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Found 6 results

  1. My proposal is a Diving bell - it gives a historical correct feature to loot wrecks when they have already sunk under the water line - it helps new players to concentrate on the fight and not to get to the loot under the pressure that its too late when they arrive - to make it realistic and fair it could be an upgrade or a perk, so that players can decide either they want to use the space for it; or not to loot after the battle, so if they want to loot calmly then they would need to use an upgrade slot or a perk slot for it (propably would work better as a perk than as an upgrade) - another way would be that it needs to be bought in admirality or crafted and needs to be putted into the storage of the ship (with the cost of weight of course) - the ship would need to be under 1kn that it can be used and directly next to the sunken ship and would be enough without a special animation, just as a function of inspecting ship with x (i dont own that picture it is from wikipedia page of diving bell)
  2. I don't see the point of having this QoL feature as part of the perk selection to be honest. I am fairly certain no ship was sent to sea without navigation tools at the time the game is supposed to take place. We also have other workarounds to tell us our location and thus the perk is only QoL and even if trader tool, coords and everything else will be removed eventually, almost everyone will run Sextant perk anyways, so what's the point? I'd much rather have the sextant perk as default but maybe not as accurate as it is now, it should give a more general location instead of pinpoint accurate GPS.
  3. I made this Perk Calculator/Emulator, just to make an idea how your units will end. It could be helpful when deciding which Perks you want for a given Brigade. Ultimate_General_Civil_War_Perk_Emulator_v0.4.xlsm Usage: click the cells and chose options from a list. Feedback would be appreciated. I hope it helps.
  4. I've seen comments that this perk is broken and debating whether it is a good thing, whether it should be automatically granted, etc. As of now (Jan 21) what is the status of the Signaling Perk? In what situations does it activate? Does it leave battles open for AI to join as well? Thanks.
  5. My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action. ------------------------ Fire Barrels ------------------------------------------------------- Ships with horrible turning can be destroyed by smaller ships. A surprise can stern camp a santi and take it down without too much trouble(Just tons of time). Trading ships also have a habit of being ganked, chained, and capped. To offset these annoyances, i propose fire/exploding barrels. The intention would be to deter or slow down a following ship. It would be a barrel dropped off the stern of the ship, with a timer set by the player(slider?), and it explodes and causes a large flame. The barrel wouldn't be meant to destroy the ship, just cause minor damage. It could potentially catch sails on fire, and cause some sort of crew or rigging shock. If the barrel exploded towards the rear of the ship, it could cause rudder damage. The timer would have a time to detonation range of 3-30 seconds, so it has the ability to damage pursuers that are further away, as well as close up. The timer would need to have a variable on the actual set time (due to a fuse having to be measured and cut in battle) between a flat 15-25% time variation. The other option would be 10% on the "too short" side and 25% on the "too long" side. This allows for the chance it can prematurely explode and damage the ship of the person dropping the barrel. Each ship shouldn't have more than 3-5 barrels, scaled to the rate of the ship. 4th-5th rates have 1 or 2 barrels, 3rd rates 3, 2nd rates 4, 1st rates 5. If a ship is carrying barrels, no less than 2 should be carried in case one doesn't explode. Rates lower than 5th shouldn't need them due to shallow hulls/lack of player use. The barrels could be an upgrade option (non permanent since its only barrels) with each "tier" allowing more barrels than the last (Basic -> Exceptional). Also, a prep time should be included, with the option to drop the barrel early. Dropping the barrel early would increase the "error" range of the fuse, up to 15% greater than a fully prepped barrel. This also opens up the option for a skill, such as decreasing fuse error or lowering the prep time. The purpose of the barrels wouldn't be to act as a main weapon, but as a last resort for defense. ------------------------ Officer Skills ------------------------------------------------------- Officer skills allow us to make our sailing styles a little more unique. Sadly, the skills don't vary enough to keep anyone guessing how an enemy ship will handle in battle. I propose keeping the officer skills, but also adding Captain Skills. Your officer gets 1 "skill" point per rank, with a max of 10 points. The diversity of skill choices to ship choices isn't that great. Captain skills could be implemented to switch that up a bit, make people guess a little more. Captain skills would be attached to the players avatar, not their officer, and would gain a few points at certain rank milestones. The captains skills could include things like cannon trials(reload speed, dispersion,etc...), rigging specialist (Sail rising and yard turn speed, lower damage to sails), shipwright (adds extra bonuses to ships beyond what the regular player makes, use less LH or supplies), boarding training (similar to marines, but for the crew), wind master (adds slight speed bonus to ship), entrepreneur ( better prices in port shops, lower costs for contracts), hull tech (better/faster repairs while at sea or in battle,High enough level allows 2 repairs in battle), shipboard defense (better defense against boarders, defensive only), leadership (adds more overall crew to the crew pool, not to the ship itself). The milestones could be set points between each rank. Each rank could have 2 milestones( current level -> milestone I -> milestone II -> next level), with each milestone giving a certain amount of skill points. Rank 1(Thief) starts with 3 points, milestone I gives 2 points, milestone II gives 1 point, rank 2 (Rascal) gives 3 point, milestone I gives 2 points, milestone II gives 1 point, etc . . . up to rank 10 (Curse) which will give 3 points, but no milestones since it is the highest rank. Having a system like this will make grinding feel more rewarding, while making each player more unique. The skills could be categorized by sailing, crafting, and trading. Having the option to choose a captain skill, without the risk of losing them, would make players feel more connected to the game community. It would also allow specialization of each player, such as a player being a dedicated ship builder, but not having the same sea prowess as a dedicated fighter. This wouldnt negate the "perks" (no longer skills) one would get from their officer. The officer perks would allow everyone to have a baseline set of attributes so they could still do a little of everything. ------------------------ Port Shop ------------------------------------------------------- The port shop needs a little streamlining. If i sell something at the bottom of a list (i.e resources), it sends me back to the top of the list. While it is only a minor inconvenience, that little bit of time adds up to a lot of frustration when trying to sell quickly. The slider when buying/selling is also a pain to use. Using a +1,+5,+10 next to the slider would be helpful. When buying cannons the shop only allows 1 purchase at a time. I think the maximum should be raised to at least 5 when buying. If i want to use the same cannon for bow/stern chasers and broadside, i would like to be able to buy them all at once. With the lag in the system, that can also become frustrating. ------------------------ Warehouse ------------------------------------------------------- The warehouse can become extremely cluttered, and difficult to find something. I know there is an option to show certain types of items, but being able to create my own tabs would be beneficial. Tabs such as "ship build", "future upgrades", or "trade-able goods" would make playing a little less cumbersome. An option to "Show items in shop" would also be appreciated, so i can choose to not see the items in the shop and accidentally sell them. ------------------------ Ship Docks ------------------------------------------------------- Currently we can only have 5 ships docked at a port. I think the maximum should be raised (8-12) through gold purchases. To keep it a little less cluttered, a building (private dockyard) could be built, and each upgrade increase the maximum ships allowed in the port. ------------------------ Clans ------------------------------------------------------- Clan ranks are a big miss when it comes to forming a community . The current system of owner/officer/member seems a bit shallow for a group of people playing together. The ability to have more "ranks" in a clan would give people a view-able goal to strive for, and to show their value to that clan. It can also be set up to allow clan members to be easily recognized of their role (crafter, trader, raider OR Leader,1st mate, 2nd mate, senior crewman, junior crewman, recruit). Having the ability to transport goods from ANY city to the clan warehouse would be nice, or showing on the clan page where the warehouse is located. I appreciate everyone who took the time to read through, and all comments will be appreciated, and discussion is encouraged. Great games are not made. Great games are shaped. Shaped by the ideas of players, and the following discussions. Naval Action has a ton of potential, and i would like to see it become one of the greats. Fair winds and following seas --- Wonderbread O7 Please excuse my lack of observation, I did my best to make sure there are as few grammatical errors as possible.
  6. Good Morning Lads, late that night I was thinking about crew and officers and there status in the current build. Crew is, at the moment, a moneysink and not more. You loose crew, restock them with no drawback than loosing money. You can have a crew that is 100% skilled for boarding (thanks to upgrades), and with a few cliks you have a decent gunnery ship with no boarding teams at all. I am not a fan of this right now. Lets think about what "Crew" can be: Crew gets XP like the Officers and you can give Percs to them, like to your Officer. If you restock crew with newbies, you loose an according ammount of XP and maybe Percs. Respec your Crew should be possible for a decent fee (This could be used as a moneysink) Another suggestion is that the crew will get "Perks" by using things. If you fire your cannons you will get perks bound to gunnery. If you are making turns you crew gests better in sailing, and so on... Maybe in addition with the officer Percs, we all can get rid of nonpermanent upgrades. At least, formidable percs for officers will be for crew training not for faster reload, like: Friend of lashing - crew looses 10% less xp if crew members are restocked with newbies. Drill sergeant - crew gets 5% more XP and so on... Atleast... lower costs, or make them free of carge (in gold) for new crew (newbies) , make it possible to hire expirienced crew for a higher fee (no xp loss). Just my thoughts... Regards Jack Tar Karotte
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