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  1. Yet another map which uses the in-game map and live data: na-map. I hope this map is useful and I am happy to receive any feedback (bugs, feature requests). Source on github. Changelog
  2. Greetings mates! Apologise for my bad english, still know them not good enough. With this utilite you can see your ship on a map at the current ingame location, and its updates automatically (at the see only). You also can chart your route, can measure heading angle with a ruler and may use this map any other way you want and can. CAUTION!!! Start the programm strictly after you at least once exit to open sea at the current game session! Direct link to zipped program removed. Poster - Admin requests that you please provide a link to a web site page, the link to a file can be provided there. We do not allow direct links to files or programs on the forums. - H. Darby Reworked this map, now it much more improved :)
  3. Hello Devs! I did see this kind of map/video ages ago and i was wondering if the same can be done with Naval Action, like on a monthly base indicating all the sinking taking place in the Caribbean. ***** "A Time-Lapse Map of Every Nuclear Explosion Since 1945 - by Isao Hashimoto" *****
  4. Hey so I just got into UAD after spending some time playing World of Warships and being quite dissatisfied with it. UAD so far is everything I had been hoping that WoWs would become, but that's not really been the case. Anyways, I made this map idea for the game for fun, hope you guys like it!
  5. For 3 "historic" nations (US, GB and FR) the non-capturable county close to the Capital is completely useless since nothing can be invested in it. It is therefore suggested that the counties of St Lucie, Cornwall and North Carolina are now capturable.
  6. Navigation in open world seems to be a challenge for new players and few of them are complaining about it. For me it is a part of game play that i enjoy and find very unique. So i decided to compose this guide for everybody so that they can enjoy the navigation as i do (hopefully). The situation is clear. There is no pointer in the game that would tell you your position and it can be hard for somebody to navigate. 1) Attitude I think most important is how do you approach the fact there is no pointer in map and travel is not super easy. a) It is a challenge, it is not so hard and you will learn how to do it. Difficult things make games fun and learning new things is fun. And this is not so difficult, there are no currents, the wind has constant speed etc. Getting from point A to point B it is an achievement. Be proud of yourself. You are sailor now. Not some kid playing MMO with **** arrow on ground navigating to another quest. You are better. c) Navigation for historical sailors was important and it wasn't without problems. It is immersive. You can feel like real sailor. d) Enjoy that you get lost. It is an adventure. You will get into unpredictable situations. It is fun. It is experience. It is unique. You will have stories to tell. Once i wanted to travel to Philipsburg but I ended in from of Gustavia, the capital of Swedes, our enemies. They attacked me before i could even approach the port to see its name. I was faster and i managed to escape. Then they attacked me when i wanted to get away. Four ships against my noob cutter. I realized i am not in the trading whip i wanted anyway and i wasted 10 minutes of sailing (lol moment) so i gave them their battle. I damaged two of them very hard and scored 2x my hp of damage before they sunk me. Got very nice xp afterwards. I would never experience it with GPS navigation. 2) How to do it a) Keep attention to your surroundings. Always compare what you see with the map and always try to determine your current position. Try to guess the isle you can see by the looks of the shoreline. The map is accurate and represents it correctly. Also you will look at Caribbean. It is beautiful. There are navigation points on map everywhere - ports on every mile of the coast. When you see a city name, you know exactly where on map you are. c) When leaving port, look at map and decide where you want to go. Look at the direction (north, west etc.) and plan your path. You should always see navigation points, shore and ports on your way. d) There is a compass and it is your best friend. Use it. e) Before entering battle, remember your position and also how the shores around you look etc. It will come handy when you go out of battle and feel disoriented. f) Don't go to open see unless you feel really comfortable with navigation. g) When you need to go west for example and the wind blows in opposite direction, go NW and then switch to SW for the same time period. This way you don't deviate from general west direction. h) Print a map of Caribbean or the are you sail in and put it on your desk. You can make notes on it etc. Maybe I will put the map here in future or some helpful developer share it with us... I am a bit tired after week of work, also English is not my mother language so pleas feel free to point out any misspelling, factual error or bring your ideas, you are welcomed. Also if you make/made guide for new players and find information in this one helpful, please link it in your guide or feel free to copy the text. The downside of copying text is that you wont have updates if i make them. Edit: Changed "sees" to "seas" in topic :-D
  7. This is a comprehensive list of game scenarios, with linked info, aimed to help unfamiliar players make an image of the whole conflict. Work in Progress. List of American Civil War Battles Eastern Theater Historical Battles: 1st Battle of Bull Run (1st Manassas) July 21, 1861 Battle of Gaines's Mill (1st Cold Harbor) June 27, 1862 Battle of Malvern Hill (Poindexter's Farm) July 1, 1862 2nd Battle of Bull Run (2nd Manassas) August 28–30, 1862 Battle of Antietam (Sharpsburg) September 17, 1862 Battle of Fredericksburg December 11–15, 1862 Battle of Chancellorsville April 30, 1863 Battle of Gettysburg July 1–3, 1863 Battle of Cold Harbor June 1, 1864 Custom Battles: Battle of Dunker Church September 17, 1862 Pickett's Charge July 3, 1863 Marye's Heights December 13, 1862 Battle of Philippi June 1, 1861 Potomac Fort (Aquia Creek) May 22, 1861 Mule Shoe (Spotsylvania) May 12, 1864 Devil's Den July 2,1863 Gettysburg, Day 1 July 1, 1863 Culp's Hill July 2, 1863 Stony Ridge August 29, 1862 Laurel Hill May 10, 1864 Cold Harbor, CSA right Flank (First Corps, Anderson) June 3, 1864 Western Theater Historical Battles: Battle of Shiloh (Pittsburg Landing) April 6–7, 1862 Battle of Stones River (2nd Murfreesboro) December 31, 1862 Battle of Chickamauga September 18–20, 1863 Custom Battles: Nashville Pike January 2, 1863 Hardin Pike December 15, 1864 Chickamauga, Day 1 September 18, 1863 Hornet's Nest April 6, 1862 Career Battles: 1861 1st Manassas Campaing Potomac Fort (Aquia Creek) May 22, 1861 1 Corps, 10-9 Brigades Newport News June 15, 1861 1 Corps, 0/3 Brigades 1st Battle of Bull Run (1st Manassas) July 21, 1861 1 Corps, 0/4 Brigades 1862 1st Western Campaing Ambush Convoy September 29, 1861 1 Corps, 0/10 Brigades Stay Alert February 25, 1862 1 Corps, 0/10 Brigades Battle of Shiloh (Pittsburg Landing) April 6, 1862 1 Corps, 0/20 Brigades 1st Winchester May 25,1862 Cross Keys June 8, 1862 Port Republic June 9, 1862 Cedar Mountain August 9,1862 Manassas Depot August 27, 1862 Chantilly September 1, 1862 Weapons Factory September 12, 1862 Corinth October 3, 1862 Prairie Grove December 7, 1862 Everettsville December 20, 1862 Blackwater Heights March 15, 1863 1st Franklin April 10, 1863 Rio Hill 25 April, 1863 Salems Church May 3, 1863 Brandy Station June 9, 1863 Siege of Jackson July 11, 1863 Mansfield April 8,1864 Saunders Farm May 5,1864 Hall's Ferry September 14, 1864 Hardin Pike December 15, 1864 Battle of Richmond Battle of Washington April 10, 1865 Would appreciate some feedback, completion and fixing of inconsistencies (not sure if all links refer to the proper battle)... My objective would be, separate the battles by date, and organize them by Theater.
  8. The in-game compass rose currently has tick marks every 15 degrees, which means that the full circle is divided into 24 pieces. With the current in-game compass, there are two tick marks between North and Northeast, dividing this space up into thirds. A traditional compass rose is divided into 32 points. Each point has a specific name. Halfway between North and East is Northeast. Halfway between North and Northeast is North by East. The traditional 32-point compass is a cornerstone of age-of-sail lore. It appears everywhere, including books, paintings, carvings, tattoos, and everywhere else imaginable. To connect this back to the in-game compass, there needs to be either one or three tick marks between North and Northeast. The current in-game compass has two tick marks between North and Northeast. The current in-game compass makes it very difficult to use traditional terminology when interacting with other players. This seemingly minor thing has a massive impact on immersion. Changing the in-game compass seems like it should be an incredibly easy thing to change. It's just a single image file. Making this change would be a small investment, and would be quite a substantial positive impact on immersion.
  9. I have some suggestions for some elements I'd really enjoy in the game. 1. Navigation I love the idea of exploring the open world map, but it's very boring and time consuming, and it can get a bit difficult at times. Having more navigation tools would make it a more immersive and rewarding experience. My suggestions are as follows: - you should be able to plot a course on the map, more than just a straight course with a protractor (if you need to follow a winding course next to land masses) - re-introduce the ship's present coordinates. Back in the day they would perform daily noon observations to work out latitude, and they had chronometers for the longitude... It doesn't have to be super accurate, but for example every day at noon the ship's current position can be obtained (if it's not cloudy or raining) and a cross placed on the map, so you can see where you are. dead reckoning with just orienting by islands is not enough, and it's too tedious. - a wonderful example of navigation tools is the implementation in silent hunter 3. again, it doesn't have to be super accurate, and indeed errors can be introduced, for example proportional to the number of times the ship changes course, turns, etc, and an error can also be associated with the noon observation? 2. Crew I think that for a really immersive age of sail experience, there should be more adequate crew uniforms. A captain pacing the quarterdeck would be really cool, and maybe even marines firing muskets when engaged battle, officers giving orders to the gun crews etc... If officers or the captain are killed, a morale shock can take place. At the moment the crew looks like a bunch of golfers taking their yacht out for a spin...
  10. Devs give us the protractor what is a nice tool to make captain feel a bit more focus on what is sailing a ship. They should add a real map to make it more rp but atm without UI it's not so bad. the second tool that admin may introduce are the one helping ot know where we are. GPSD sux. it has been test and it sux. Testing our position due of sky with star is not suxing but hard to works due of day/night circle on 41 minute and position on star. The only things we get now is the trader tool. The trader tool is absolutly not RP but the trader tool is the tool that can be used IG to search where people is. I used it a lot, i write hemp and loook wich are the 3 closest port and what distance forom them i am. Basicly the trader tool is my sky and the town i dfind are my star. I just miss a tool to use it and make my trianglulation works. I make it basicly with my brain and it gives me a partial position but having a tool like protactof to draw on the map may help us to find exactly our position and it will be really and usefuss and rp.
  11. (WIP) Web Version Required for use: Google Chrome Website: http://tdamap.com Website by Obiquiet. Inspiration: West Indies Atlas, 1775 A New General Chart of the West Indies, 1789 Game Version (Replace the default in game map with the TDA map) Revision 37121 CleanOWProd - June 27, 2017 Patch Instructions Route/time Planner for every ship https://namap.neocities.org/interactiveMap.html Post/Explanation An Accurate Map of the WEST INDIES Commissioned by THE DECATUR ARMADA CREATED FROM THE LATEST SURVIES Improved and Engraved By Cpt. PRATER, USN M. CMDT. OBIQUIET & LT. TOM PULLINGS Lt. JG. Oliver Hazard Perry LT. JG. Foghorne Special Thanks to Adm. Northern Wolves, LiC. Young, Cmdr. Tommy Shelby, Cpt. DazednConfused, Vadm. Leviathan, Lt. Cmdr. David Hawkins, Cpt. Raatha, Cmdr. LTCRet, AOTF. Saintduiex, Cpt. Chustler Thank you to Obiquiet and Oliver Hazard Perry for all the coding and back end work they have done. Thank you to Tom Pullings for mapping the Eastern Florida Coast and Trinidad. Thank you to Young for "How To" videos. This map was created prior to there being a map in game and was created from thousands and thousands of f11 coordinates. The map itself is a fairly accurate land representation of what is actually in game. I have essentially created my own map projection for Game Lab's Naval Action World. In many places, the teeny tiny "islands" that are barely the size of your first rate are even represented. Be aware that this is still a WIP. Some Islands like Cuba, Inagua, Turks and Caicos, and Jamaica need to be redone either because they were the first places I mapped before I had my system down or they were changed by Game Labs. This is a very time consuming process so it will take me a considerable amount of time to finish. I have worked on this for 2 years now and put over 250 hours into it and another 50 hours on previous tools and development concerning the map. Obi and Oliver and others have also spent countless hours on mapping and exploration related projects. Details: Size of map: 5000px by 3200px Preview WIP versions so you can follow our progress http://tdamap.com (Port Map) Chrome Only. See the (i) icon at the upper right for instructions/known issues http://namap.neocities.org/ (magnifying glass). Works with Chrome, Firefox, IE. Update 2/7/16 New style: Two forms will be present: Port Map Designed and Coded by M. CMDT. ObiQuiet, based off of the port data compiled by the Decatur Armada Bureau of Science and Exploration. This map is really cool, Obi has done an amazing job with it. You can place down navigation lines. Map with Magnifying glass Plain Image of my map with a movable magnifying glass. Press middle mouse button to place down navigation and distance lines (takes a bit to process). The image of the map is large (25mb) and takes awhile to load because it is hosted by neocities. Click below for old images
  12. Hello ! Here is a new navigation map. PVP EU - Chrome only The coordinates are taken from the JSON file (exact game ports locations)(nations uptdated once /day). And the map is a copy of that of the game. The coordinates displayed are those of the game. The distances are quite precise. The duration less (has a default speed of 12 knots). It is a first version I hope you will enjoy ! (Another tool is under development...To trade ) Any comments are welcome... http://navalactiontool.xyz/ This map is a student project. (my first one) I'm a graphic designer since ten years, and a dev student since one month. Your ideas and comments make me want to learn more and more. UPDATE v1.1 : - Published - Line animation UPDATE v1.2 : - Game grid with the IG coordinates - IG "k" distances instead of IRL kms - Credits UPDATE v1.3 : - Option to select the ship speed - Option to display grid or not (by default:not to save performances) - Dissociate land and shallow waters (to the the grid over shallow waters) UPDATE v1.4 : - favicon - RollOver ports title fix - replace flag of Spain - Capitals highlight (red color) - Scale few elements on zoom (flag scale and title hide) UPDATE v1.5 : - 3 waypoint possible - Change controls ! - compass nomenclature (24 points) - Fix Mouse wheel pan UPDATE v1.6 : - Display time and distances for each trip with IG coords. - Display ressources produced by each port on click. close at rollout. - Scale Element with zoom improved - Contested ports marked with a red border - Possibility of using only "1" and "2". And to go back after using "3" by merging "2" and "3" on the same cursor point. UPDATE v1.7 : - Circular game wind : How : you can setup the Wind direction by clicking on the white backgrounded rosas. Once. Now it is synchronized and advances in real time (IG time!). At the moment the wind does not change during the journey. The speed is therefore constant from the wind at the starting point. - Style map options (working on a more historical style map) - replace "Resources Producted" by "Available resources" - formatting of Available resources - button to reset waypoints ------------------------------------------------------ UPDATE v1.8 : - Circular game wind - Travel simulation for calculate atomatically speed step by step with 2 or 3 waypoints. - Button to freeze the speed and select your own - Many fix - Button to run Simulation - Button to select the simulation speed - Button to select Max Speed in simulation (to set up with few ships) ------------------------------------------------------ UPDATE v1.8.5 : Lost at sea ? - Due to the removal of gps : Addition of a location button for F11 data. ------------------------------------------------------ NEXT UPDATE v1.9 : - more resizing on zoom - Set up Max Speed ship names and speeds. ??? ------------------------------------------------------ UPDATE DELAYED : - Compatibility firefox - safari - ie - Add Ships selection for time calculation - Waves animations (svg) - Ships animations (svg) - Server selection - More Waypoints (10) - A radius selector that allows you to see profitable trade routes
  13. The protractor is a fine tool, but what about giving us the possibility to draw circles on the map? What would really be fine is a tool that would allow us to chose circle center position, then it's radius. If we can do this with three circles, it gives us the capacity to try to guess our position by triangulation from our distance from ports, since they are given in the trading tool.
  14. I'm still not sure why the map coordinates were done away with, I am sure there was some issues with exploits on the PvP server, but I don't think those issues are relevant on the PvE server. So, would people want to see the coordinates back on the PvE server?
  15. I put this together the other day in order to simplify those long open water shots we all try to eyeball from time to time. http://burningsail.com Usage - Double click to center the compass on a location. - Single click to draw a line from the center of the compass to a destination. - Steer your ship onto the bearing the line intersects on the compass. - Use the controls in the top right to orient/zoom the map. - Mobile devices can add this address to their home screen to get a nice icon they can use to jump here. Supports - Works on modern Chrome/Safari/FFox/iOS/Android - Touch capable Coming Soon - Location hashing so you can link directly to a location - Heat mapping: See where people are plotting courses the most? - Location pinging? Disclaimer - This is still a dead reckoning sort of thing. The longer the trip the more potential there is for deviation. Thanks Thanks to ShroudedRecluse for his port data. He gave me permission to transcribe it all over to geojson. Please email info@bvr.io for any questions/comments you don't want to post here. Data I've added the geojson I used to populate this map to github in hopes that people can improve/use it. Let me know if you spot any issues. https://gist.github.com/dylan/18215f81dee9eb9a94d5 Updates (3/23/16) - Updated mapping library, should fix some errors bring perf. gains in rendering. (3/14/16) - Disabled online/afk status indicators to reduce costs. - Added teeshirt links to help cover costs. (2/16/16) - Disabled alerts until they're fixed. (2/13/16) - Fixed rendering issue where large search results broke search altogether. - Changed activity indicators to only show people active in the last 24h (2/6/16) - Added realtime spotting indicators. Click the pin, choose what you're spotting, click a place on the map and everyone else who's using pins on the same server choice will see them! (2/6/16) - Added realtime active/idle/total indicators. (2/5/16) - Added the ability to adjust your speed and have the estimates update as well. (2/5/16) - Made additional port info searchable ie: 'free', 'capital' etc. (2/4/16) - Added port info and speed/time trip estimation bar. (2/4/16) - Added speed/time (days) travel estimation (2/4/16) - Show in game geometry/port locations - Show shallow regions - Consolidated port geojsons - Added deep/shallow/free/capital info to search results. - Added snapping for line/rose so that it snaps to ports when you click/double click. (1/27/16) - Added fuzzy searching of ports. - Removed auto zoom on double click. (1/27/16) - Changed all contestable ports to deep or shallow anchorage icons. - Left capitals as nation flags. - Added a border to all free ports. - Dimmed the map colors to something dimmer to save los ojos. - Added legend for port colors. - Dimmed non-capital port names
  16. Народ, знает кто-нибудь, есть где-нибудь карта на которой отмечено какой город какие ресурсы продает/покупает, ВСЕ, с/без цены поф(про trader tools в курсе, но перебирать товары по поиску слишком бесполезная рутина)? А то блокнотик заканчивается=)
  17. I am sorry, but this is going to be a rather long post. However, I feel that for you to understand my suggestions I need to lay out those problems which I perceive and am trying to address, and I need to explain what assumptions I am making in addressing them. Let’s start at the beginning: There once was a little boy…Ok, maybe not that far back…Try again. Anyhow... RvR is my primary playstyle. I am a (de-facto) clan leader, diplomat, and occasional port-battle commander. So it is only natural that the conquest mechanics are among my chief concerns about this game, and it is the mechanic on which I try to come up with solutions to the problems that are discovered during testing. I have previously on several occasions offered thoughts and suggestions to that effect, most notably the following suggestion for regional conquest, which was the brainchild of a former clanmate and fellow danish captain, @Bartas11, and which I was given the opportunity to formulate in English and help develop: It is upon this idea, which has since been partially implemented, that I intend to expand and further develop below. But first: What conclusions can we draw from testing a few variations of RvR mechanics for the past year and a half? I will try to offer some suggestion as to what conclusions I have drawn, based on my own experiences, and talking to fellow players, clan-members, and RvR-players of other factions in-game. Players want conquest to be a daily activity: Most RvR-players that I talk to want conquest to be an accessible, low threshold, frequent occurrence in the game. A lot of the players who had been playing day in and day out since January of last year, left when conquest became dependent on days of grinding, hours of sailing to the other side of the map for some special region or resource far from ones own frontlines, and long (46h) preparation times. Many I know, missed the spontaneity of gathering 20-30 players sometime between 6 and 10 in the evening, buying a flag, and going for a port nearby, with all that it included: arguing about which port, anticipating enemy defences, screening with the flag, planting it, fighting and then sailing home-or never even getting there because while we were wasting time the enemy bought a flag for one of our regions and we decided to defend that instead. Now we have to plan our gaming 2 days ahead and try to get enough people together at the right spot and at the right time. It’s not spontaneous, it doesn’t feel player driven. It feels like a chore the game gives you, rather than an opportunity that you grab. A lot of players left, I believe because there was simply too much work, too much PvE-grinding, too much planning, and too much waiting around for each time you want to do something. Players want conquest to be flexible: On top of that, players-in my experience-want conquest to have a constant ebb and flow. Win and loose. That regions change hands, rather than stay static. It doesn’t have to be either, that regions change hands all the time, but that battles are won and lost with a little more variety. When the outcome is determined beforehand by wether you are defender or attacker, it looses some of its appeal. With the new system, attacking a port is a chore, and victory is a slim chance in most cases. Defenders only need to find a decent defence tactic for a port and stick to it, and the attacker has no chance. Add screening, getting delayed into the fight, and spawning far, far away, and you might end up doing a ton of work and not even getting a fight out of it. Port Battles have been well stocked with players on both sides for the past months, but still half the time port battles were over before the forces were even able to engage each other in the instance. We may have gotten rid of empty port battles, but I’m not sure we made port battles more fun. In my opinion, despite it’s flaws, it was much more fun when the map changed colours from day to day, and you lost one port (or three) one day, and regained it (and 5 more) the next day. There were more undefended Port Battles, more zerging, and more pointless pixel colours, but there was more action. Not all of those things were good, but ideally we could keep the positives and throw out the negatives. I’ll get back to how. But to be clear, to its credit, the 46 hour preparation time makes port battles slightly more fair now, at least once screening will be fixed and easy teleports removed. Players want RvR to be meaningful, but not a zero sum game: We as players, want to feel that we achieve something. That when we win we get rewarded and that we win *something*. When we win a port battle, we want to win the region/port. We are willing to work hard to see pixels change colour. It is in the nature of a RvR game. We also want to see the enemy suffer. But for most of us, who at one time or another have been on both sides of the win/loss, we don’t want that loss to be too great. We don’t want our enemy to quit because loosing is too punishing, and we know that one day the shoe might be on the other foot and we are the ones to loose. Ideally you want your enemy to loose to you one day, chalk it up to bad luck, and be back the next day ready to try again with the same spirit. If loosing is too punishing, many players don’t bother to continue playing until they get enough experience to be able to win. Players don’t want defenders to be able to wait out the battle by simply kiting and running till the battle is over: Before we got land in port battles, one of the main complaints about port battles was that since the attacker needed to kill the defenders, while the defenders only needed the battle to be over, a viable tactic for defenders was trying to run the entire match and kite the enemy to prevent them from being able to catch up and engage a battle. You could defend, simply by drawing out the time and avoid a fight. Since the circles we got with land in Port Battles, this particular thing is no longer an issue. How can we address these requirements?: Players want daily conquest activity: Ideally the promised raids could be the daily, large-group, RvR-tied, clan-centered/organised activity that RvR-players can do and enjoy every evening, on short notice and spontaneous organisation. It needs to be tied in with RvR-as working towards port battles somehow, so that it is not just an inconsequential activity that players have to weigh their time doing against doing activities that would gain RvR. If we get raids, that work, but with no tie-in with Port Battles, then raids will either be DOA, or kill RvR. We need a balance. Players want conquest to be flexible: With the flags and individual port capture, RvR was too flexible. Frontlines were shifting back and forth every day, but too many ports would change hands each day, and it was all about taking more ports in a night than the opponent could take back the next day. Way too many ports were exchanged without any opposition. There was a lot of sitting around shooting towers, and not enough shooting each other. The new system, however, has made conquest too inflexible, yet at the same time too fleeting. First, winning as an attacker is hardly possible due to the mechanics and the port defences. Second, if you win a battle, through a stroke of luck or moment of brilliant inspiration, that single battle makes a whole region of several ports change hands. It makes little sense to me that a single battle should make as much as 7 ports change nation in an evening. It also makes little sense to me that attacking should be so punishingly hard and unforgiving that it is demotivating. And if you mess up one evening and loose a port, that port will be almost impossible to get back. Players want RvR to be meaningful, but not a zero-sum game: You need to get rewarded for conquest, but conquest also needs to be reversible. If you loose an important region, you should be able to get it back if you just put enough effort into it. A defeated nation needs to be able to get back on their feet. You also want it to take more than just one single battle to win or loose a region. Conquesting a region should take several days, but you want it to involve action every one of those days. The grind to get port battles, and the 46 hour wait, are both toxic. Yet without preparation time you will have more empty port battles and difficulty for the defender to be where they need to be. To the point of making it meaningless. Players don’t want defenders to be able to wait out the battle by simply kiting and running: The capture point circle system that we got with land in port battles fixed this. Yet I never liked the 3 circles. It took port battles from being about sinking each other to being about artificial points and number of ships. Most of all I strongly dislike that there is now very little viability in fighting when outnumbered. If you didn’t get 25 people together, or one ship dropped out (or god-forbid was blocked out by a devious exploiting alt) you are now at a huge disadvantage, whatever the skill comparison. This might improve with the structure system making ships sink quicker, but with the unlimited repairs it might just as well magnify the problem tenfold. Instead of the 3 circles and the capture points, I wanted the old single circle of the tower maps just to be reduced in size and tweaked just enough to make kiting less viable as you would run into the edge of the circle sooner, and with land in port battles added to that, the number of directions you could run in would be severely lessened as well. Instead of loosing armour after 5 minutes by going outside the circle, and instead of the circle shrinking, you would get a penalty of some sort for staying outside the circle too long, even loosing by having a certain percentage of your fleet outside the circle for a given number of minutes. I think that with land in port battles and a slightly lesser radius on the port battle circle, we remove or reduce the issue of kiting defenders. I have 2 proposals for reworking the conquest system below. I believe that with the current mechanics that are already in the game, neither of these proposals will require prohibitive amounts of work to implement, and that both will constitute significant improvements over the current conquest system which we have. I leave judgement of the latter to my fellow testers and to the devs. Conquest system A: Raids, the new Port battles Make raids the new «port battles». Make raids the activity that clans and organised groups, but also just unorganized spontanous gatherings of players, can do every night, in and out, spontaneous and with little preparation. Specifically, raids need to be viable gameplay for groups of 15/20+ players working together. Give it meaning and make tactics a part of it, not just a blob of cheap ships shooting at another. To allow smaller groups to do raids as well, you can assign different tier raids to different ports, so some can be attacked with small groups of 6 players, while others require 20 players to work together. Bring back the old flag system for raids. 1 hour to plant the flag, and the flag can only be bought in a national port, and allied ports if and when alliances are brought back. We can bring back 2 hour defence timers for raids, or we can have open, 24-hour timers (for EU-server limited to within conquest window). A limited number of raids can be organised each day, but the limit could be something like 6 raids, or even more. You could conceivably organise within a nation to raid every port in an enemy nation’s region at the same time. In order to counter abuse, zerging and exploits, make raids prohibitively costly, and give diminishing returns for consecutive raids directed at the same region. Meaning that flags are purchased for PvP marks in addition to gold/war supplies to craft the flag. Since all or most ports in a region can be raided, buying the flag for one with an alt to block it, means nothing since all the other ports in the region can be attacked instead. Other exploits are also less viable to players, since no regions actually change hands directly from raids. Exploiting the flag system will be prohibitively expensive and gain you almost nothing. A successful raid limits owning nation’s production in that port for one day and gives raiding party produced resources as loot to bring home with traders. Say that production is halved in the specific port for one day by a successful raid, or by 75%, or maybe even halted completely. To prevent spamming and zerging the same region day after day by attackers, implement diminishing returns. A port/region that was recently raided needs time to recover before it will pay anything to successful raiders again. They can raid it again and again, but they won’t receive any rewards. To limit the off-hour raids to avoid defenders, scale rewards during the day relative to defending nation’s active population (or server population as a whole to make it simpler). Much higher reward for raiding in prime time could encourage raiding when there are enemies around to defend. Also, with the flag system, defenders have up to an hour warning to get to the port to defend against the raid or even intercept the raiders. The most likely defenders against a raid will be those players who have an outpost there because they have production there, so that they can go to a national port when they see that a raiding flag is bought, and teleport to their outpost to defend. Other players with outposts in the same region can teleport to their outpost and sail there to defend. Thus better rewards and better defences in a port the more people own production buildings there. Raids will be variable, have a decent chance of success, therefore being motivating, and yet a good chance that defence will involve players and not just AI. If raids are successfully implemented to be the go-to activity for larger scale group play and satisfy RvR and port battle fleets, then we can make the actual port battles even rarer than they are today. Keep port battles mostly as they are today (with improvements), with 46 hour preparation (or rather 22 hours if I had my wish), and increase the time between them. Make them weekly or bi-weekly for each nation for instance. That a nation can manage to set up and go through up to 2 port battles per week. Maybe only during weekends. Regions change hands rarely, and the map and conquest is fairly stable. The tides of war and conquest are slow, but not stagnant. Conquest system B: The removal of Port Battles (this is my preference) After thinking long and hard on how to improve conquest mechanics, the following is what I came up with. This proposal is not dependent on the implementation or progress of development of the raid mechanics that we are waiting for. Yet raids could easily be tied in with this mechanic to contribute towards RvR, or implemented alongside it without affecting RvR. In developing this idea, I tried to rethink my position on RvR completely, and pay some heed to those players who say that «port battles» in their setup are detrimental to the game and to the open world gameplay. They are a remnant of this game’s past. Some even say that conquest should be removed from the game. I love port battles, and I know a lot of players who play this game mostly or only because of them. So the removal of RvR is to me not an option. Yet we as RvR players could perhaps do well to scrap our current ideas about RvR and look at it with fresh eyes to come up with a system that is more integrated with the Open World and the rest of Naval Action gameplay. In developing this idea, I also relied heavily on my previous conquest mechanic suggestion, written in cooperation with @Bartas11, back before we had regions in the game. It is on his idea of Open World «Trafalgar» battles and controlling sea zones that I base my new approach. We now have in-game the regions that we suggested. We don’t however have the multi-stage conquest of a region. There is one Port battle, and then the region either changes hands or doesn’t. I’m proposing that we scrap «Port Battles». Why do I say this, being an admitted port-battle player first and foremost myself? And why do I say that when devs have spent so much effort and time giving us land in port battles and towers and the capture point mechanics? We waited so long for these features to be developed before the port-wipe, and we spent so much time refining them. Well. I’m not saying we should scrap the land in port battles features completely. These ports, towers and so on should be used for the upcoming raid mechanics. Here is my proposal for conquest mechanics port battles are scrapped: -When you wish to capture a region, you buy a flag in any nationally owned port. This flag is crafted with X amount of Conquest marks, X amounts of Gold and X amounts of War supplies - war supplies being the main ingredient. For instance 5 conquest marks, 200k gold and 50 war supplies. -This flag lasts for 5 hours from the time it is crafted and you buy it for a specific region. Say that you want to attack Santo Domingo region. You would craft the flag in Ponce or Areceibo probably, if coming from the east. -When you craft the flag, you need to form a group. This group can hold up to 25 players, and to avoid abuse the group has to have 20 players in it before you can properly craft the flag. -Upon crafting the flag, a message is sent to the entire server, alerting of the fact. Just like previously with the flag system. -The crafting of the flag also spawns a circle in the open world at the region capital of the region that is under attack. This circle has its focal point on the capital city. The radius of the circle is roughly equal to the viewing distance in OW in clear weather. -Whoever crafts the flag, becomes the flag-bearer (flag-carrier). -The flag can be transferred between players in port(?). -If the flag-bearer logs off from the game for more than 5 minutes, the flag disappears and the group is dissolved. -The composition of the group can be changed by adding or removing players from the group. But the group can not have more than 25 members in it. -The point now, is for the flag-carrier and his group to bring the flag and themselves to the region they are attacking. -The attackers are now to get their fleet to the OW circle outside the region capital. They need to be inside the circle. Once inside that circle, if the flagcarrier leaves it, the flag expires immediately. Thus you cannot hover at the edge of the circle and go in and out of it like people do in the PvP-events. -Conquest depends on a «meter». That meter rises for every hour that the aggressors' flag stays inside the circle. -In order to flip a region’s ownership the attacking faction has to have the flag inside the region for a cumulative 12 or 24 hours (number to be determined by testing). Meaning conquest will not happen in one day, but may take several days or even weeks to generate enough points towards the meter. With a 5 hour flag expiry, you can maximum contribute 5 hours minus travel time towards conquest in one day. But then you would have to sit inside the circle for an entire five hours consecutively and the enemy would have 5 hours to mobilise a defence. -While the goal of the attacker will be to stay inside the circle for as long as possible to generate points towards the conquest of the region, the owners of the region that are under attack will have the goal to try and chase or force the attackers out of the area, or sink the attacking fleet. -Once an alert is out to the server that a nation crafted a flag against a region, the current owner of the region will have to mobilise a defensive fleet of their own to sail there and defeat the intruders. Once there, they will observe the invading fleet and engage it in a large open world battle. The position of the invaders in OW will determine the spot of the battle, and it could happen close to shore or at the farthest end of the circle far from any land. Forts will not really be a factor, unless the invader sails all the way up to a town, but why would they? There were no forts at Trafalgar either. -When in battle instance, the timer still counts towards conquest for the invaders. If they stay one hour in battle, that is one hour towards conquest just like if they sat in OW. To avoid that invaders just tag a small fleet or single ship to hide in battle instance from defenders, anyone belonging to the group carrying the flag cannot do a tag on any other ship, player or npc, while inside the conquest circle. In other words, invaders cannot initiate a battle while inside the circle. -The defenders however will have to attack the invaders in order to halt their conquest. To avoid that invaders use alts or trick noobs into engaging a fight with them that allows them to hide in battle instance, the new BR rules should apply. Only a comparable force can engage the invaders. If they have 25 Victories, only a force of 20+ 1st rates or so can drag them into battle. -Once the defenders engage the invaders, making a battle of 25 vs 25 players, the following can happen: The battle stays open for the entire duration of the fight incase either or both sides do not have 25 players initially. However either side can have a maximum of 25 players enter. Neither side can get a 26th or 27th ship in even if there are less than 50 ships total in the instance. The battle may have 3 outcomes. Invader wins, defender wins, or a draw. The invader wins by getting to 2 times the BR of the defender (just like old times). The defender wins by either getting to 2 times the BR of the invader, or by sinking the invader’s flagcarrier. A battle ends in a draw if by the end of 90 minutes neither side has gained 2 times the BR and the flag is still afloat. If the battle ends in a draw, then the time that was spent inside the battle is added to the conquest meter in favour of the invader. If the invader wins the battle, then they get 2 times or 3 times the number of points. So they get credited for twice or three times the time they spent inside the battle. If the defender wins, that sets back the clock for the invader by about the same amount of time as they would have moved forward if they won. To explain this better I will use points: You need 24 points (for instance) to flip a region. For every full hour spent inside the region with the flag, you get 1 point. If the defender engages and you defeat them, you get maybe 4 points from the battle, if the battle is a draw you get 1 point from the time you spent inside the battle, but no bonus. If the invader looses the battle they are subtracted 4 points. There is a bonus to the defender for sinking the flagcarrier, which subtracts another 1 point in that case. -If the defender sinks the flag 3 times before the invader can flip the port, then the conquest is reset and a cooldown of a few day is applied before the flag can be crafted again for that region. -The flag for any one specific region can only be crafted once per day per nation. -More than one nation can have conquest going against the same region simultaneously. They will then be competing about getting 24 points first. -If the defender does not have players near the region when you first attack it. There is a chance that they might not get there the first day to engage the invaders, if invaders turn around and go home after sitting in the circle for 2 hours unopposed. However, the owning nation then knows that the region is under attack, and a flag will most likely be crafted the subsequent days, and must therefore station ships in the region and an outpost to be able to respond in time the next day. -If attackers do not face resistance the first day of conquest, they are guaranteed to face it the next day, as defenders set up base there to be ready. Defences will be gradually increasing as the conquest progresses and defending nation sends more players there. -How to avoid that either side just kites to get a draw? Well. If the defender does not engage and try to sink the flagcarrier, then they will be helping the invader who then gets points for staying in the region by surviving the battle. -To avoid that the invader tries kiting the defenders to draw out the battle, the following mechanic applies: The ship of the player carrying the flag will get a 25% HP bonus as long as he is carrying the flag. However, in battle instances that are initiated inside the circle, the flagcarrying ship will also have a 15 or 20 percent reduction in top speed. If the invading fleet tries to kite the defenders they will therefore be leaving behind their flagcarrier, leaving him exposed to be sunk by the defenders and winning the defenders the battle. -Looting the hold of a sunk flagcarrier yields some war supplies which the defenders can take back home to their own port and use to craft flags themselves. -Players in the invading party, the group formed by the flagcarrier, cannot initiate tags of their own as long as they are inside the circle, but they can also not be dragged into separate battles unless they are too far away from the flagcarrier (the diameter of the ROE large tagging circle). They are bound to the flag-carrier. They cannot be dragged into separate battles, either by allied screeners or enemy screeners. The invading fleet cannot be separated into multiple instances. -To avoid that the defending fleet accidentally drag some of their screeners instead of their big ships into battle against the invading fleet, putting them at a disadvantage BR-wise, defenders should possibly also be able to make 25-player conquest groups that prioritise them into the same battle as players from their own group doing a tag. -Players will be encouraged to take part in screening. Players who show up in the circle to screen, but are not part of the invading force’s conquest group or the defenders’ engagement with the invading fleet will get larger rewards from any PvP they do while the flag and the circle is still active. Any battles that do not involve the flag-carrying fleet will not however count either positively or negatively towards the conquest points to flip the port. -The invaders can get reinforcements and exchange members of the conquest group while inside the circle. -Once the invasion is over for the evening, either because flag expires after 5 hours, or because the invading fleet sails out of the circle, the flag disappears and the effects that apply with it disappears as well, like flagcarrier having more HP or giving off war supplies when looted. -An invasion fleet can be intercepted and engaged before they enter the circle. If the flag carrier is sunk, the invasion is ended for that day before it even started. -The flag has to be crafted over again each day to continue the assault. Thus, the longer it takes to finish capture the region, the more expensive the invasion will be. -Each nation can have up to 3 invasions going on at the same time against different regions. -Not buying a flag for a region one day, does not reset progress on that conquest. A conquest can be halted to focus on another or on a defence. -Flags should not be so expensive that they cannot be bought each day. But they should be expensive enough to feel costly. -Most regions that are invaded, will in most cases eventually flip. Unless the defender sinks the invading fleet’s flag 3 times, the conquest can go on for a long time if slowed down by defenders. But eventually they will probably reach 24 points. That way a small and hard pressed nation can always eventually regain important territory that they lost. No regions are unassailable or impossible to a determined attacker. However a skilled defender will still be rewarded by the invader being forced to spend more resources and time on the conquest, and the previous owner can try to take the region back again after a couple of days cooldown. Advantages of this system: Brings action to OW. Counteracts the segregation between OW and port battles which has happened. Forces RvR-players into OW. To conquer regions you have to spend time in OW. Brings spontaneity back to RvR. Prolongs the conquest of a region. Means that several battles will have to be fought to conquer a region, not just one. Increases variety in RvR battles. Screening is relevant but not OP. No kiting. Gives defenders warning and time to respond to invasions. Battles are no longer set to start at (example) 18:23 and you have to be there at that time. RvR-battles start when both the attacker and defender are present. Removes PvE-grind from RvR. Involves trading and crafting with RvR (for making war supplies) Regions will always be changing hands, but much more slowly and less abruptly. We will have a frontline conquest system limited by sailing distances as you will always have to sail out from a port that you own with the flag. However there is a possibility for conquest over longer distances than an hour for instance, but it will be more costly and more time-consuming as the time you spend sailing there takes away from the time that you have to sit in the region to gain points towards conquest. You could also adapt the above by having most regions be attackable by 3-hour flags (leaving 1 hour travel + 2 hour camping/fighting), while some special regions were accessible with longer lasting and more expensive flags. That would force front-lines more, but still allow jumping the map to certain hubs. There would be no advantage to not showing up and avoiding PvP. Defenders would have to defend, if not the first day, then the second day. I believe this system will suit those players who used to camp their fleets outside capitals - typically - KPR, to bait players into coming out and attacking them. Now these fleets can get involved in RvR. One of the advantages I see of this system is that it leans in favour of the attackers, but still balances. Realistically someone would only invade a region if they had a significant force and a good chance of conquering. In this system, unless the defender repeatedly beats back the invader and sinks the flag (or win the battle, if being able to sink the flag to win would be too easy), a determined attacker will always eventually flip the region. This makes for a dynamic RvR world where regions change hands every week. You will loose regions and have to take them back, rather than just sit on what you have and fend off attackers. The system forces nations to act aggressively in RvR. Otherwise, in the current RvR-system which very much punishes invasion attempts with total loss, nations that start out with much territory are incentivised by the system to not act aggressively, and only defend as many as possible of the regions they start with, at much less risk than those nations that have to go out and attack something. Because defenders would still affect how fast a region would switch hands, this dynamic conquest system would let nations conquer territory no matter their RvR-fleets' relative skill, but would favour as the most successful and expanding ones the nations that have more skilled fleets and therefore more effectively can halt and slow down enemies attacking their regions, while quickly completing their own conquests. A nation would expand not by always winning offensive and defensive conquest, but by being twice as fast at capturing their neighbour's territory as their neighbour was at capturing theirs. Sorry for the long post (5 400 words!)
  18. Could anyone provide me with a list of NA counties and ports and freeports. I don't need which countries they belong (or belonged) to... just a list of names preferrable sorted by region/county. Thanks.
  19. Greeting captains ! First of all, apologise for my poor english. Here is the interactive map i'm developing for about 2 weeks now : http://map.licornes.eu/ It's based on the amazing map done by Siegfried. I would like to thanks him a lot for his huge work ! The map is currently still in development and totally opensource : https://github.com/Rodrive/na-map Feel free to contribute, report bugs, ask for new features or do whatever you want with it. Since i'm developing it on my free time, the development can be low and the code quality is not really great. At this time the map works really well with chrome but i am having some issues with some users who use firefox. The map can lag or totally freeze with firefox. This is something i know but dont succeed to reproduce in my own firefox. For now here is the features in the map : - compass to plan a travel and give a course (Double click one time to place the compass and double click another time to draw a line from this position) - ports update everyday - information for all ports with : Timer window to capture (server hours), if it's a capital, if it's a regional capital, if it's a shallow port, what it produces, what it consumes - Some stats for each nation : at this time this is only the number of ports - Cursor position on click - Gps : I made an accuracy gps but in my opinion this feature was a bit cheated and break the game. So the gps only gives you a zone and you can be anywhere in this zone. You can know approximately where you are but not your exact position except if you use the cursor position to find you. There is also a fps meter but this is more for debugging purpose than anything else. Next big feature i would love to implement, is 'live drawing' to help our admirals to coordinate his troops move. I will keep you updated about this. Cheers, Dixit
  20. Afternoon Would it be possible to get a development team lead map for each server on this forum? Updated twice weekly by the Devs or trusted mods? Showing a snapshot of the server conquest. This would enable all forum users to see what's happening on their server at anyone time also and more importantly this would let wannabe players see what's going on in pvp1 and pvp2
  21. 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] - ? - ?
  22. Hi there, Right now in the open world map the coordinates are given as longitude, latitude. This is somewhat confusing, as in real world navigation coordinates are always given as latitude, longitude. If this could be addressed in the next patch that would be most wonderful. Thanks--
  23. I noticed in battles, the battle screen map (M command) no longer shows the ship health when you click on a ship. Was this intentional or an accidental change?
  24. Hello captains, I've been playing NA on and off since January and would like to give a few suggestion based on my background irl (active tall ship sailor and occasional computer game player). First I must say that I really enjoyed playing this game when I have time, specially for the realistic battle where wind tactics allow to take over your opponent, but also the open world and the crafting/trading system. However there are few points that I would like to comment on, and give my opinion. Two minor incoherence concerning the map and navigation system: - In the map window the coordinates start with the longitude West. irl it would always start with Latitude North or South. For me (and I guess for other players with navigation background) it is hard to get used to it. - On the wind direction and ship direction diagram (bottom right in OW, bottom left in battle): the wind direction arrow is pointing on the compass where the wind is going to, not where the wind is coming from. Same here, irl the convention is the opposite and would show the direction from where the wind is coming (see image of a conventional instrument plotter, wind is represented as the yellow arrow with letter T). Concerning the open world navigation system. I would suggest the development of a more realistic navigation system including wind direction change and wind patterns, currents, leeway, weather changes, clock system for longitude, poor latitude position in case of overcast (cannot fix the sun with the sextant) etc.. Making a more realistic navigation system would attract a lot of people from the traditional sailing community that would see this game as a simulator from the age of sails. Moreover I've been reading a lot of complains on the forum about long and boring OW navigation. A more realistic navigation system would bring more dynamics to the OW and offer more challenges and tactical decision, making long OW navigation more fun. I know that represents a huge amount of work for developers, but might be worth considering. That's my suggestion for this wonderful game. Developers keep on the good work!
  25. Hi Here are my wishlist: functional lighthouses in important landmarks (capes, points, little islands) with a banner with its name (like in ports) Improve important ports with several docks Darker nights improve weather and wind system maybe using wind and jetstream areas in open seas. Ships should suffer damage when stuck into shallows or great thunderstorms make a better looking map and include navigation tools like compass, plotter, protractor, pencil etc. and take out autocoordinates system (only with a new "navigator perk" make a real fishing ship (only fish and salt cargo allowed) Allow open seas trading Allow using more outposts Allow more buildings Allow delivery contracts between players (ex. Please deliver "XXX products" to La Habana (I'll pay XXX Gold) Give XP for patrolling ports (new misión ) Include a soundtrack (sailor songs, habaneras, tavern songs etc) Ships should need supplies to be able to sail like food, water, gunpowder, ammunitions, It would be great if you need troop (marines) transport ships to be able to take a port. (maybe using war supplies) Make new IA fleets including merchants and light scorts (frigate class ships) Develop flares in OW (Red=help, Blue = Hello) Allow fake flags for pirates and smugglers (only reveal real nation when very close) Allow to see who is in a port Feel free to comment
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