before I did that the boarding was already going to be broken. Has this happened to anyone else?
  5. Situation: 2 Dutch Pandoras vs 1 Brit Pandora A boarding happens and the Brit wins the boarding while the 1st Dutchman sinks during boarding from the Brit carronades. Nothing strange here. Immediately after this boarding the 2nd Dutchman boards the Brit. Once again, the Brit's carronades sink the 2nd Dutchman during boarding, but loses the boarding. So the 2nd Dutchman won the boarding and since he lost his ship due to sinking, he takes over the healthy Brit ship. Now being premium ships, of course you can't leave the battle with an enemy premium ship. (Even though I think we should be able to if it was determined to be a real fight and not an exploited surrender or cheap battle.) What is weird af is how drunk the clerk was at trying to report what happened. See image ( Van Poon IS Dutch )
  6. Would it be possible to add some "in-between" boarding mechanic. Some mechanic where you aren't boarding yet, but are in combat at close range and low speed. As an example : if you have boarding turned on and prep is high enough, have an option to fire muskets. This could kill crew depending on where they are located. I.e. if they have lots of crew on boarding then they are exposed and will be easily hit, or if there are lots of crew on sailing/ repairing sails, then they would be more exposed and more crew would get hit. The accuracy could depend on speed of both ships, roll, when you fire, angle of ships etc etc. Just an idea for improving the whole boarding experience. Of course this could also be things such as throw grenades etc. Then for the actual boarding instance it would be the same. Of course it is would be a big change in gameplay.
  7. We all know boarding mini game is not the best part of wonderful Naval Action. It is a bit difficult to understand, not enough guides or tutorials, too many books and mods to change outcome. Thus leading to frustrations amongs players time to time. Boarding is mostly a game of last second attack/defend/muskets etc. I remember capturing Bellonas, Agamemnons with our 6th rate ships with my mate, when I was fairly new to this game. Only reason those guys did not have idea of boarding game. So developers introduced the fake “Determined Defender” perk to counter these problems, to bypass the boarding game etc. After some time DD perk was also nerfed. I purpose it even to be removed. Remember that time in PVE (or PVP) that second your speed falls back to 3,5 knots for a half second, you already started accelerating but you are pulled instantly ! Your ship still sailing away but you are in boarding game already. REMOVE INSTA-PULLING, it looks weird, feels weird, does not fit into beatiful NA combat. A cheap way to win a battle (hello le req) Bring timers to achieve a succesful grappling, A GRAPPLING PHASE. IDEA is, it requires some time which ships are at or below a certain speed, inside grappling distance. Only after this conditions, grappling is successful and boarding starts. Easy to grapple a smaller ship, primary conditions fullfilled for 3 seconds. Grapple similiar ship, conditions fullfilled for 5 seconds. Grapple a bigger ships, takes 7 seconds. * Times required to grapple are examples, they can change. * As purposed earlier, musket, grenade damage starts when in grappling range. Bigger ship hurts more. Hugging is punished for smaller ships if long time hugging. * In this system you can increase maximum boarding speed a bit more, as you can avoid now. * You have to really damage that ship, so she can not evade you, so you can grapple. * No more insta-pull by AI ships or Rage Boarder players.
  8. We all know current boarding game is not really fitting NA experience. It creates many problems, devs try to make temporary fixes like DD etc. I purpose slight changes to the boarding game to make it a bit better. I think not much of a work needed to implement these changes. 1. Grappling Phase Current instant grappling into boarding in a second is not good. Looks weird, happens weird. Purposal: Make grappling phase longer. Need 5 seconds to achieve successful grappling, in which maximum distance is maintained with boarding speed during 5 seconds. A ship can steer away, accelerate in that 5 seconds to get away from boarding. Pulling bigger ships requires more time like 7 seconds, pulling smaller ships require less time like 3 seconds. A boading prepared enemy can cut ropes with a long cool down. edit: Muskets starts firing when enemy ship within 50 yards, higher deck, more muskets having advantage. Few men dies with each volley. When hugging grenades starts. I feel like this will be introduced in future patches. 2. Boarding Mini Game Current game sometimes requires last milisecond commands, which is very unrealistic and silly, ping related. In real combat you order your man to attack, first you order them to get ready, than you give them the attack command. This can not happen in 0.1 seconds. But may be in 8 seconds. Order them to defend, may be 6 seconds? Fire muskets, aim, fire, needs 4 seconds? Brace needs 3 seconds? So what I mean, all these actions need some time. If you order “get ready to attack” and give “attack” order only 2 seconds later, it will be uncoordinated, not a good attack, ineffective one. Attack command requires preparation and 8 seconds to be executed effectively. Attack order given 3 seconds before round ends, very ineffecive and preparation is wasted. Attack command given exactly 8 seconds to round ends, a perfect attack. But if defender selects defend at 6 second before round ends, a perfect attack against a pefect defence. Now what matters is crew numbers and boarding setup, killed crew decided on the facts. So it is what it should be in real life. No one can attack in 0.2 seconds or fire muskets at 0.1 seconds. So we have selected musket fire at defending enemy 4 seconds before round ends and enemy braces 3 seconds before end, etc. What matters now is preparation and morale . Bad decisions cost preps. makes you lose morale. Morale system revision: %100 morale needed to execute commands at preset times. Every 20 morale lost adds 0.5 seconds to your base times. So a defend requires 6 seconds to be executed perfectly, now requires 6.5 seconds with 60-79 morale. 6+1=7 seconds with 40-59 morale etc. So when crew loses morale, actions are not executed perfectly anymore, gets worse with low morale. Your morale is low, you are defending as your enemy is attacking. Enemy selects muskets at 4 seconds before round ends and you brace, as you have 55 morale = +1,5 seconds, your brace time is 4,5 seconds. Your brace is not well executed, you lose more man to musket fire. So whoever has more crew, more boading stuff, used preparation well, did not make bad decisions, managed to keep morale high, will win the boading game. This can be further improved as this idea is just a sketch. But much better than last milisecond boarding game also using the current interface. Just add required seconds and prep next to commands like ATTACK (8 seconds/20 prep.) , 79 morale —> ATTACK (8.5 seconds / 20 prep] This revision to boarding may have problems, so let us discuss if it is positive, better than current mini game, how to improve or correct this idea. Main idea in this post is to make a better boarding game with little resources until the final boading game arrives.
  9. I DEMAND to be able to turn survival on and mostly off when being boarded PLEASE, it automatically turns on and has done since a certain patch early in the year. It is displeasing having my fireship ready to board and blow, then boom survival turns on, I mean on, not off, on.. furthermore and under more consideration in conclusion GIB ME THE ABILITY TO TURN OFF (please). McBaity
  10. I know simulating collision damage was tried and failed, but with our current unrealistic boarding capabilities or sometimes lack of (determined defender), perhaps it’s time to relook at some options. First, I don’t know if it is always possible for the game to determine who rammed who. I also don’t if the game can determine the speed of the collision. But... Here are some options: Damage and leaks to both parties, the lighter ship sustains worse damage. Possible immediate rigging shock as well. But even more important and perhaps easier to implement. A use for the BRACE COMMAND. If there is a strong enough collision and your crew is not braced you receive significant crew damage and go in to crew shock.
  11. I don't seem to be able to "Fire Deck Guns" in the boarding mini-game with my Herc. Is this something im doing wrong? It works with other ships I use to board.
  12. The two images attached are my ship after being boarded and the second image the person doing the boarding, what troubles me about this incident is I was in a basic cutter so no issue with being attacked as its only a basic the issue is that during the boarding of which I had marines boarding parties etc but he out numbered me is that all he did was brace for two rounds of which I killed 5 then 8 to his brace 1 and 1 then all of a sudden the boarding was lost in favour of him even though it showed no attack my moral was above 60 my preparation was at 80 yet the boarding ended I lost and he immediately exited in a split second and I was only able to quickly get a screen shot of his name and a msg I sent of wtf was that in awe of how blatant it was that this was not normal and he must have hacked or something.
  13. Let me start this suggestion by reminding everyone how boarding and grappling is done currently. You get your enemy and yourself under 3 knts, press a button and if they're close enough you get an immediate board. If they're a bit far away but still in range you get an immediate grapple and board. Not much of a difference and it's a bit o' silly how fast you can get boarded sometimes. Pressing G almost a game-over button and can disrupt the flow of any battle with little skill. Here's the suggestion; -A new way to grapple, grappling shouldn't be an immediate thing. It should take a bit of time to throw a grapple and more than 1 grapple would be enough to pull a ship. Many grapples would need to be latched in order to get the required force to pull the ship close. The way I suggest grappling should work is everytime you press G, 1 grapple is thrown. This can either be shown visually or with simple texts, ether way you throw 1 grapple, then a cooldown is put until you can press g again and set the 2nd grapple. The grapple lands and you get more pull power. Once a third grapple is thrown then you get the full pull power. The ship being grappled has a few choices here, either try to sail away with enough force to break the grapples before all 3 can be set, or alternatively there should be a counter to grappling. By pressing g once a grapple has set on your ship, you get a chance to cut that grapple and free yourself. It would work the same way as throwing the grapple, except it would be percentage based how likely you are to cut the rope. So to put it in play, an enemy ship grapples throws it's first grapple, you counter with g and the cut fails, you're very slowly being pulled towards the ship. The second grapple lands and you try to cut again, it succeeds and is back to 1 grapple, by this time you've regained speed and with enough force you break away from the last grapple. No longer do you immediately get pulled and boarded by a ship, this is more realistic and imo more balanced that the current system and is a fairly simple addition that would improve the quality of combat.
  14. I would like to see pvp rewards given for capturing player ships just as gor sinking them. It sucks when the disscussion has to be had on whether or not to capture a ship for re sale/use under a new flag, or sink for pvp marks. admitedly the minigame for boarding isnt fabulous but there seems to definetly be alot to it, and it seems all the books and boarding upgrades go to waste when capturing player ships is at the cost of pvp marks esspecially when it can be just as challenging as out right sinking them.
  15. Over the years, many players have wished for a change to the boarding mechanics in Naval Action. Game-Labs already has a combat engine for their Ultimate General game. I'm wondering if something similar could be implemented into the boarding aspect of Naval Action. I've attached a screen shot from a strategy game by the developers of 'Pike & Shot' for illustrative purposes only. Imagine the crude outline around the combatants as representing their respective ships. 1. The boarding battle would be turn-based, with the attacker going first. 2. Each player would have a set amount of time to move his various troops, including their facing, before his turn ends. The timer is needed to keep the pace of the boarding action from bogging down - similar to a timer used in chess matches. 3. The results of each players turn are auto-resolved by the game until one of the players wins the boarding. As they do now, all boarding upgrades will have an affect on the outcome of each players turn (boarding ladders, barricades, muskets, marines etc.). The goal of this idea being, to improve on the current "rock, paper, scissors" gameplay.
  16. Just to clarify the rather brief F11 report I sent earlier. While unlocking knowledge slots on the Herc I noticed that regardless of crew setup befor pulling (Sailing/Guns/Boarding etc) and/or (de)activated broadsides (F5) the 'Fire Deck Guns' option in the boaring menu permanently stayed disabled (greyed out). Boarding preparation also had no effect on it. Is this just me missing something obvious?
  17. Greetings! Recently I was involved in a small battle with some 1 st rates and smaller ships. At the end we (The group nearest to the fleeing ships as the rest left to pursue another battle) was chasing a L'Ocean that managed to board one of our Victory's that sailed to close and to slow to avoid being grappled. This L'Ocean was fitted for boarding actions with plenty of Marines to aid in the capture of our Victory. Despite the rest of us being close we did not manage to separate or in any other way interfere to avoid the outcome. Now the L'Ocean player loots what he/she/it can and then sinks the Victory. I see 2 problems with this scenario. The first being that you need to sink enemy ships to gain the Kill and the PvP marks. The second is that the entire sinking of a ship is instant and despite having several allies close by that could potentially try to save it, once you select sink ship it is irreversible. Now, First off I can only congratulate the L'Ocean player for some smart thinking and strategy and he/she/it should get good rewards for that great move while outnumbered without the need to sink the ship. But, Perhaps have a short timer on ships that are not sinking by itself to allow for players to try to rescue it. To avoid farming for upgrades and PvP marks, Once a Player selects sink, the upgrade is there for looting in hold and the ship is placed in a semi usable state meaning to save it you need to transfer enough crew to repair any damage done in battle that would otherwise allow water to overfill the ship and a min crew to keep it afloat. Several ships could ofc send crew to do this task. It would be unusable in that battle and after a lengthy timer try to sail away to safety or just man the pumps depending on the amount of crew... This could also be used for surrendering ships to give a reason to surrender and to accept surrender. If no one is close enough to try to save it or just don't care to save it then the ship would take in water and sink after a period of time? Any timer should ofc be based on structural damage + set minimum. A undamaged ship that was just boarded should take longer to sink then one with loads of holes in it. Perhaps the enemy lights a fuse and tries to ignite the powder room to get a fireball... and damage any surrounding ships in the process. Or leave ships to lure players to try to save them to divide the enemy forces
  18. It would be nice to have the boarding overlay on top of the rest of the UI so we can see the latest damage dealt.
  19. Ok so the screenshot above shows that I have hit repair (5), then surgeon (3), which should being to feed me a few crew each round of the boarding which would show as a negative in the enemies "Ok" section of the boarding; however, I have found the past two times I have been in this situation my crew has not been repaired. You can see the repair is on cooldown and there is rum on board. This bug cost me a boarding last night as the opponent had no problem with his repair
  20. So in response to my previous post, I assume there will be no way for me to replace the ship I lost after hours of work and careful sailing only to lose the ship due to something out of my own control? I really enjoy the game but the incident outlined in my earlier post has ruined the game not just for me, but also my friends and clansmen. So I inquire, is there nothing I can do to replace my vessel being an original supporter of the game and following all of the development over the years, through the good and the bad? Here is a link to my earlier post: Thank you for your time, Signed: A dishearted captain.
  21. So I went out for a quick mission in my Santisma today unknowing it would be my last. I was doing my normal 1st rate mission Santi vs Santi. Everything was going as planned and he boarded me. After three rounds winning against him, something went horribly wrong. My timer said there were 10 seconds left, then it immediately went to 2 seconds left. Thus, I could not properly coordinate my attack rounds and lost 150 of my crew. Then the next round came and it was even worse. If I remember correctly, it went from 10 seconds to 3 then back to 5. I was doing all I could to select the appropriate defense moves, but I could not work against the clock this time. While I could just very well be bad at boarding action, I know not to counter-attack into an attack, but nothing like this has happened to me before. I have no idea whether this will happen again or how to correct it, as the issue makes sailing too dangerous to try. Needless to say, this is a large loss to my fleet and I and others experiencing the issue find it hard to sail out of port again in fear of this issue happening again. Thank you for any ideas and help!
  22. Hi captains, recently i was in a battle, where i was unable to run away/leave battle and i had no chance to fight the superior enemy forces. In this situation i would have loved to be able to surrender to the enemy. But as long as the only benefit from surrendering is to skip an otherwise impossible battle i see no resean to ever use this option. When you look films about pirates and naval battles, surrendering is often the last option to save your own life. If a pirate attacks a trader that has no chance to win the fight, i can imagen that usually the trader would surrender. He might lose most or all of his cargo, but he would be alive and still have his ship with enough rations to make it to another port before starving to death. If we look at big battles between two enemy forces, i could imagine that a surrendering party could get to some agreement with the winner. Maybe the winner would take a hostage to ensure that the agreement would be complite with. I suggest that we can surrender without immediatly losing everything. Instead the surrending party can't fight anymore (to prevent fake surrendering) unless the enemy continius fighting. Then the winner can board the ship, where an interface allows the partys to chat and come to an agreement. The best outcome for the loser would be that he could leave the battlefield unharmed (but unable to fight and can't rejoin the battle), where the worst outcome would be, that the loser has to sail to the next habour with rescue boats (crew still alive). Some rules would be following: 1. If the winner breaks the agreement (fighting the loser), the loser can immediatly fight back. Between the point of surrender till fight has to be aborded can be a time from 5 to 10 seconds. 2. The enemy don't has to accept surrendering and can continue fight (see point 1). 3. The enemy has a timer 30 seconds to decide if he accepts the surrendering. If he negates it or the timer runs out the surrending party can continue fighting. 4. To encourage gentelman behavior the winner get's a bonus money and xp if he doesn't harm the losers ship etc. - regular fight with sinking the enemy = 100% money and 100% xp - surrender/enemy crew unharmed (ship get's sinked or taken) = 125% money and 125% xp - surrender/enemy keeps ship = 150% money and 150% xp
  23. Are you satisfied with current visualization of crew on the deck? Compare our stupid canonniers and sailors of "total war" / "age of pirates 2". Growth in scale, increase the number of sailors, different movements and actions including boarding fights. (don't know actual status of new boarding) Game performance will not change: "disable" option, another quality...
  24. To start with, I practised boarding a lot before wipe. Now something is not working right. We all know that marines+ training+melee buffs + attack/counter attack while enemy use grenades will mean your insta win. As you will slay 1/7 up to 1/4 of enemy's crew. He will get shock and lose next 2 rounds. Hooray vicory and stuff. Tested this on brig vs brig. Working perfectly. But when I came to 5th rates everything changed. Like something went really wrong. Look at the screenshots. Attack versus nades = my heavy losses. Same for Attack versus brace. I tried to use nades vs his attack. Extra heavy losses+ shock + defeat in next round. Tested it on different 5th rates. Let him pulled me and pulled him myself. Impossible. Yet Heavy losses. All the time. Like something really changed. I dont know what is wrong. It`s like my marines are not fighting at all. It seems to be a problem. Ofc charge without any infantry will mean losses. WHat do u think? I am out of ideas.
  25. Hello guys, Sorry for the "zombie" title, but recently, I observe a strange thing from my point of view, in the game. During a boarding, against a player, he was able to "repair", to treat some of his crew, probably with the consumable rum. Happenend two time, in two differents fight. How the guy is able to do that? Thanks for your time
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