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Found 5 results

  1. tl;dr: I think if you tag someone at the edge of your tag circle, it should put you at about 650 yards away -- within Control range. Now that revenge fleets are a thing of the past, that initial tag is very important. Currently, an edge-of-the-circle tag translates to what must be something like 1500 yards in the battle. It's really far away. Tagging can be used to grief people like this because they can tag you from a range where even a slow ship can just sail away and escape before anyone can get in realistic cannon range. What if we kept everything the same -- OW tag circle size does not change -- but the translation to the battle map is such that the edge of the circle puts you about 650 yards away. This is realistic cannon tag range and also puts the target in Control range. If you are faster than they are, this means a tag is a guaranteed fight. This means any OW tag is Serious Business. If they get away then it's Warp Speed, Mr. Sulu and they're probably gone but to make up for this, there will be no more really lame tags.
  2. New Pirate Mechanics

    Seen a few of these posts but thought I might as well have a go The aim of these ideas is to make the pirates a unique 'hardcore' pvp faction with interesting mechanics but also limited economic and military strength compared to the nations. These should also keep a nice balance of power between the industrial and pvp players in the nations. Pirates Economy One economy building per player 25% tax for all trades between pirates and other nations, including player to AI and player to player (bribes, mistrust etc) Production/ships Largest ship produced by pirates will be 5th rates Cannot purchase ships from other nations, any ships larger than a 5th rate will have to be captured (1 dura) Conquest Pirates will be unable to participate in the current conquest mechanics Nations will be unable to launch a port battle/flag against pirate ports New 'control' system describing the difficulties nations had at the time keeping the peace in their colonies Each national port/region will have a base 'control' score (CS) which will naturally decay over time. Local merchants (AI) will create hauling missions for national players to take goods to any ports that need it (similar to the current missions) to increase the CS for that region. If the CS for the region goes too low the nation then has 24 hours to increase the CS above the base score or the region will flip to the pirates. To recover a pirate port (any) nation can send goods near the port to reduce the pirate CS. If the CS goes low enough and stays below the base CS for 24 hours the port will flip to the nation that delivered the most goods. Pirate CS is increased by pirates transporting their own goods to the ports or by capturing/sinking enemy (player) trade ships in the region. These mechanics should create a situation where pirates become strongest on the borders or quiet areas of the national empires. Finding opportunities where nations are fighting each other and playing them off against each other. Small groups of pirates will be able to harass areas and capture a region or two by raiding ports and shipping trying to supply those ports – but find it extremely hard to hold onto those regions when an organised fleet of traders and warships try to take them back. (If technically possible) Pardons could be purchased by a pirate player at any free port which will allow them to join one of the nations for a fixed time (7/14/28 days). The cost of these pardons would depend on the rank and fame of the captain (see Zooloo's fame system for ideas) meaning a famous Curse would find it stupidly expensive. At the end of the time frame the captain would revert back to a pirate (with xp and fame penalties) and lose any of the advantages of being a national captain – 5 dura ships etc. Any comments welcome
  3. I've now run into this several times. On iOS, occassionally single-finger inputs will just suddenly stop responding. Two-finger map interactions still function perfectly, but suddenly I won't be able to issue commands, select units, or even tap on buttons (not even Pause, Map, or Menu). This seems to happen only when I've made it about 3/4 of the way through a map. To get things working again, I have to force close the app and restart. iPad 3 on iOS 8.1.3
  4. So, as it's only been briefly mentioned I wanted to bring up the idea of detailed Islands. There has been a lot of discussion about port business, trading and the economy, but I'm looking at this in a much more strategic light. The idea is to make 4 different types of islands, with 4 types of sizes, every one of different shapes & strategic value. Below are the types, the attachment gives a very basic example of the sizes I had in mind, and the names to give them. A grand Island you will notice has an extra small isle attached to it, which can be used by the fleet controlling it. I think there needs to be a good amount of islands in the game, perhaps around 60 in total, but obviously a much smaller amount whilst the game attracts more players, 15-25 to start off with maybe. Each island, obviously located in different parts of the map will have different strategic value and can be claimed or even besieged by Fleets at war with the defenders. An atoll is an island formed from a coral reef that has grown on an eroded and submerged volcanic island. The reef rises to the surface of the water and forms a new island. Atolls are typically ring-shaped with a central lagoon. Examples include the Maldives in the Indian Ocean and Line Islands in the Pacific. Continental islands are bodies of land that lie on the continental shelf of a continent. Examples include Greenland and Sable Island off North America; Barbados and Trinidad off South America; Great Britain, Ireland and Sicily off Europe; Sumatra and Java off Asia; and New Guinea and Tasmania off Australia. Oceanic islands are ones that do not sit on continental shelves. They are volcanic in origin. One type of oceanic island is found in a volcanic island arc. These islands arise from volcanoes where the subduction of one plate under another is occurring. Examples include the Mariana Islands, the Aleutian Islands, Republic of Mauritius and most of Tonga in the Pacific Ocean. Some of the Lesser Antilles and the South Sandwich Islands are the only Atlantic Ocean examples. Another type of oceanic island occurs where an oceanic rift reaches the surface. There are two examples: Iceland, which is the world's largest volcanic island, and Jan Mayen — both are in the Atlantic. A third type of oceanic island is formed over volcanic hotspots. A hotspot is more or less stationary relative to the moving tectonic plate above it, so a chain of islands results as the plate drifts. Over long periods of time, this type of island is eventually eroded down and "drowned" by isostatic adjustment, becoming a seamount. An example is the Hawaiian Islands, from Hawaii to Kure, How would you go about business in an Island belonging to your fleet? I think Islands need to be fairly exclusive, available only to the Fleets [guilds/groups/clans] strong enough to capture them, a grand island obviously would need quite a large force to attack. Once you have control of the island, you have a wealth of economic resources unique to that Island, you have another trading port + a stream of money generated from tax in the Large/Grand islands that are actually populated. You will also be able to upgrade the island with finances your fleet owns. Such upgrades would include: 1 Battery [of 9 cannons up to 32 pounders] 2 Batterys [of 9 cannons up to 32 pounders] 2 Batterys [of 9 cannons up to 32 pounders] & 1 Howitzer 3 Batterys [of 9 cannons up to 42 pounders] & 1 Howitzers 3 Batterys [of 9 cannons up to 42 pounders] & 2 Howitzers Martello Tower x1 Martello Tower x2 Martello Tower x3 Fort x1 The upgrades of course would not come cheap, and only islands of real strategic/economic value would be worth investing in. Thanks for reading, let me know what you think
  5. Let me start saying that I love the game. In real life however, orders to the units would not be transmitted instantaneously as now in the game. It'd be great to add a delay for each order to a unit *based on its distance to the nearest leader*. Is that something that is being considered? It would add a layer of realism of the game and it could be an optional rule. An existing game that does that very well is 'Command Operations'.
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