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Found 6 results

  1. I am convinced the game would greatly increase in gameplay attraction if we would feel our ships being manned by PEOPLE and profiting from their personal talents, as they come or can get developed. This is a major suggestion with a great deal of changes, but with little expectation this gets accepted, it still should get heard, for some inspiration, parts of it or just a single idea for the minds of our developers. And it's all for free. Let's start dreaming: I wish I would find taverns in ports where to find and valuate seamen for my ships. Not a single mass of sailors, but categories of different abilities and some specialists alike. The idea mainly is, you are hiring crews with different qualities for different pay for different tasks on board and in buildings - which allows you to further shift priorities, in addition to the static ones your upgraded ship provides. Your ship will get influenced in performance in the known categories - sail handling (speed of increase, decrease of sails, turning speed) - cannon loading speed and accuracy of shooting - boarding efficiency in various tactics On land you get engineers who influence your production in buildings, add some more warehouse space or add quality in your merchandise crafting (maybe needs grades of quality - like standard/high/deluxe of anything which is fabricated and has effect on prices). Your purser maximizes your hold as storeroom because of his organization talent and finds for you better profit margins when dealing in ports with merchants. -- You hire ordinary sailors in groups in a tavern in every port you visit. Seamen groups are generated by game engine in qualification types, for a specialization field they provide a boost in. The better the group, the more you need to pay them. The lowest quality sort is crew which is pressed into service and thus the cheapest. This method of using press gangs you may have only in your own national ports, not neutral ones, and it is not available to Pirates. No wonder the pressed seamen are worst because you catch unskilled people and who resent to what is done to them. You may still forge them to something better during the trip, in crew training. -- Which brings me to the next point of my suggestion, the possibility of training crews during the trip in various disciplines so they gain in value. As a side effect, individual specialists may origin from those trainings (or ordinary service, battle instances) and you may promote them into your leadership group on board your ship. Training, drills and practising on board cost you silver coins. Losses in battle reduce your skilled crew just like the unskilled, so you will be more careful not to lose the professional ones. Generic losses come from illness and accidents during work on the ship, but not very often. As I already mentioned, above the crew groups of certain capabilities are a class of experts which are generated with names and individual statistics about what they have to offer to you. You may hire them as boatswains, mates, midshipmen, pursers, officers for battery decks, boarding commanders, master carpenders etc. They can get killed (will get removed finally from game) or injured (temporarily become unavailable or suffer from drawbacks in their skills for some time) in battle - or rarely during accidents on board - so you may want to order them to abstain from battle while the rest goes into boarding. Hiring those individual specialists and officers costs gold coins. So does promotion from lower ranks if a talent shows up (you are given a choice to accept or decline). Needless to say: top notch talents would be very rare. Another type of those specialists can serve you on land, to boost the fabrication of goods and get higher output for your mines, plantations, forests. -- The game would have a distribution system of crew groups and individuals which show up in ports and move on to another after some time, making it impossible for you to predict where you find whom (fun to search the port taverns for talent, therefore). I think it does not need great graphics to depict the taverns, just show crew rosters for each place who is actually there and what his specification is, the price and any conditions. From that roster you pick your men. Maybe 100 to 200 personalities would be created for the game and given generic names, who keep wandering from port to port until you or another captain finds them. A similar roster you will have for the ship you command and where you distribute men according to their talents. So you see where you can concentrate the benefits as you see fit, where the vacancies are and need replacements. A ship will still 'function' if you don't look at the roster at all and just hire standard sailors as you do now, but this way you miss fine-tuning your crew and their perks for the ship. Because a ship can only be as good as the crew on it. To give another personal touch to the whole thing, let some specialists need certain requirements for exposing their full quality (visible in same crew roster). For example, they may hate certain other guys and refuse to work if the other is on the same ship. Or they ask more money because they don't like the company. Or quarrels between sworn enemies reduce their qualities, or increase risk of one of them getting injured when they fight it out. - In fact all this what produces vivid scenery in our heads would just be mathematics in the background to determine what will occur. Maybe a morale system (outside boarding situations) would make sense in the context, as a more general performance factor. You increase morale by your successes in your voyage and by giving out grants to your crew altogether, or sending them to whores in ports (which lets me think of different whore qualities, but that is another topic and goes too far here ). -- Here some ideas for how to give a feeling of having human beings under your command. Make them as individual as personal, for instance: - person will only accept jobs on ship of certain size (he is thinking a small craft is below his honor) - artisans will only join you if you have a workshop or a shipyard (of certain size = equipment) where to employ them - person will only accept job if you sail to certain region of the Caribbean where he plans to leave you again - person has great luck in fishing and brings for you the best catches out of the sea - person is very skilled in finding hiding places in captured ships and thus reveals to you booty you would otherwise not find - especially blueprints, books, coins, permits. - carpenters work much better if you provide them with the best tools (by existing upgrade), same goes for engineers taking care of your production buildings. Hired specialists on land get installed like an upgrade with an outpost - any of your specialists may leave you again after a period due to personal reasons. Others may require another investment of silver coins to convince them to stay - some specialists may get killed during battle or (lesser risk) by accidents in the service. When wounded they are disabled while recovering and may still have a handicap after returning into service. Think of a lost leg or something like that. You have the choice of commanding them to stay away from fight to reduce such risks - but still they may object to that - you may find crew and specialists among surviving crews of captured ships and offer them to join your ranks. This could be a privilege for the Pirate faction. -- Not necessarily connected with the concept above, but added as an extra: [Finally, the system I just proposed could use a 'headquarters' or 'Mansion' building in your home port where you can keep personnel currently not assigned to ships and train them meanwhile there. If we take into account a headquarter would be the place where all your wealth is stored (instead of carrying it around all the time in your pockets and even staying at all times in your posession even when you lose your ship and everything), the people you station there provide protection to your belongings. If I develop this idea one step further, it becomes an interesting factor in the PvP world of port battles and taking over ports, because the personnel stationed in mansions of captains could get involved in the defense of the port and add resistance potential. You would be interested to serve the protection of your home port (via manning your mansion) because once it fell into the hands of the enemy, your wealth will also fall prey to the looters.]
  2. I have recently captured a trader and after winning the boarding I tried to loot the captured ship, but couldn't figure out how to do it. Looked for the yellow [X] everywhere, but I did not see it and ended up losing the prize and it's cargo when I found myself in the OW and the capped ship gone! Believe me, I was quite pissed and ranted in the forums! However, ranting alone doesn't do much good to other novices like me, so I thought I'd share some of my mistakes with my fellow newbies. My first mistake was the "BATTLE OVER, press ESC to leave", this is the same and only button to exit the boarding menu, the hold/crew/ship management menu and the battle instance. I clicked it once and got out of the boarding menu and not seeing the yellow [X], I clicked it again and ended up in the OW. I wish the exit button was more like "Exit Boarding Menu", then "Exit Ship/Hold/Crew Management Menu", Exit to Open World"...etc, so one knows which stage he/she is before moving to the next. The yellow [X] which is for "Inspect Ship and Hold" is small and not always obvious, especially for inexperienced players. If you don't see it after exiting the Boarding Menu, zoom out, pan around, make sure you are facing the capped enemy ship, keep doing that until you see it. DO NOT PRESS ESC AGAIN! that will throw you out into the open world and lose your prize. Again, I wish the Inspect Ship and Hold menu would pop up automatically after the boarding is won. To veteran players, if there is anything I forgot, please let me know and will add it to the original post. Edit 1: As Hodo pointed out, DO NOT FORGET TO GET YOUR 1st FLEET PERK as soon as possible, so you get to keep your original ship and bring home your prize! To add Fleet perks, see pictures below:
  3. Outside of combat and trading, there's a core gameplay element that seems to be missing from this game, to make it fully engaging and more sim-like. My main gripe with Naval Action is not its slow pace, nor its detailed trade system. And certainly not its tension-filled sea combat. Rather it is in the feeling of grinding for XP that this game conveys, a game design sin typical of MMORPGs. To be sure, this feeling of grinding for XP is the single biggest reason for my install/play-a-few-sessions/uninstall relationship I've had with this game over the last two years. It's also my belief that no amount of tweaking with ship speed and manoeuvrability - or ship teleportation - will solve the current XP grinding issue tied to the open world portion of the game. No, what Naval Action needs right now is a feature that adds depth to the moment-to-moment gameplay in the open world sailing part of the game. My suggestion is as follows : add an additional layer of simulation to the sea travel gameplay. Specifically, a crew management "layer" should be added on top of the auto-skipper function, so the player can micromanage crew tasks and activities while engaging in sea travel, and be reactive to changes both in weather events and aggregate crew behaviour. How I see this feature in my mind's eye : a replacement/upgrade of the current very basic ship management interface available on the top left of the screen in the open-world sailing portion of the game. Basically : while sailing on the high seas using the WASD controls and mouse for ship and camera control, the player should be able to hit the space bar (or caps lock) at any time to get a full "ship dashboard" translucent overlay superimposed onto the the main screen, for the tasks of both crew and ship management. This "ship dashboard" could be a simplified cutaway of the player's current main ship, side view or overhead view (or both). Using the mouse, the player could then click at sections of the ship cutaway and select specific tasks, from simple pop-up contextual menus appropriate for each ship section. Thus, from the overall pool of sailors, a set number of sailors could be assigned to a specific task located at the selected part of the ship. Beyond the ship cutaway, the "ship dashboard" overlay could also provide a basic sailor task assignment table - à la Banished - for crew assignment to specific tasks from the overall pool of "free" crew. Or, a visual 24h crew scheduler - à la Prison Architect - to play around with different schedules of crew rotations. Sailing modes could also be implemented into the regular scheduler, such as a "discipline mode" for an unruly crew (a "crew loyalty" metric would have to be added, of course), an "emergency mode" (full crew mobilization) in the event of storms. In terms of visuals, this system would require no animations or complex visuals. No need to do full cutaway visuals à la Silent Hunter (or the upcoming UBoot). Just a good visual implementation of real-time crew management mechanics via a visual dashboard and ship schematic. Simple metrics could do, so long as feedback to player management actions in implemented in a clear fashion. Of course, I'm also aware that the main challenge of implementing such a system lies at the level of game mechanics. For effective crew management to work at the moment-to-moment gameplay level, the design team will have to tie crew management activities to overall ship and sailing performance. So the crew management model needs to seamlessly blend in with the ship sailing mechanics. At minimum, this would mean that optimal crew management by the player would impact ship speed and manoeuverability. One could also tie a crew "morale" metric to tangible sailing performance benefits : i.e. optimal crew management - the sweet spot between discipline and meeting diverse crew needs - would result in an overall better, and more adaptive sailing experience. More experienced crew would also handle weather situations more responsively, etc. I am mindful that there already exists a simple version of moment-to-moment crew management mechanic in Naval Action's combat mode. My view is that this feature needs to be extended onto the regular sailing gameplay, via a crew management screen overlay that can be toggled on or off at will during the activity of sailing - or even as an optional feature available in the options menu for players who don't want a crew management layer added to the existing sailing experience, but with XP generating activity to incentivize players who do wish to occupy themselves with crew management for the added challenge. Naval Action : it's the name of the game. So let's add a little bit more action, and a little less grind, and this game will truly shine ! In my opinion, real-time crew management mechanics would be a definite cure to the bore out and grindyness of the moment-to-moment sailing gameplay. Properly implemented, this feature could make the sailing portion of the game even more immersive, propelling the sim qualities of the game a notch up from its current state. So that's my two cents, for what it's worth. As for the feasibility, the devs and the NA community are in a better position than me to assess whether this is desirable (or realizable) feature for the current game. Many thanks to all of you who've taken the time to read this for hearing me out. And my apologies if I've missed somebody else posting an identical suggestion : my bad!
  4. Hello Guys ! I have an idea which I think would improve this game. Basically, we could improve the boarding mechanics, or rather do a complete overhaul. At this moment, ALL of the combat mechanics are pretty well polished in my opinion, and props to the devs for that. But, the boarding component of the game feels like playing some card game. Sure there's some strategy, but it's as if we're missing on the real stuff, hidden behind some raw data. First option : The RTS way So here's what I propose for the RTS way. We could basically have crews group to manage in the boarding battle, on the actual ships. We could order them to do pretty much any of the options we see in the current boarding system (attack/defend/muskets etc.) Every instructions ordered would have a loading timer period, a bit like when you want to fire with your cannons. So some actions might take longer to set up AFTER being ordered to do so. The time needed would also be function of the distance between the crew group selected and the location the target (ex crew is attacking enemy boat and you order them to get back on the boat to fire main deck guns. For ease of use, each crew group could be assigned the 1 2 3 4 etc. keys, for which there would be several sub options available to do. After selecting an option, you would be required to point out a target in some cases (attack, defend for exemple). Second option : The FPS way A whole other way to do it would be to actually be stricly in command of your captain, using your sword and pistols, doing some fancy stuff. At this point, you get the idea I'm pretty sure. Third option : The hybrid Finally, we could also do an hybrid of the RTS/FPS way, allowing you to hack'n'slash your way through the enemy while issuing orders to your crew. There's a lot more stuff that can be said about this eventual new boarding mechanics. Let us discuss about it together. Greetings, RockNRollMachine
  5. 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
  6. I have a question about repairs in battle. Maybe it is me (maybe I do not know how to do it) or it is a problem in game mechanics after the last patch. In battle, I used repairs. Good! But when I did my repairs I couldn't take off my crew from repairing. It is me not knowing how to do it or it is a problem in the games mechanics? Any answer would be appreciated, even if just pointing at my ignorance of the game
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