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Found 15 results

  1. Maybe some new guys find this helpful? I decided to obsess over optimal perk distribution for a very specific task and ended up making this little thing. You need to log into google and make your own copy to use it, btw...
  2. perks reset permit

    Buyer beware. the Perks permit Reset for 50 PVE id good only 1x!!. 50 pve is a major grind to reset only once!! wish i knew that so I could have balanced out my perks.
  3. [ version 9.99 ] as available on Server Testbed Report all findings that lead to powerful stacking, strange combinations, in game (F11) and in this thread. Discuss the items with specific examples of being used, how to improve, suggestions that you may have. For example Copper plating and Lead Sheathing. Both can be used at the same time in game, stacking speed for example. In reality ( IRL ) both were used, even combined in the same ship, but no added effect would result. In game we can use them both with "stackable" benefits.
  4. Captain Perks

    Admin - can we get a list of captain perks and their attributes that will be available in the new live server? Thank you
  5. New perks feedback/discussion

    Hey, perks get changed significantly. Overview about new perks: Lightship Master, Frigate Master, Lineship Master got removed. Fleet Control perks got added. You can have up to 10 points again. Perk reset costs 50 PVE marks currently (probably get changed, but its not free anymore). That means now you have to choose the best perks for your general playstyle instead of the immediate upcoming situation. Thats good. Some things however are not balanced in my opinion (just by looking at it): Fleet Control 1 seems to be mandatory for everyone (need it for capturing ships, transporting goods with multiple ships, having fleet to protect you). This shouldnt be a perk imo and instead be available for everyone. Hold optimization kinda sucks. You already chose to "waste" a point which dont help in combat but on top of that it also makes you weaker. There are maybe too many perks for crafters If you want to be somewhat competitive in combat basically these perks will be mandatory: Double shot, Double charge, Emergency Master, Rigging Specialist. Especially Trimming Expert and Carronade master seem to be pretty bad and shouldnt be choosen by pretty much anyone (even if you use carronades most of the time) This means for combat there are not many different choices, which makes it kinda boring and a bit pointless. What do you think?
  6. What are the opinions on the second star infantry perk? I was watching Aetius play and I saw he prefers to give all his 2 star rifles marksman training over firearms. I just finished Malvern Hill on MG and I was running a little experiment with my 2 stars. I made two brigades of equal strength armed with 1855s. I micro'd them to the best of my ability on my left flank, and the firearm-perk brigade dealt way more casualties than the marksman. In fact, the marksman unit now ceases to exist (RIP). In my experience, I find firearm training to be far more effective than marksman. Its all about getting more firepower faster than your opponent.. Same reason I give my smoothbores and howitzers gunnery training. I-1/3 rifles is the unit I'm talking about and as you can see below they have put in some work for me. (Including over 4k kills at Shiloh)
  7. My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action. ------------------------ Fire Barrels ------------------------------------------------------- Ships with horrible turning can be destroyed by smaller ships. A surprise can stern camp a santi and take it down without too much trouble(Just tons of time). Trading ships also have a habit of being ganked, chained, and capped. To offset these annoyances, i propose fire/exploding barrels. The intention would be to deter or slow down a following ship. It would be a barrel dropped off the stern of the ship, with a timer set by the player(slider?), and it explodes and causes a large flame. The barrel wouldn't be meant to destroy the ship, just cause minor damage. It could potentially catch sails on fire, and cause some sort of crew or rigging shock. If the barrel exploded towards the rear of the ship, it could cause rudder damage. The timer would have a time to detonation range of 3-30 seconds, so it has the ability to damage pursuers that are further away, as well as close up. The timer would need to have a variable on the actual set time (due to a fuse having to be measured and cut in battle) between a flat 15-25% time variation. The other option would be 10% on the "too short" side and 25% on the "too long" side. This allows for the chance it can prematurely explode and damage the ship of the person dropping the barrel. Each ship shouldn't have more than 3-5 barrels, scaled to the rate of the ship. 4th-5th rates have 1 or 2 barrels, 3rd rates 3, 2nd rates 4, 1st rates 5. If a ship is carrying barrels, no less than 2 should be carried in case one doesn't explode. Rates lower than 5th shouldn't need them due to shallow hulls/lack of player use. The barrels could be an upgrade option (non permanent since its only barrels) with each "tier" allowing more barrels than the last (Basic -> Exceptional). Also, a prep time should be included, with the option to drop the barrel early. Dropping the barrel early would increase the "error" range of the fuse, up to 15% greater than a fully prepped barrel. This also opens up the option for a skill, such as decreasing fuse error or lowering the prep time. The purpose of the barrels wouldn't be to act as a main weapon, but as a last resort for defense. ------------------------ Officer Skills ------------------------------------------------------- Officer skills allow us to make our sailing styles a little more unique. Sadly, the skills don't vary enough to keep anyone guessing how an enemy ship will handle in battle. I propose keeping the officer skills, but also adding Captain Skills. Your officer gets 1 "skill" point per rank, with a max of 10 points. The diversity of skill choices to ship choices isn't that great. Captain skills could be implemented to switch that up a bit, make people guess a little more. Captain skills would be attached to the players avatar, not their officer, and would gain a few points at certain rank milestones. The captains skills could include things like cannon trials(reload speed, dispersion,etc...), rigging specialist (Sail rising and yard turn speed, lower damage to sails), shipwright (adds extra bonuses to ships beyond what the regular player makes, use less LH or supplies), boarding training (similar to marines, but for the crew), wind master (adds slight speed bonus to ship), entrepreneur ( better prices in port shops, lower costs for contracts), hull tech (better/faster repairs while at sea or in battle,High enough level allows 2 repairs in battle), shipboard defense (better defense against boarders, defensive only), leadership (adds more overall crew to the crew pool, not to the ship itself). The milestones could be set points between each rank. Each rank could have 2 milestones( current level -> milestone I -> milestone II -> next level), with each milestone giving a certain amount of skill points. Rank 1(Thief) starts with 3 points, milestone I gives 2 points, milestone II gives 1 point, rank 2 (Rascal) gives 3 point, milestone I gives 2 points, milestone II gives 1 point, etc . . . up to rank 10 (Curse) which will give 3 points, but no milestones since it is the highest rank. Having a system like this will make grinding feel more rewarding, while making each player more unique. The skills could be categorized by sailing, crafting, and trading. Having the option to choose a captain skill, without the risk of losing them, would make players feel more connected to the game community. It would also allow specialization of each player, such as a player being a dedicated ship builder, but not having the same sea prowess as a dedicated fighter. This wouldnt negate the "perks" (no longer skills) one would get from their officer. The officer perks would allow everyone to have a baseline set of attributes so they could still do a little of everything. ------------------------ Port Shop ------------------------------------------------------- The port shop needs a little streamlining. If i sell something at the bottom of a list (i.e resources), it sends me back to the top of the list. While it is only a minor inconvenience, that little bit of time adds up to a lot of frustration when trying to sell quickly. The slider when buying/selling is also a pain to use. Using a +1,+5,+10 next to the slider would be helpful. When buying cannons the shop only allows 1 purchase at a time. I think the maximum should be raised to at least 5 when buying. If i want to use the same cannon for bow/stern chasers and broadside, i would like to be able to buy them all at once. With the lag in the system, that can also become frustrating. ------------------------ Warehouse ------------------------------------------------------- The warehouse can become extremely cluttered, and difficult to find something. I know there is an option to show certain types of items, but being able to create my own tabs would be beneficial. Tabs such as "ship build", "future upgrades", or "trade-able goods" would make playing a little less cumbersome. An option to "Show items in shop" would also be appreciated, so i can choose to not see the items in the shop and accidentally sell them. ------------------------ Ship Docks ------------------------------------------------------- Currently we can only have 5 ships docked at a port. I think the maximum should be raised (8-12) through gold purchases. To keep it a little less cluttered, a building (private dockyard) could be built, and each upgrade increase the maximum ships allowed in the port. ------------------------ Clans ------------------------------------------------------- Clan ranks are a big miss when it comes to forming a community . The current system of owner/officer/member seems a bit shallow for a group of people playing together. The ability to have more "ranks" in a clan would give people a view-able goal to strive for, and to show their value to that clan. It can also be set up to allow clan members to be easily recognized of their role (crafter, trader, raider OR Leader,1st mate, 2nd mate, senior crewman, junior crewman, recruit). Having the ability to transport goods from ANY city to the clan warehouse would be nice, or showing on the clan page where the warehouse is located. I appreciate everyone who took the time to read through, and all comments will be appreciated, and discussion is encouraged. Great games are not made. Great games are shaped. Shaped by the ideas of players, and the following discussions. Naval Action has a ton of potential, and i would like to see it become one of the greats. Fair winds and following seas --- Wonderbread O7 Please excuse my lack of observation, I did my best to make sure there are as few grammatical errors as possible.
  8. Now first off due to recent events, let me say I gave this game a thumbs up on Steam, so my criticism is with love. Aaaaand right now a bit of hate. Now I am all for the regional bonuses, I think modules are okay, I think the perks are great, but there should never be a setup that allows a Trincomalee to chase a Bucentaure from Grand Turk to La Tortue and not be able to close distance and attack. I followed a US player who was in a Trinc (I was in a Rattler just following) as he chased a pirate and could not even gain on him. Now I have had my Endymion blown away by a Gros Ventre on my best point of sail. I have been outran by Indiamen (the historically slow as a tortoise crawl Indiaman!) in just about any ship you can think of. There are just some things that should NEVER happen in an age of sail game, don't you think? We should use these 'lines of absurdity that should never be crossed' to review the way the game is being played and create a list of things that happen in the game that just should never ever happen. Here is mine: No trim, perk, bonus or wood can make a 2nd rate outrun a Leda class frigate!!
  9. I've prepared a poll to see how you guys perceive, use or value the different officer perks as they are currently in the game. This can easily be trolled into a pulp, but then I won't have cool statistics to share with you later. Click the pic:
  10. Disguise perk

    citing the book "The Sea Rover's practice: pirates tactics and techniques (author Benerson Little): * "The Comte de Forbin correctly guessed that four English ships, although in appearance warships, were in behavior merchantmen". * "Even telescopes could be deceived, and ultimately it was the commander's judgment that mattered most. Jean Doublet was once suspicious of an unknown settee slowly rowing in a calm toward his small merchant vessel. Although there was peace among European nations and war only with the Saletins, he assumed the worst, that any vessel aproaching had to be considered a possible enemy- and this one had far too many men at the oars to be a merchantman. His own crew believed the vessel to be an Algerine, assuring Doublet that Saletins did not use the type of vessel approaching. A Spaniard in his crew dismised his concern, saying that like Don Quixote, Doublet saw an adventure in everything. But Doublet was not to be dissuaded. He made his ship clear for engaging, and as he feared, the vessel was a Salley rover. Although much weaker in force, Doublet aided by a brace of pistols, a lighted match, and a barrel of gunpowder, ordered his crew to fight, or die in flames where they stood. They fought". That great book is plenty of other examples of how deceive was so important in the Age of Sails. I think we need Disguise Perk. Must be a high one cost perk (like 6 or even 8 points). When enable, you can chose to sail with any flag (but can be attacked by any nation too). As above quoted, behavior and commander's judgment mattered most. We need something like this.
  11. Based in the old "no quarter given/surrender or die" meaning of the pirate flag I have come with this idea to hopefully lessen the "surrender at the very end" problem New Officer Perk :"No Quarter" (Maybe only pirate for full flavor) Enemy individual ships cannot surrender(*) IF they have done more than X total damage in the battle. This perk should have a distance requirement (much as current "Control" perk) and it should be double direction (as control perk is too) (*) In fact the enemy ship should be able to surrender (to avoids griefers keeping people indefinitely in battle) so he can abandon battle, but losing all crew and an officers "live" as if they have been sunk.
  12. Smugglers perks

    Some ideas to perks to smugglers: 1) Master of disguise: you can use the flag of any nation, but lose the benefit of dont be attacked by ships of the same nation you sailing; 2 points 2) Black market operator: + 20% income when selling goods to ports of enemy nations and +10% income when selling to your nation ports; 2 points 3) Professional barter: -10% of goods prices in any ports; 1 point 4) Smuggler runner: + 1 knot in OW, +0,5 knots in battle ; 5 points also can be considered: 5) Stealth ship: turn the smuggler ship in a fake NPC (with no player name tag at all) turning the vessel exactly as you see one NPC trader in OW (8 points).
  13. OS perks/upgrades

    Just a suggestion: why not adding a new category of upgrades (maybe for permanent slots) and/or perks that affect OS performance? I.e.: add speed downwind add speed upwind improving the radius of the tagging max distance (useful both for hunters and for preys) improving the distance at which you can spot a boat on the OS (useful for prays) diminishing the distance ar which you can be spotted on the OS (useful for hunters)
  14. Perks for Officers

    Rodrigo de Triana/Spotter officer: Every time a ship/land is on sight for first time the game advise with a sound the new event and keep a list of the ships on range. (Lets read some books while sailing and let our officers do their jobs) Engineer officer: You can see the upgrades installed in other ships.
  15. Officer perks, modusl, and crew suggestions

    Officer Perks Ideas - Focused Canoneer Very simple 5% faster reload speed - Doctor aboard Replenishing some of the fallen crew doing battle - Marine Officer adding a few mariens and making them fire at close enermy ships, damagin sails and crew. - Made for trade Officer know how to stack and optimize cargo space adding more % to cargo hold Modul Ideas - Flintlock Cannons Replacing the old matchlock stick with Flintlock on cannons making them fire quicker and less misfires giving a more focused volley 10 % to cannon volley speed - Sharp Shooters Putting rifels in the mast making enermy ships slowly lose crew if they get very close. Other suggestions Please add more crew model and animations, i really want to see more. Not only so u can add the Sharp Shooters and Marines firing, but also make the ships feel less life less.
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