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  1. I got to thinking and something id like to see is being able to decide the AI behavior. In campaign and academy the enemies AI should be sorta random but in a custom battle you should be able to set the enemy AI to say 'Aggressive' 'Defensive' or 'Balanced' in a way. Obviously an aggressive AI will fight at closer ranges, try for torp runs, and in general try to sink you fast and try to start engagements. Defensive AI would fight at longer range and try to be more careful. I think in general the AI needs to try and stick to a range where gun hits will be reliable. Id like to set the same for your own AI you can assign your ships to in battle. Right now your player AI fights kinda like a coward. Often running out of ammo without even hurting the enemy.
  2. Sorry mates, Hungarian only! Tengerre Magyarok! Magyar játékosokat keresek, akik vevők lennének valamifajta együttműködésre a játék nyilt világában. Érdekelne valakit egy magyarokból álló klán vagy flotta?
  3. Hi, an idea could be to be able to split the fleet while in open world and give it some basic orders as “stay here”, “go to” etc. it would basically become a temporary npc, while you can possibly enter an enemy port with your traders ships leaving the warships behind. what do you think about it? im quite new to NA so I may be missing something
  4. Dear Ultimate Admirals: Dreadnoughts Dev Team I recently bit the bullet and spent the money for the early Alpha access to your game. Overall the game play is engaging and has tons of replay value as you give yourself self imposed restrictions or lack thereof. I understand the UA:D is in extremely early alpha so I will be taking all included features and issues objectively and with a grain of salt. P.S. I haven’t read any other reviews or change suggestions so please keep that in mind if someone has already covered something. First off will be the ship designer: User Interface: >Overall it’s not bad though I would change some portions of it. >Problem: The Right hand scroll menu overlaps with the buttons in the top right hand corner of the screen, and as a result can make both hard to use. >Solution: make the scroll menu’s upper bound so that it don’t overlap with the buttons. >Reference Image: Reference Image 1 >Problem: Main gun selection should use the same system as for secondaries rather than the redundant centerline/side system. >Solution: Copy the system used by secondaries it’s a much cleaner and easy to use system that doesn’t introduce extra complexity. >Problem: Data Entry in general. Armor values, speed, tonnage, etc. It’s slow, clunky and makes my pointer finger hurt something fierce after I make several hundred clicks in rapid succession trying to make a ship. >Solution: Make all of the above enter able via text, scroll shell on mouse, and current up/down buttons. >Problem: Ship preview in bottom left with stats is covered by the central component buttons when the left side menu is open. >Solution: Allow it to be scrolled up so it can clear it. Reference Image: Reference Image 3 >Problem: In the ship information car the data is covering the ships top down and side on profiles. >Solution: Make it so the information is displayed below these profiles >Reference Image: See Reference Image 3 >Problem: Component interface is very bland and uninteresting with only text differentiating components. This is a chronic issue with the current version of the game. As seen in Reference Images 4 and 5 below. Reference Images 6 and 7 is something that would be more representative of what you should have. Obviously done up in you games art style. Reference Images: Reference Image 4 Reference Image 5 Reference Image 6 Reference Image 7 >Suggestion: Add in a cinematic mode for those glorious shots. Building: >Problem: Torpedoes, Where’s the Japanese Oxygen Torpedoes? >Solution: Add Oxygen Torpedoes. >Reference Image: Reference Image 2 >Problem: Lack of freedom with creating guns >Solution: Let us have exact control over… Bore size, ex. 16”/406.4 mm Barrel length, ex. 50 Calibers long (50 x bore) Shell weight, ex. 2700 lbs/1225 kg Muzzle velocity, ex 2500 ft/s /762m/s Separate Propellant and Shell fillers Rifling: type and twist rate Breech block mechanism Allow us to pick gun construction, Wire wound vs Built up. Replaceable Liners vs Having to replace the gun. Chromium plated bore vs not. >Problem: Lack of freedom choosing/modifying gun mounts >Solution: Allow us to chose the following… Common cradle or Independent Mounting, ex Twin/Triple/Quad vs. Two/Three/Four gun mounts, also the French “Two Twin Quad turret.” Make the size of the mount correspond with the size/number/length:loading mechanism of guns. Allow us to pick loading systems. Manual, Power assisted, and Automatic. (I would recommend 3-4 degrees of power assisted loaders.) Allow us to place turrets anywhere regardless of blast effects from firing. Fix that changing orientation of guns can limit gun placement in same location Possibly Eventually include some of the more wacky historical gun layouts, planned or otherwise, but for now stick to the bog standard gun mounts. >Problem: Barbettes Nothing much to say here besides placement and sizing. >Solution: Allow is the following. Allow Barbette size to match turret size so we aren’t wasting weight on an 18” Three gun turret’s barbette for a 16” Twin gun. Allow placement of Barbettes anywhere. Allow All sizes of barbettes on all ships for main guns and secondaries Allow us to choose barbette height with turrets giving specifications for how tall a Barbette needs to be to allow super firing. >Reference Image: Reference Image 9 >Problem: Boilers, Engines, and Transmissions are not the same thing, and shouldn’t necessarily be paired together. >Solution: Allow the players to chose the following… Boiler type, large tube/small tube and low/medium/high pressure. Engine type, Piston, Multiple expansion piston, Turbine (I would make 3 to 4 qualities of Turbines.) Transmission, I would call these gear boxes but some lack gears so… Direct Drive, Hydraulic, Electric, Geared, Double Geared. Diesel is in a class of its own and would Be considered an Engine but totally removes the need for boilers. Fuels are Coal and Oil and you should allow us to chose %fuel coal/oil Should also allow us to mix propulsion types. >Problem: Lack of control over armor thickness for… Forward and Aft Transverse Bulkheads Barbettes Turret sides and Back (They often didn’t match the thickness of the face plates or the roof.) Secondaries (Same case as main guns) Torpedo Bulkheads Upper belts found on Dreadnoughts/Pre-Dreadnoughts >Solution: Allow is full control over all these areas. >Problem: Lack of control over Armor length and location of coverage. Many ships used differential thickness over their magazines, machinery and fore/stern belts/decks. >Solution: Allow control over fore and aft belts and decks, separately. Along with independent control over belts and decks over main battery magazines and machinery >Problem: Lack of control over Length, Beam, Draft, and Free board. >Solution: Give us limited control over this, but make it so that every change effects tonnage and vice versa. With us being able to lock any 2 dimensions with in reason. >Note: This will also correct your wildly incorrect draft stats. >Problem: Where do you find how many funnels you need. >Solution: Put this somewhere obvious its important, perhaps on the funnel information card. >Reference Image: Reference Image 8 >Problem: Lack of Save Function in ship builder. >Solution: Add it! >Problem: Rotating guns and the like is annoying and painful because it reverts to default orientation every time you wiggle. >Solution: Make it so rotation doesn’t revert itself. >Suggestion: Separate Radar into Search and Range Finding >Suggestion: Add in targeting aids, like to begin with range tables, but later on mechanical targeting computers and the line. I think this will be exceptionally important for the campaign. Game play and Balancing: >Problem: Torpedoes are too hard to spot even on the best of graphical settings. >Solution: Add in some kind of visual aid for the player to know where they are. >Problem: Twin and Triple mounts suck badly due to their accuracy, and reload debuffs, especially triples. >Solution: Historically weapons of all calibers with few exceptions for cramped or poorly designed mounts usually didn’t have rate of fire issues. That being said some triple and quad mounts had issues due to blast interference affecting neighboring shells as they leave the muzzle. Also give guns their historical fire rates please what you currently have not is worthless. >Suggestion: Add in Technology Interrupter coils. >Suggestion: I am aware you are possibly making UA:D multiplayer I would recommend not balancing the single player game for this. The reason why is because the biggest group of people you are going to be attracting to UA:D are historical enthusiasts that want to play a game with historical ships and weapons or at least historical feeling. For example the 16” Triple Mark I takes Problem: Certain missions crash but you were already aware of this. >Suggestion: Small ships especially torpedo boats and destroyers seem to be a challenge to engage and im finding the best way to counter them is to use my main battery rather than my smaller secondaries. This is because they quite simply do not seem to die under secondary fire. End notes: I’m getting tired and I'm certain there is more that I can find but right now I can’t be bothered and I’ll revisit this later with each patch, or at least try to. Thank you for this wonderful experience and have yourselves a wonderful future. This was a fleet Review by Absolute0CA
  5. The information below has been gathered into a single list in an effort to help identify all of the different Groups, Clans, Navies, and Armada that have posted in the forums stating that they plan to be active in Naval Action, listed in order of intention being posted. Please send me a message if you would like your group added or, if your group is listed below, information added, changed, or deleted. 12/22/14 - Added The Flying Dutchmen 12/29/14 - Added CBCna 12/31/14 - Added Napoleonics & Arms of Chaos - updated 1/9/15 010/6/15 - Added Messengers Of Death 01/27/15 - Added Trident & The Auld Alliance 01/30/15 - Added Royal British Fleet of Canada 02/04/15 - Added Northern Fleet - Северный Флот 02/10/15 - Changed United Polish Navy to Polska Flota Kaperska 02/13/15 - Added The Great White Fleet - Updated expanded Sea Lords - Added Outcast Rebel Gaming [OTRG] - Addded Polska Flota Kaperska website - Updated Canadian Brew Crew Website 02/14/15 - Added Lord Appa's Navy 02/16/15 - Added Storm Cloud Armada - Updated Real Armada Española 03/02/15 - Added Myrmidons 03/11/15 - Added Decmima Legione Gemina 04/01/15 - Added New Swedish Trading Company 04/10/15 - Updated New Swedish Trading Co. Steam information 04/15/15 - Added Imminent Ruin Gaming 04/26/15 - Added West-Indische Compagnie 05/07/15 - Updated Imminent Ruin Gaming TS Info 05/25/15 - Updated Sea Lords 5/26/15 - Added The Swedish Fleet 5/29/15 - Added West Indies Squadron 1/18/16 - Seek and Destroy pvp Guild Seek and Destroy: American - world wide membership - Contact - Wind http://forum.game-labs.net/index.php?/user/970-wind/ - Website http://sndnavalaction.wix.com/sndna - Forum http://forum.game-labs.net/index.php?/topic/8433-snd-seek-and-destroy-american-pvp-guild/?p=158994 Tattered Flags Nation: American - Johny Reb http://forum.game-labs.net/index.php?/user/1305-johny-reb/ - Boris Quicksail http://forum.game-labs.net/index.php?/user/1318-boris-quicksail/ The Decatur Armada Nation: American - world wide membership - Admiral Of The Fleets Saintduiex http://forum.game-labs.net/index.php?/user/3967-saintduiex/ - Website http://decaturarmada.enjin.com Crimson Blade Nation: 1st American 2nd British - Jim Blusteel http://forum.game-labs.net/index.php?/user/4191-jim-bluesteel/ Sea Lords Virtual Fleet: Multi Guild Fleet - Official SLVF Forums http://forum.sealordsvf.org/ Royal Navy (UK/EU/US/CANADA) - Vice Admiral Charles Caldwell http://forum.game-labs.net/index.php?/user/5312-charles-caldwell/ - Commodore of the White (UK/EU) Edward Vernon http://forum.game-la...-edward-vernon/ North America Station RN (for US players in the RN) - Recruitment Officer Captain (US/CANADA) Captain Heneage Dundas http://forum.game-la...heneage-dundas/ The Marine Francaise ( for those All nationalities wishing to play France) - Contre-Amiral D'Orleans http://forum.game-la...10027-dorleans/ Polska Flota Kaperska - - Bart Smith http://forum.game-labs.net/index.php?/user/350-bart/ - Website www.polskaflotakaperska.pl The Flying Dutchmen - Netherlands or Belgium group - blokzeil1 http://forum.game-labs.net/index.php?/user/4801-blokzeil1/ - http://steamcommunity.com/groups/tflyd Real Armada Española Nation: Spain - Comandante Gomez http://forum.game-labs.net/index.php?/user/5393-comandante-gómez/ - site www.escuadron69.net Canadian Brew Crew - Naval Action CBCna - Popaye ADML CBCna http://forum.game-labs.net/index.php?/user/6308-popaye-adml-cbcna/ - Website & Forum: http://cbcna.shivtr.com/ Napoleonics: France - Clinch Rifles http://forum.game-labs.net/index.php?/user/166-clinch-rifles/ - Website & Forums: http://www.Napoleonics.net Arms of Chaos: Independent/Pirate - Fancy Tom http://forum.game-labs.net/index.php?/user/2274-fancy-tom/ - Devante del Nero http://forum.game-labs.net/index.php?/user/5974-devante-del-nero/ - Website: http://michaelottenart.wix.com/armsofchaos - Forum: http://theblackmongoose.freeforums.net Messengers of Death - English Speaking, Euro/Aus based - Pirate/TBD - William Drummond - http://forum.game-la...liam-the-drake/ - Facebook -https://www.facebook.com/Modrogamecommunity - Website- http://www.mod-ro.com/home.html Trident: Independent - not recruiting - Inigo Balboa http://forum.game-labs.net/index.php?/user/4903-inigo-balboa/ - forum http://trident.rocks Name: Royal British Fleet of Canada - Contact: mcstgg http://forum.game-labs.net/index.php?/user/7889-mcstgg/ - Website:http://www.evolpcgam...ewtopic.php?p=4 Northern Fleet - Северный Флот - Russian society - contact - El_Compot http://forum.game-labs.net/index.php?/user/809-el-compot/ - website - http://www.nord-flot.org - forum - http://forum.nord-flot.org Name: Outcast Rebel Gaming [OTRG] - Defit77: http://forum.game-labs.net/index.php?/user/10622-defit77/ - Website: http://outcastrebel.com - Recruitment http://forum.game-labs.net/index.php?/user/10622-defit77/ Lord Apa's Royal Navy - Contact: Lord Apa http://forum.game-labs.net/index.php?/user/10704-apasmusa/ - Steam: http://steamcommunit.../groups/ Storm Cloud Armada - Contact: CryAxe http://forum.game-labs.net/index.php?/user/10972-cryaxe/ - URL: http://forums.cloudclan.org/ MYRMIDONS-Australian/New Zealand community (but everyone is welcome!) - Contact- Skitzey http://forum.game-labs.net/index.php?/user/10422-skitzey/ - Website - http://www.myrmidonsgaming.net/ Decmima Legione Gemina - Italy, only italians are accepted - Contact: TheJRT http://forum.game-labs.net/index.php?/user/6892-thejrt/ - Forum post: http://forum.game-la...legione-gemina/ - Forums: http://xalegion.foru.../ New Swedish Trading Company - Contact: Kapten Holm http://forum.game-labs.net/index.php?/user/6886-kapten-holm/ - Steam Site: http://steamcommunit...m/groups/nsvghf - Steam name: Kmdr 1.GR Holm Imminent Ruin Gaming : Pirate/US Sympathizers - Recruitment Contact: Voodeux http://forum.game-la...r/6487-voodeux/ - Website: http://iruingaming.com/ - Forum: http://iruingaming.com/ - Teamspeak: ts3.iruingaming.com West-Indische Compagnie:Trading Company - Contact: Usselincx http://forum.game-labs.net/index.php?/user/12457-usselincx/ - Steamgroup: http://steamcommunit...ups/WICompagnie The Swedish Fleet: - The SF is not a guild but rather home to anyone fighting for Sweden - Contact: -KM- http://forum.game-labs.net/index.php?/user/10048-km/ - Teamspeak: sharpless.se Name: West Indies Squadron - Exclusive Recruitment -Nation: Great Britain -Contact: William Roberts http://forum.game-la...illiam-roberts/ Arthur Brown http://forum.game-la...9-arthur-brown/ -Website: Work in Progress
  6. Was removing ships from a fleet today and must have accidentally dismissed one of them instead of 'sending to docks. (luckily it was only a tlynx) You have to do this a lot if you are trading/hauling and want to teleport, but people will naturally just hit confirm after a while without reading, and as the buttons are a bit clunky atm this can easily lead to mistakes. Would be helpful if the confirmation window had the word 'dismiss' in red text, so as to warn the player they are deleting the ship? AND/OR with the new AI make it very obvious that the ship is being deleted. Even better, I was always taught it was bad interface design to give choices such as 'yes/no' or 'confirm/cancel' when offering a choice - (in this case) send to docks/cancel and dismiss/cancel would be better choices as they inform the user what they are doing without forcing them to read the text, which nearly everyone stops doing once they have read it before.
  7. I know that cannon loadout, mods, and build quality (color) are not reflected in your AI fleet ships' combat capabilities but what about wood choice and regional trim?
  8. AI fleet members are necessary for trading, but have limited utility in combat. I have two ideas regarding more versatile commands. 1. A command for AI fleet members to loot Since a major source of permanent upgrades (and the only source for some) is looting ships, it would be a fantastic addition to command AI fleet members to loot wrecks. Implementation could be simple, as in you tell an AI to loot a specific wreck, and he's programmed to approach and then some mechanic exists for looting. 2. A general "move to here" set of commands. There's lots of situations where you'd like an AI to perform an action, but have a preference of the route he takes to do so. As in you can tell him to flee, but he just automatically goes to his fastest point of sail, even if that's straight into a group of AI. We should be able to set waypoints that end on the desired action. Combining with my first suggestion, tell him to move to point x before moving to loot a wreck at point y.
  9. So I was in a battle against an ai Bellona in my Aggy with my usual fleet of an Endy and Surprise. Long story short, by the end of the battle, both were the usual AI and were pressed up against the shore. The Surprise was even bouncing up and down. After leaving the battle, I went back to port. To my horror and surprise, my Endemyon was not in my fleet at the port. So I lost my ship. The ships had almost full health at the end of the battle as I was looking at it to laugh at the beaching, so I did not lose it by it sinking. And it was not beached as much as the Surprise, who came with me. She was a great ship and I am worried that happened as it happened to a Belle Poule of mine earlier. I assumed she was sinking that time, but now I am skeptical. I hope this can be resolved soon before I or other players lose perfectly fine fleet ships!
  10. Would installing a carpenter upgrade in a fleeted ship make a difference? Will it actually self repair while in battle?
  11. I was trying out the fleet commands and my fully outfitted snow disappeared from my ship list. How do I get it back? On pvp global.
  12. Currently, you have to move a ship from fleet to dock to sell it, even just to sell to AI. This is a problem with the limited number of available dock space. If your five slots are used, when you cap a ship on PvE, your only realistic options are to sink it or take to port and sell one of your other ships. Recommend adding an option to the fleet menu in-port to allow selling a ship to AI, rather than just Dock or Dismiss.
  13. I captured a t brig and added it to my fleet, I moved half my basic cutter crew to it and sailed to Savannah with my prize. Once there, I was unable to split the fleet, it said I could not do it because I did not have an outpost there. I could not leave port because the basic cutter requires 28 min crew to sail and the t brig 18 for a total 46. My max allowed crew at my rank is 40. Trying to leave the port in a different b cutter would cause the loss of the fleet, don't care about the original b cutter, but did not want to lose the t brig. Furthermore, I could not sell the t brig if I couldn't sail it out of Savannah because I was not allowed to split the fleet in a port where I did not have an OP. The only thing I could do was to dismiss the t brig and not make any gold out of it. I could sell the loot in Savannah, or transfer it to the port warehouse, then to the b cutter hold to transport it to another port for a better price. So, my questions are: 1- Is there any reason/rationale for making this whole operation this complicated? 2- Why can't we separate fleet ships and sell them individually at any port regardless of having an OP or not?
  14. I am a trader and I love this game. My ships have been ganked many times with only one option for me. Having a trade ship with cannons is just not logical. Why fight a battle way out of your league with your precious cargo at stake?! I like the naval battle aspect too, now here comes my question: Is it possible to have your trade ship flee the scene and than take over your battle ship and fight a spectacular fight to show that traders are no doormats? I mean, that your trade ship is in the clear and and whether you win or lose the battle, you can continue your trade after the battle. Follow-up question is can you switch controls in mid fight when you have too? Having a friend to protect you always is not doable unless that friend is your slave and has nothing else to do
  15. Hoist the colours and raise 'em high! For this be the hour we do or die! We be infamous, proud, and quick to brag! For we sail Jolly as Rogers, under the Black Flag! Avast there! We be the Messengers of Death, a veteran society from the Pirates of the Burning Sea, Roberts Server. We now be callin' fer crew to serve on board in Naval Action! To sail under the Black Flag as free mariners be our intent. However, should we be denied such a luxury, we may seek work and pay in either the United States Continental Navy or the English Royal Navy. We be callin' all sailors with like designs to join up with us. We be an English speaking Euro/Aus based community, who offer website and Teamspeak resources. English will be mandatory in any type of Guild/Society/Clan Chat. We have but one purpose in our adventures: to be merry and free; the society will not be anchored to one single aspect or another of gameplay. Sailors of all types be welcome, for we intend to be active in all aspects of Naval Action, from PvP, PvE, RvR, Economy, Exploration, (And 'o course perhaps a wee bit 'o RP) and whatever else this treasure-trove of a game may come to offer. Lay to it, though; we like to run a rather tight ship: we expect our sailors to be loyal and steadfast to fellow members, to be respectful of fellow Pirates, and to be manageable with our enemies, in accordance to their behavior towards us 'o course. Trolling, flaming, or any other conduct of the sort will not be allowed. Should ye have yer hand at PvP or RvR, we expect ye to be prepared, to fight with the utmost zeal and fervor attributed to us as Cutthroats and Pirates, and to carry a sense of decency as Gentlemen and Women of Fortune when dealing with fellow sailors of all creeds. So if'n ye be willin' to serve with us, sign away! and set yer sails fer plunder, pillage, and adventure! -William Drummond, one of the Lords of the Messengers of Death MoD info: -Facebook -William Drummond
  16. Hiermit stelle ich den Clan Deutsche Kaiserliche Flotte kurz DKF vor, Wir spielen die Nation Vereinigte Provinzen (Niederlande) auf dem Server PVP one Unsere Flotte setzt sich aus deutschsprachigen Spielern zusammen, das Durchschnittsalter liegt bei 30+, von 18-55 Jahren ist alles dabei. Wir haben einen Teamspeak server: IP Adresse: thefightingducks.de Passwort: tfd Für die Kommunikation sollte ein Headset bzw. Mikrofon vorhanden sein, bei Flottenaktionen ist die Anwesenheit auf dem Teamspeak Pflicht, allerdings ist es ausreichend wenn man nur zuhört. Botschafter (Ambassador): Sind auf Unserem Teamspeak-Server mit der Servergruppe ausgewiesen (Pergament-Schriftrolle, Diplomat) Um euch bei uns zu bewerben könnt Ihr uns einfach über den oben genannten Teamspeak erreichen: IP Adresse: thefightingducks.de Passwort: tfd Forum: thefightingducks.de so können Wir euch dann auch umgehend in die Steamgruppe einladen. Wir bieten euch : Eine Gemeinschaft zum spielen Teamspeak zur Kommunikation Hauptcrafter die für die Gilde Schiffe bauen Ausbildung Hilfe bei fragen zum Spiel Gildenaktionen
  17. If you issue the Demast command to your AI fleet, is he chaining the sails or going in close trying to kill the mast with ball shot?
  18. I'd like to see a list of active clans on the PvP2 server. The intent is to show activity on the PvP2 server in hopes of preventing the "possible" server merge. This is also an attempt to provide new players direct links to clan recruitment pages. Hopefully, this forum will create server and nation specific boards in the near future. Until then, I thought I'd make this nation categorized list. Props to www.navalactioncraft.com for their map work and getting all the ports updated. (Last updated: 1/1/17) Please respond in the following format and I will keep this updated on this OP (the other posts haven't been updated since Jan): Nation: [Clan Tag] - Clan Name: Clan website or game-labs recruitment thread: Active Member Count: (If you don't have a recruitment thread or clan signature banner, msg me and I can make one...for a price ) Denmark [CN] - Celestial Navy - 20 Dutch [AD] - ? - ? [AVAST] - Boer You to Death - 11 [DEIF] - Dutch East Indies Fleet - ? [DFHS] - Dutch Forlorn Hope Squadron - ? [DUTCH] - Dutch - ? [DWIC] - Dutch West Indies Company - ? [EEN] - ? - ? [GI] - ? - ? [HDZ] - ? - ? [iPS] - ? - ? [OJ] - Oranje Flotilla - ? [SEGA] - ? - ? [TOVNM] - Total Oblivion - The Flying Dutchmen - 4 [VPAS] - ? - ? France [ACS] - ? - ? [DSSC] - Drunk Sailors Social Club - 21 [FTC] - French Trade Conglomerate - 3 [KRABS] - Le Marine de Bikini Bas - 8 Defunct [LBORK] - LeBork - 13 Changed to Sweden [bORK] [LEDR] - ? - ? [LFF] - ? - ? [LN]- ? - ? [LOS] - ? - ? Defunct / moved to [DSSC] Great Britain [11ACR] - ? - ? [AFG] - The Academy for Fine Gentlemen - 12 [AGW] - Alt Games Warbirds - 11 [AIE] - ? - ? [AUS] - ? - ? [BCS] - ? - ? [BLUE] - ? - ? [BRRTS] - Barrett's Privateers - ? [CKA] - Canada Kicks Ass - 34? [EIC] - ? - ? [EITC] - ? - ? [FUN] - ? - ? [HA] - ? - ? [IPC] - Indies Privateer Consortium - ? [JANFU] - JANFU Tactical - ? Defunct? [JS] - ? - ? [KF] - Kraken Fleet - 10 Defunct [MT6] - ? - ? Defunct? [MYTY] - Mighty Men of Valour - ? [NSWCF] - ? - ? [RCF] - ? - ? [RED] - ? - ? [SI] - ? - ? [SMS] - Reichflotte - ? [SOB] - Sons of Britain - 80 Moved to PvP1 as [KIN] King's Imperial Navy [SOH] - ? - ? Defunct? [SPN] - Soggy Potato Navy - 12 [STERN] - ? - ? [TOM] - Tides of March - 4 [TWP] - ? - ? [UK] - ? - ? [VOLT] - ? - ? [WBK] - Waffle Brigade - ? Moved to PvP1? [WHB] - West Indies Hano Badgers - 3 [WIP] - ? - ? Pirate [1B] - One Blood - 10 [BD] - Black Death - 3 Changed to [DP] [BEARD] - ? - ? [BLACK] - Black Flag - 48 [BLKS] - Black Sails - ? [BLOOD] - Blood of BLACK - ? [BMDF] - Bahama Mama Defense Force - 8 [BOOTY] - ? - ? [BOTC] - ? - ? [CBP] - ? - ? [CDOGS] - ? - ? [COM] - ? - ? [CURSE] - ? - ? [DC] - Disorderly Conduct - ? [DOW] - ? - ? [DP] - Dread Pirates - ? [DREAD] - ? - 1 [FLIBS] - ? - ? [GUN] - ? - ? [HYDRA] - ? - ? [JUL] - Just Us League - ? [NASTY] - No Allegiance Save To Yourself - 10 [NO] - No Quarter - ? [PINKY] - ? - ? [SKULL] - ? - ? [SOB] - ? - ? [SSU] - Salty Sailor Union - 3 [THUG] - ? - ? [UNKN] - Unknown - 11 [ZILCH] - ? - ? Spain [ARF] - ? - ? [LDM] - ? - ? [NAVY] - ? - ? [USE] - United Shipwrights Espana - ? Sweden [BORK] - 3th Swedish Flotilla - 13 [ISN] - ? - ? [SSF] - ? - ? [TSM] - The Swedish Meatballs - 2 United States [AN] - American Navy - ? Changed to Pirates [SKULL] [ASP] - Atlantic Society of Pioneers - 8 [BCS] - ? - ? [BMDF] - Bahama Mama Defense Force - 8 Changed to Pirate [DMDF] [BORG] - ? - ? [BRRB]- Broken Rebels - 7 [CBR] - Chum Bucket Raiders - 11 [CDOGS] - ? - ? [CSS] - Crusty Squidly Squad - ? [DD] - Detroit Demolition - 8 [FEAR] - Face Everything And Rise - 15 [FFN] - ? - ? [FLB] - Furry Lovable Bunnies - 6 [GT] - ? - ? [JR] - Jolly Rodgers - 2 [JUL] - Just Us League - ? Changed to Pirates [JUL] [MHS] - ? - ? [MOGN] - Massive Online Gaming Nation - 10 [MTC] - ? - ? [NPG] - No Pants Guys - 80 [NSJR] - ? - ? [PA] - ? - ? [PXP] - ? - ? [OPR8] - ? - ? [SCS] - Secondhand Cannonball Salesmen - ? [SKY] - Clear Skies - ? [SOG] - ? - ? [TOTC] - Total Oblivion Trading Company - 8 [TZ] - ? - ? [UNKN] - Unknown - 40 Changed to Pirates [UNKN] [USCCG] - United States Continental Coast Guard - 24 [USN] - United States Navy - ? [USS] - United States Ships - 4 [UW] - Unknown Warriors - ? [VCO] - Voodoo Shipping Company - ? [WATCH] - The Bay's Watch - 9 Majority changed to Pirates [WBK] - ? - ?
  19. Hey there! Today I found out, the hard way, that when you leave battle without your fleet your fleet SINKS. I 'only' had a precious rattlesnake in my fleet after capturing a players trader and taking command of it, and the rattlesnake is my main and favorite ship, but if people have way bigger ships in their fleet this could be a problem. I strongly suggest there should be a warning before leaving the battle about your fleet getting destroyed if you don't wait for them. Or just remove the feature, letting the AI ships fight on (so the player can spectate)- Thanks, Lz
  20. Here are some suggestions that in my opinion could improve game play in some areas. At least, if technically possible some of these should be tested/assessed. SHIP NON-PERMANENT UPGRADES _______________________________ The easy way to address the non permanent upgrades would be to look at reality. If I have 2 ships, I most likely will have a set a amenities in each and they will not appear at the docks magically for availability in an upgrade window before I set sail. It's a convenience that is not possible in the real world unless the ships are moored next to each other. You can't just move all upgrades out of a boat in one place, teleport 400 miles away and voila! all the upgrades are still here ready to be used in another boat. Granted the teleportation is needed to help game play otherwise we would all get old and senile traveling for days between areas on the map. (reduce the map so everything can happen in real time?). In short, make the non permanent upgrade that are in one boat, only transferable to another boat in the same port. If you want to move them to another port they have to travel by boat in the hold or be sent by delivery system in free towns. BATTLES WITH ONE DURABILITY SHIPS _________________________________ The ideas below pertain only to battle end game and not to boarding mechanics. At this time boarding is the only way to capture a ship in PVP. I would propose an additional way to capture a ship during battle: I again take inspiration from real world for guidance. I don't think that captains would let ships sink so easily whether on the defending or attacking side. The loss of life alone, including their own would be enough incentive for the losing captain to make an effort toward the survival of the ship. For the winner, the prize is one of the incentives for getting in the fight. The ship can be taken and added to your own war effort, the crew taken as press gang, etc... Also I don't think that wooden ships sank that easily as they do in the game. I understand that we need to have a clear "win" or "loose" status for game play clarity. However this create a loss of opportunity in other areas. Once the majority of the crew has been dedicated to keeping the boat afloat and can no longer fight... Once the pumps can't overcome the water coming in and repair kits have been used... Once the main mast is down after repair kit has been used... (insert more instances of unrecoverable loss here) I would think it's time to cry uncle and maybe, once this level of damage is achieved (when water line is high enough that cannons are inoperable for instance but boat is still afloat?), the white flag should come up automatically in the game, declaring a "stranded status" as the damaged ship is no longer maneuverable, no longer in the fight, and is not as much to be boarded as it is to be rescued. At this point the winning side would have a certain time limit to board the ship before it sinks, assign crew to it, use repair kits of its own to prevent it from sinking, etc... If they fail to get to the stranded boat in time, it is doomed and sinks with all hands. The losing captains loses boat, crew and officer. If they get to it in time, on the losing side, part of automating this end game process gives the vanquished captain the choice to surrender this one durability boat as well as surrender his crew to replace the lost crew of the winning captain in exchange for keeping the life of his officer. If he refuses he basically refuses to be rescued and sinks with all hands, looses the boat, crew and one officer's life. So choices, are surrender and you keep your officer's life or sink and loose all but deny the winner from taking the boat and crew. This is not a boarding battle, it is essentially a rescue. This potentially would make ships themselves stay longer in the game and change hands in a more diversified way as battles go on. Ship would still sink regularly when they are not salvaged in time or when captains refuse to surrender. You might loose you ship and capture it back at a later date which is an incentive to not let it sink in the first place. Some ships might become famous for having been captured many times and survive many battles which brings up the next topic: SHIP PAINT AND CUSTOM NAME __________________________ Once ships have more chances to survive battles and becoming famous it would be nice to give them personality by allowing custom ship names that stay with the boat once christened as well as making custom paint readily available at ports to give them distinctive character. Paint is not something special in the world of ships. Maybe gold leafing or special custom figureheads could be rare items but not paint. Making "rare" ships has also the unwelcome side effect of captains avoiding combat to preserve the custom paint of their "special" ship. This behavior alone degrades the quality of PVP on the server. DEALING WITH CAPTURED SHIPS ___________________________ As much as I like to teleport a captured ship it should not be possible to cross the entire map at the click of a button. You capture a ship, you deal with it. When a ship is captured, the victorious captain must assign crew to it after emergency repairs have allowed the ship to stay afloat, then it can be added to the FLEET and sailed back by the regular open world sea ways. If the captain already has a full fleet (2 slots as of now) provision should be made in the game mechanics for towing the captured ship without fully crewing it and of course taxing the open world speed accordingly. ​There should also be an option in the event of multiple ships captured, to allow the victorious captain to either to pass the control of the captured ship to a clan's mate or group mate. __________________________________________ Thanks for reading this far, please critique, comment, improve etc... -T
  21. Hey! At present, we have random AI traders and fleets sailing around, with no real purpose other than floating targets. I'd like to suggest that rather than having random fleets and traders, or perhaps in tandem with those, the fleets sailing around are actually carrying items for the nation- If a player collects from his/her resource buildings in a given location, but is unable/unwilling to sail that cargo to it's destination themselves, they could hire AI traders to make the sail for them; like deliveries to/from free ports currently; in the open world, able to be attacked by players of another nation. This would mean that attacking enemy traders on the open water would serve a real, tangible purpose, as it would be likely that those traders are carrying materials essential to the economy of your enemy. Perhaps if a player pays more for the contracted ship (or based on the value of the cargo?), the number of escort ships increases, meaning that taking a more valuable prize would take more coordination between the individuals making the attack. Thoughts?
  22. hi.. When i was in fleet order 200 XP level with my team on PVP1, I was boarded by an IA Santisima in 5 KN speed! After that, another mate was aborded too, in 7 KN speed ! I've lost my victory with an "grenade attack" on one shot. Goodbye my Gold ship, and my 6 Gold Upgrades. Boarding it's a good part of the game, but not like this.. I am just disgusted for this boarding because high speed of boarding.. 5 KN and more (don't remember the exact figure..) i've done a F11 when it's arrived. After that, my friends didn't manage to board while they were only at 1.5 KN.. This battle was really cheated... (really sorry for my english.. )
  23. These men are death incarnate. They are the tendrils of evil and the arms of chaos. If you play dice with the devil and lose, it is they he calls upon to collect what he is due. Captain! Arms of Chaos is a group of free men who refuse to bare the crushing obligations of authority, law, and civil obedience. We are not bound by the words of kings, men who would send a navy to fight in their place. Authority, respect, and loyalty are things to be earned, not blindly bestowed by rank, wealth, or social status. A man may only rule another man if the latter permits him. This mindset has been the cornerstone of AoC membership since the group was first founded. As free men residing on the very fringe of modern society, we still believe in a man's authority over his own person! No one ruler or board of rulers should have equal or greater power over a man or group of men than they themselves do. The AoC Court consists of eight seated captains who act as spokesmen for the AoC. If nations or fleets wish to engage the entire AoC in 'civil' negotiations they may do so through the Court. Seated captains have no more power, influence or sway over the AoC than a common member, and common members reserve the right to treat seated captains as they would any other equal. Seats do come with a few perks however... Each seat has a unique banner which serves as the seated captain's personal pennant in-game. (When custom pennants are added). and Each seat comes with certain bragging rights. Any common member may challenge a seated captain for his place in the Court. Once the seated captain has been made aware of the challenge he reserves the right to choose the class of ship the duel is to be fought in. If the defending captain loses the duel he gives up his seat and pennant to the challenger. The first eight Captains to join AoC will automatically be granted a seat in the Court. Challenging seated captains may begin immediately upon entry into AoC. The Black Mongoose is a forum dedicated to the under-class of Naval Action. Pirates, beggars, thieves, and black hearted privateers welcome. No Gurlz Navy Allowed! Come be a part of the oldest independent fleet in the New World and live a short, free life with the rest of us! Website BM "We are death incarnate, the tendrils of evil, and the arms of chaos. If you play dice with the devil and lose, it is us upon whom he calls to collect his dues." - Jacques Belerose, The Cursed Captain of Isle de Hispaniolia
  24. I'm a Pirate, Demon rank, with a Constitution. I'm located in Le Moule. I selected Fleet orders and they come up for Charleston and Beaufort, a 5 day sail away. I logged off and logged back on, repeated, through all the ranks. Ended up with the same results.
  25. Hello captains, idea is to have government orders, generated by game, to ship certain goods to Europe. Luxury resources located in Western part of the map (Central America, Gulf of Mexico) would need to be obtained, captured from Natives, crafted put on ships and escorted to Eastern border of the map. Once completed, all participant of escort would be rewarded. Mechanics: - cargo has to be shipped by players within specified time limit; - we're talking big here, 6+ cargo ships would be required as minimum + escort ships - part of the cargo can be lost to complete quest but for lower reward (you get 100000 tons of cargo, you can lose 35% of that on your way to Eastern border) - goods are only available in Western part of map, that would encourage all the nations to expand, fight for these lands or make alliances; - goods cannot be send in free ports, have to be shipped by player ships - such large convoys of ships can be spotted by other nations or Pirates and captured by organized parties; - large enough payment in gold or in form of high quality modules/ships to encourage large shipments of good at such long distances; - missions can be done only every few days; - goods captured by other nations cannot be sold on local market or traded to other nations, but shipped to Europe ir required by that nations capitol; - only pirates can sell captured goods on black market; - pirates cannot run these missions, but see point above; What are your thoughts?
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