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Found 42 results

  1. How long does it take to get back ships/upgrades you lose when the game messes up? I've sent in two F11's regarding my two missing ships and several missing upgrades and was wondering how long the wait time is.
  2. I haven't been on awhile and i loved the Wappen von hamburg, and im wondering if there is any ships on the way into the game that i have forgotten? Mass (Jachen Syren Mass ) Ingame FRANCE :))
  3. Ahoy fellow captains and devs, after a current new start with little ressources in pirate nation i got an interesting idea to make odds for new players a little easier: Steal a ship! Especially in the beginning you have little use for your labour hours, so why not use them for hijacking a ship (preferable a NPC ship) in harbour? The task demands a careful preparation and execution, so the use of a similar amount of LH like with building seems reasonable. This feature would allow new and low level players to acquire different and perhaps better ships or materials/BP for crafting, if you break up the stolen ships. To prevent abuse, it should be not possible to sell the ship in the same harbour. If desired to make it more difficult, shipjacking could be only possible in enemy port, but then it should be allowed to leave even in a warship (perhaps without guns?). In a nutshell: - Use Labour Hours to steal a ship - Only NPC ships can be stolen - You can't steal and sell or break up the ship in the same port - You can only steal ships in enemy port (optional) I'm happy about any comment or discussion. o7 and always six feet water under your keel!
  4. Might I suggest players when crafting a ship that we have the option to craft a ship note or craft straight to a ship. Make ship notes stackable. We then store ship notes in our warehouse. Or, simply give us dockyards to store ships for clanmates. PS make paints craftable and stackable also. Plz and ty.
  5. I dont know if it is intentional or not. It seems that Im forced to have several forests to farm the required compass wood to craft a BS or Stiffness ship. The % drop rate is lower than the fine woods so the need of collect insane amounts of woods is still there. I have the impression that getting fine woods was easier due to a higher drop, due to the fact that several ports sold them and thanks to the bottles.
  6. Ahoy there! After much studying of the ships' various speed profiles, I realised that I could use these, together with their default speed values, to calculate how best to escape enemy ships attempting to pursue you. It turns out that almost all ships can escape almost all others, or at least outrun them rather competently on at least one point of sail. Here is a link to the Escapomatrix; my attempt at illustrating these points, unfortunately only going so far as to include the ships available at Master and Commander. I will add more as I progress.
  7. Hi there, I recall the developers saying that USS Constitution was due for a hull refit on her 3d model, both in terms of shape (currently a bit boxier than in the real world) and in terms of stern decorations. Any word as to when these changes will be effected? Thanks--
  8. When will indefatigable and endymion be added and also how to be gifted and rewarded the Santa Cecilia? (First post in a year so.. kinda rusty. AND do somone have pics of the two frigates or something if so pls care to post )) Mass ( Jachen syren Mass ( In-game ) French And a pic for extra wiff
  9. I will be getting plans for these ships to put into a thread on Shipyard as well The galley, one of the most common fighting ships in both the Mediterranean and Baltic seas as a result of its speed, agility, and ease to build. Why not add it to Naval Action? They played an integral part in the navies of some of the greatest naval powers in both the Baltic and Mediterranean: the Swedes, Danes, and later Russians in the former and the Ottomans and Venicians in the latter. This ship, with only bow cannons, would be able to sail or row its way to defeat enemy ships, mostly by use of its marines. These ships would add alot to PVP, especially to port battles, due to its ability to make way quickly where ever the wind may be blowing. https://en.wikipedia.org/wiki/Galley Sidenote: Galleys were used in the Caribbean Another kind of ship, the Xebec, which was better for sailing on the open oceans, was also used, especially by barbary pirates in the Caribbean. It featured 2/3 masts (some square rigged) and oars for propulsion, and side guns for fighting. It would not have been used as exensively for boarding as the galley, but was still fit for that purpose. https://en.m.wikipedia.org/wiki/Xebec Another ship, similar to the xebec in that it also had broadside capability, was the Galleas. It was similar to the Galley in that it had a similar ship, however it was wider and able to carry more and thus was used often as a trade ship. https://en.m.wikipedia.org/wiki/Galleass I would also like to add that the galley was used against ships of the line in the Great Northern War between Sweden and Russia (Saxony, Denmark, Poland, the Ottomans, and later the Brits, Hannover, and the Prussians also played a role), and pitted the newly created navy of Peter the Great (the Ingermanland being part of his arsenal) against the experienced Swedish navy. With the help of Venetian shipbuilders, Peter built a grand navy of fast and agile galleys that his skillful commander, Apraxin, used against the ships of the line of the Swedish navy, using the shallow draft (of the galleys) and the poor maneuverability of the Swedish ships to his advantage, successfully capturing multiple by boarding (A great book on this topic is Peter the Great by Robert K. Massie). My point is that these kinds of rowed ships, especially the galleys and xebecs, are by no means outdated in this time period, as the aforementioned galleys served in the same Baltic fleet as the Ingermanland, and had an arguably stronger impact. These galleys, it should be noted, (the ones in the Baltic) were used mostly in shallow areas and were mostly for boarding. The xebecs were basically light frigates (like a Cerberus) with oars and the galleases were light frigates with oars used often for trading. Real uses of galleys on the world's oceans during the timeperiod of the game: ]A large naval battle with galleys: https://en.m.wikipedia.org/wiki/Battle_of_M%C3%A1laga_(1704)) Midsized battle: https://en.m.wikipedia.org/wiki/Battle_of_Grengam Example of galleys swarming stranded ship successfully: https://en.m.wikipedia.org/wiki/Battle_of_Hogland_(1705)
  10. Ahoy fellow Captains, I've been away for a while but recently come back in a more time-limited capacity. I see there's a few new ships and there have been a number of tweaks to previous ships, etc. For this reason I've knocked together a broad comparison of ships in Naval Action looking at some fundamental statistics for each ship. Here is a link to the actual comparison chart. And here is a link to the discussion on reddit, such that it is at present. For the sake of those of you who don't use reddit so much I'll copy my comments from the above post below the following (hopefully) embedded comparison chart: ---------------------------------------------------------------------------------------------------------------------------------------- Ships of Naval Action Introduction I've spent some time away from the game and have recently picked it up again in more limited spare time. With a fair deal of recent updates and tweaks, I thought I'd knock together a quick graph comparing the ships of Naval Action and give a few comments on balance. I wrote a lot about the need to nerf the Rattlesnake after she was launched, together with a whole load of other folks, and am happy to see that her stats have been brought down a bit for the sake of balance. Please note: I'm not writing this because I necessarily want anything to change, I haven't played enough recently to know whether that is entirely necessary or not. However, I note that there is still an absence of decent documentation comparing the various ships in Naval Action quantitatively, and because I work a lot with quantitative data I find it quite fun to make graphs and analyses such as these! So yeah - I'm not writing this to complain or even suggest anything about balance - it's just here to help folks understand the variation in ships. Also, if someone does wish to make a point about balance or the merits of any ship, this may serve as the foundation for a discussion. Balance is notoriously difficult to discuss objectively because everyone has favourite ships, personal anecdotes, particular skills and tricks such that consensus is very hard to reach. Hence my intention with the graph above is primarily to illustrate the variation among ships for players and grant a decent overview and secondarily to give anobjective foundation for a potential discussion on balance. Naturally you can't present every variable of a ship in one graph so I have attempted to focus on the most relevant ones and portray them in an easily understandable way. Methods Before discussing the graph above, here's how the various qualities were measured/calculated (you can skip to the TL:DR of the methods section if you're not interested): Gunnery was calculated using two equally weighted factors; DPS and total damage per broadside. This was calculated using a loadout of medium cannons. For both of these factors, each ship had its value divided by that of the average of all ships, giving the fraction of the average that this ship scored. From these scores 1 was subtracted so that a ship with the same score as the average of all ships would have 0. The two scores (DPS and broadside damage) were then combined and divided by two producing the value you see on the Y axis in the graph above. This means that a ship with a score around -0.5, like the Snow, has 50% weaker guns than the average in Naval Action while a ship with a score nearer 1.0, like the Bucentaure has 100% more powerful guns than the average, i.e. double. Resilience was calculated in the same manner as Gunnery, above. However here the two equally weighted factors were armour thickness and structure. So a ship with a score of 0 along the X axis has a resilience equal to the average of all ships, while a a ship around 0.5, like the Bellona, is considered 50% more resilient. Speed is simply the maximum speed of the vessel and gives the colour of the markers in the graph. Blue is slow and Red is fast with a gradient in between. Best Point(s) is a measure of which point relative the wind a ship is at its fastest. Some ships have multiple points at which they can reach their maximum speed. The value of this parameter gives the shape of the markers in the chart. Circles are most common as most ships sail their fastest around point 135 (sailing at a broad reach). TL:DR: The X axis is resilience (a measure of how tough the ship is), the Y axis is gunnery (a measure of how strong the ship's guns are), the colour of the markers gives speed (check the chart top right) and the shape of the markers give the point relative the wind at which the ship sails its fastest. Limitations Naturally this set up leaves out a number of factors. Firstly, gunnery-wise, some ships are set up to carry heavier carronades than others - these details are missed when all ships use medium cannons. Connected to this is the issue of penetration; some ships can carry heavier guns with higher penetration scores, these subtleties are also not captured by the above graph. The presence or absence of bow chasers and stern chasers is not addressed. Nor is the crew complement required to fully work a broadside of guns. Etc. Basically, the gunnery score is a very straightforward measure of damage output capability and does not take into account many of the subtleties of naval combat (some of which I discuss in my gun guide - note that this guide contains slightly outdated statistics, but the principles therein remain true). Secondly, resilience-wise, all ships have their default values (which are later modified by wood type), which is worth remembering as this affects both structure, armour thickness and speed. Sail strength and mast thickness are not taken into account. Factors potentially important in combat such as the degree to which a ship heels, its dimensions, crew, gun positioning, etc. are also not taken into account. Also not that turning rate is not included in the analysis. Finally, in terms of best point(s), bear in mind that ships each have their own sailing profiles (most of which I have detailed in my ship guide - note that this guide may contain slightly outdated information in other respects). These differences in sailing qualities mean that two ships both being fastest at point 135 may yet have very different capabilities at other points. For example, the Constitution reaches maximum speed around point 135 but sails at 84% speed at point 90, while Le Gros Ventre reaches maximum speed also at point 135 yet sails at 96% speed at point 90. It is useful to be aware of these details as they allow slower ships to escape from certain faster ones by using their best point of sail (I have previously made a chart illustrating this; my escapomatrix). Unrated Vessels It is very clear that the Rattlesnake Heavy far outclasses all other unrated vessels in terms of resilience and gunnery. The extra guns per side (totaling 13 a broadside) really tell. Likewise, both her structure and armor thickness are higher than all other unrated vessels. Her DPS is in fact higher than the Cerberus, although this is due to both having 13 guns of different sizes. The 9-pounders of the Cerberus have a higher damage per broadside (and indeed penetration) while the faster reload of the 6-pounders aboard the Rattlesnake Heavy translate to a marginally higher DPS. The Rattlesnake remains the fastest square-rigged unrated vessel despite her top speed being strongly nerfed. TheLynx is the fastest unrated vessel but perform best at points 45 or 90. The only ship that performs best at point 45 alone, the Privateer, is here shown to be slightly more resilient than the Cutter and Yacht but clearly less resilient than the Pickle. All these ships have the same armament and hence score the same in terms of gunnery. The square-rigged unrated vessels have seen changes increasing their balance; the Niagara and Brig, both faster than the others, represent ships focusing more on gunnery and resilience, respectively. Similarly, the Snow compares in the way to the Navy Brig and Mercury, offering a focus on gunnery over their focus on resilience. The potentially most problematic unrated vessels are the Rattlesnake and Rattlesnake Heavy. The Rattlesnake being still very much faster than the other ships of her class (and indeed in possession of bow chasers) and the Rattlesnake Heavy being faster, more resilient and more heavily armed than all other comparable ships. Indeed it is difficult to see any drawbacks to her other than a potentially (and presumably) prohibitive cost. Frigates Unsurprisingly the Cerberus and Renommee group as light frigates, the former mostly due to its smaller size and crew capacity and the latter due to its massive tradeoff in favour of speed over resilience and gunnery. The Surprise is the only ship which excels at both point 90 and 135, but pays the price of this perk by being significantly weaker in terms of resilience and gunnery to the other frigates. Around the origin of the graph there is a cluster of fifth-rate frigates. The Essex, Frigate (and pirate version), Belle Poule and (tentatively) the Santa Cecilia all represent various points along a number of tradeoffs, chiefly between resilience, personified in the Belle Poule, and gunnery, personified in theSanta Cecilia. Naturally a number of subtleties also differentiate these ships such as the Essex's ability to carry far heavier carronades than the others. However I will not discuss these at great length here but instead just note on a good balance between these ships. The Trincomalee stands in a class of her own, however, being faster, stronger and more well-armed than any of the other frigates. It is very clear from her position in the graph above why she is so often the favourite of Captains in Naval Action. The Constitution represents the super-heavy frigate of the game. She is in fact more resilient than the 4th rate Ingermanland, yet not as well-armed. Slower than the other frigates, but still faster than ships of the line, it is clear from the graph above just how much more powerful she is to the other frigates. Ships of the Line The Indiaman, though not really a ship of the line, stands out in the graph above because of her slow speed (blue colour). Although her gunnery score is merely on par with a Renommee, it is worth noting that she is more resilient than a Trincomalee, even though she is far more fragile than even the weakest 4th rate ship of the line; theIngermanland. The Ingermanland has a slightly lower damage output than the other 4th rate; the Agamemnon, although bear in mind that she carries 32-pounders in her lower gundeck compared to the slightly smaller 24-pounders of the Agamemnon. The slightly higher penetration that this affords her is arguably not worth the much lower resilience and lesser speed compared to the Agamemnon. Besides being the clearly fastest of all ships of the line, the Agamemnon can even outpace the Constitution, Santa Cecilia, Frigate and Pirate Frigate. She can even catch Le Gros Ventre and the Indiaman (on her best line). The 3rd rate ships of the line are represented by the 3rd Rate and Bellona. Despite appearing very similar, these two ships have subtle differences. The Bellona has higher damage per broadside (and indeed penetration) on account of carrying 32 pounders in her lower gundeck while the 3rd Rate has higher DPS on account of carrying smaller 24-pounders. The Bellona is also more resilient than the 3rd Rate with significantly higher structure. Of the two 2nd rates, the Bucentaure trumps the St. Pavel in all respects. She is faster (and turns faster), has more and more powerful guns, and is more resilient. The three 1st rates are similar, yet L'ocean and Santisima Trinidad are both more heavily armed than the Victory, although it is worth mentioning that the Victory has 12-pounders on her uppermost battery compared to the 9-pounders of the others. However, the far increased firepower of L'Ocean andSantisima Trinidad ultimately come down to their much greater number of guns. In terms of resilience, the Victory andSantisima Trinidad are essentially equal, while L'Ocean has an edge on both in terms of structure. Speed-wise, the three of them are all slower than every other ship, with the Victory being the slowest of all. Conclusion The graph above is an attempt to visualize the variation in ships of Naval Action according to some key characteristics. While the statistics used in no way fully define each ship, they should give a good indication of their general strengths/weaknesses/role and provide sufficient objective foundation for Captains to find a ship that suits them as well as for potential discussion on ship balance. Personally, I feel there are a few instances where, sadly, one ship is simply a more powerful option (almost or completely across the board) compared to others. In other words, the only reason not to opt for these vessels would be price. Whether that is a good thing or not depends on your take on design. Personally I wouldn't mind seeing some form of trade-off adjusted or introduced to make their counterparts more viable or vice versa. These are: The Rattlesnake Heavy, which trumps all other square-rigged unrated vessels in all regards. The Trincomalee, which is superior to all other fifth-rate frigates in essentially all regards. The Agamemnon, which is far superior to the Ingermanland. The Bellona, which is simply better than the 3rd Rate. The Bucentaure, which beats the St. Pavel in every regard. What do you guys think? Best Regards to all my fellow Captains!
  11. There is some wonderful art work in these ships that the NA artists have captured nicely (imho). I was wondering which ship(s) are your favorites and why. I'll start: 1) the Bellona has captured my imaginings as a beautiful ship, the NA ship itself is very nicely done. In battle it almost seems immoral to hack to bits and sink one BUT this is war after all. This ship has nice handling vs gun balance and really nice to sail. 2) the Victory- it's just a nicely crafted ship, the looks are wonderful and for a 1st rate it still handles reasonably well. And the Guns, guns, guns... need I say more. 3) the Rattlesnake, Niagara and Mercury - are nicely made and look cool graphically. The Rattler because it's fast and low and the Merc due to it's good guns- handling balance given it's rate. 4) the Bucenture/Ingermanland, I think they look great for big ships and still hold their own in battle. Both have canons that should rate them one level higher but I'm glad they are in the rating they are. 5) the Trincomalee, a real life ship that NA has captured very nicely in game. I have crafted many and its' construction has moved up the crafting rank to 50. 6) finally the Snow, only because it started my Naval career and has lots of pebble throwers. Nicely done to all team/graphics departments for creating these wonderful works of art. Now if only I could sailing (more often) in real life it would make my day. My least favs are: Santi - a fortress doesn't need maneuverability. L'OCean - same as Santi. Indiaman/LGV - but it's for movin cargo Cap'n. Lynx - delicate and good for learning, not for battles imho. St Pavel - kinda homely looking but has strong guns and armour, to bad about the front chasers. Ships I would like to try but haven't: St Cecil, Agamemnon,and Heavy Rattler (I know it isn't out yet). Good hunting fellow Captains, Let's Splice the Main Brace soon.
  12. So, the more i look at the 36 longs and mediums that the L'Ocean can equip the more I think....whats the point, are they "special"? the longs have a 1 second quicker reload than the 42's have 7 less pen at 50m and do 1 less damage. Whats the point???
  13. A lot has been said about the greatest docks and shipyards in history, from the ancient shipyards of Athens, Carthage and Rome to the more modern sites of Britain, Spain, France and the Netherlands but none of these has changed the world quite as significantly as the Venetian arsenal. The Venetian Arsenal, first started as a small project of the Venetian state in 1104. Its purpose was to cheaply and efficiently service the state owned Galleys used to protect the interests of Venice's key source of income through trade. The Arsenal grew with the republic to not just become the worlds most impressive shipyard but in general largest industrial complex too. Its importance is paramount to the history of the world and has had a greater effect on your life than you would likely realise. While Venice had a huge amount of shipyards, and was known in its early history For supplying the Crusaders with ships, due to its unique position and ability of craftsmen none even came close to the power or prestige of the Arsenal. During the height of the Arsenal in the 1550s-60s the Shipyard had over 16,000 employees, with over 1200 master shipwrights, 1000 master caulkers and around 100 master oarmakers. Other crafts included foundry workers, sail makers and rope spinners that you would associate with any shipyard. The cost to Venice of the Arsenal during this period was over 150,000 ducats a year, to put this into perspective the Venetians paid around 200,000 ducats for the purchase of the island of Corfu. Resources were drawn for the running of the Arsenal from all over Venice, with timbers being drawn mostly from the woodlands owned by the Facility in the Montello foothills in treviso, this woodland was for exclusive use for the Arsenal. The Arsenal played such an important part of Venetian life time was kept to the clocks of the Arsenal and it took up about 15% the total land space of Venice and being in one of the positions of power with sway in the Arsenal was one of the most prestigious political jobs you could get, especially to become one of the Lords of the Arsenal. The construction of the Arsenal started in 1104 and for a time it remained a small enterprise of the Venetian state. The initial functions were to make a small income for the state and secure the Venetian mercantile fleet a reliable place to come and have repairs done, the owners of the ships would then be able to do what they do best and venture into the world to trade. The original Arsenal saw its first expansion in the 1200s, then for a Further 200 years The arsenal Expanded larger and larger to meet the demands of the Republic, In all there were numerous updating programs and 6 major upgrades during the time of the republic, in response to scale, scope and technological needs. The Main expansions were Formation of the Arsenal Vecchio around 1224-1304, Then in 1304-1322 the main rope manufactury was constructed. In 1325 the first huge expansion happened, the construction of the Arsenal Nuovo, this was the project that lead the Arsenal to really become the powerhouse we see historically, the complex almost tripled in size over the space of a year, bringing huge importance to the Arsenal and making it the largest state enterprise of Venice. The formation of the Arsenal Nuovo was of such significance that the next major upgrade wasn't constructed for over 100 years, when they began work on the section that became known as The Arsenal Nuovoissima, which added another section increasing the complex to twice what it was before, the main need for this expansion was to deal with the increased threat of the growing Ottoman empire, following the fall of Constantinople 20 years previous. The Arsenal then saw the building of a row of sheds splitting off the Arsenal Nuovo and Nuovissima around 1508. The last major upgrades happened in 1535-40 with the expansion of the specialist area specifically designed for constructing Galleass, with the last expansion being in 1620 as part of the continual modernisation process through the 1600s bringing it up to speed with modern technology. The full list of expansions are available here: http://arsenalofvenice.weebly.com/history-of-the-arsenale.html Thanks to the continual investment, improvements and concentration of resources the Arsenal prospered with the Venetian Lagoon allowing the Arsenal to be built in a safe place, away from the potential raids by both land and sea which left it in a rather unique place to expand to its potential away from harm, unlike most of the Venetian shipyards situated on the island of Lido. To amalgamate this geographical safety advantage the Venetian Government completely encircled the Arsenal, safe from any possible aggressive force, and also securely tucked away from prying eyes and spies. The Arsenal became such a huge part of Naval dominance it was copied by Venice's greatest rivals, first the Arsenal at Genoa was constructed, then the Ottomans constructed their own version on the coast of Gallipoli neither of which really managed the same level of prestige that can be attributed to the Arsenal of Venice. The Arsenal was even mentioned in Dante's inferno. The Arsenal was set up in a system that used dry and wet sheds to ultimately construct multiple vessels at a time at its height The Arsenal was allegedly able to construct a ship a day, but this is largely due to the way the Shipyard used interchangeable and standardised parts, which was one of the major technologies it gave the world, it was practising this method as early as the 1350s. The arsenal often contained the parts to fully construct between 100-200 ships at any time, although a large portion of these parts were kept as spares for existing ship maintenance. A more realistic estimate would be that during peak operations the Shipyard could produce a completely new ship from scratch in between 1-2 weeks. While other major shipyards like the ones in Chatham and Portsmouth would struggle to see a new ship sooner than 6 months, showing the staggering production capacity of the Arsenal. To put it into further context the peak production of the Arsenal in the 1550-60s wasn't ever reached in the pre industrial period and was only eclipsed by the great factories during the industrial revolution, with no shipyard on the planet meeting a higher output until 1909. When it comes to ships, the some of major contributions of the Arsenal include: The Light Galley of the 1350s The War Galley of 1486 The Galleon The Scaloccio of the 1500s. The Quinquereme resurrection in 1524 The Lepanto Galeass 1560s The Galleass of 1654 (The first scientifically designed ship of the modern period) The Galleass of 1690 San Lorenzo Zustinian Class 1690 Leon Trionfante Class 1716 The Ultimate Galleass 1724 The 1780 Fregata Grossa (The first real Battle Cruiser, Improved to form the Fama Class) Cerere Class (which then resulted in the 44 cannoni Class) The Galleass of 1654 is particularly important. The increased pressure from the Ottoman Empire forced Venice to start thinking more technologically to maintain its sea advantage against the much larger and more resourceful Turks. This pressure forced the Venetians into looking more scientifically at the developments of ships in the ancient world, most notably the Quinqueremes of Rome, Egypt and Carthage. This lead onto technical arrangements of rowing benches but also spurred investigations to lines and theories of ancient maritime warfare. This was combined with the new developments during the renaissance and contemporary sciences. This work was undertaken by some big names in Venetian Maritime history, the most well known of which is Galileo, who completed his apprenticeship in naval architecture in the closing stages of the 17th Century, Galileo maintained friendship and worked closely with his friends who later became prominent Lords of the Arsenal, together their work resulted in the Galeass of 1654, which was so groundbreaking the design wasn't really topped until the Ultimate Galleass of 1724. This work also laid the foundations for the French architects of the 18th century who continued where the Venetians left off, using the same methods to construct their Atlantic fleets, although Venetians still kept their huge advantage when it came to Galleys. While Venice constructed its first Atlantic style ship of the line in 1666 they were playing catch up, 24 years Later they Launched the San Lorenzo Zustinian, which was a return to form at the top table of naval design. After San Lorenzo Zustinian The Arsenal's lowered resources from the decline of the Venetian Empire started to show, while still significant in Galeass design the time of galleys had mostly passed and No significant designs really appeared until Angelo Emo's reforms which changed the focus of Venetian design to hard hitting shock ships, this resulted in a focus on two fairly open ratings of ships Fregata Grossa and Fregata Leggara, Fregata Leggara was filled with heavy corvettes, the largest of which was armed with 34 guns although The Fregata Grossa rating is potentially more interesting, started by the 1780 class but what really made it was the ship La Fama, Angelo Emo's flag ship. These ships were the fantastic swan songs of Venice they worked in a similar way as the frigates of 100 years later, and took the same combat role as the modern Battle Cruiser. A List of some of the other Advancements Venetian Arsenal gives us are: The Bombard Cannon Standardised Interchangeable Parts The Production Line The Basis for Modern Ballistics The Birth of Modern Science Social Security Division and specialisation of Labour A basis for modern trade The modern State Navy If anyone wants to know more I will gladly talk more, especially about specific details. Thank you for Reading
  14. was fighting another US in a duel today both in bellonas, and i caught fire, within less than 15 seconds, fireshock, explosion has anyone else had this happen to them? Incase anyone cares i still won http://imgur.com/A7FdwXS http://imgur.com/ozL5a64
  15. Ahoy, I often spend time in games I really enjoy, particularly in ones which involve a lot of travel downtime, creating spreadsheets over the game's statistics and analysis of some of the mechanics. These have, until now, been entirely for my own use. Particularly for Naval Action however, due to there being little in the way of manuals and user guides, I thought I'd make an attempt at making presentable some of the charts I've compiled. So here is my Ship Guide, available on Steam. Hopefully it can be useful as a reference for an overview of the ships in the game. I'm continually updating it with new patches and as I gather information on more ships. Fair winds!
  16. Hi, I've been thinking a lot recently about ranks and all that tedium which revolves around it like endless grinds and so on. In other MMOs you usually encounter 90% PVE and 10% PvP (if at all) and there player levels make sense but in Naval Action, however, where 99% is either PvP or preparation for PvP I wonder why it is sooo necessary to grind without any story or an end-game like raids etc.. Aren't there already enough 'natural' barriers which hinder a new player from sailing a victory 10 mins after buying the game? Can't we instead of grinding to learn the game have a proper tutorial in form of a couple of missions for new players? The first missions could be something very simple like sail from A to B. The second could be tag and sink that npc. The thrid could be buy 10 hemp and sell it.. the 4th craft your own basic cutter et cetera. The final missions could be a port battle with bots. Maybe write a small little story around it and add tutorial pop ups to every mission. Also remind the player of the help tab in chat and that they could ask questions there regarding the tutorial and its missions. The current ranks could be some sort of prestige for successful PvPers. The more battles you fight the farther you increase in rank. Maybe add also special ranks for crafters and traders. A player can select the rank he wishes to show other players so that they can see how good he is in his preferred field. Basically, joining a clan would immediately throw a new player into PvP or the game instead of having to tediously grind day in, day out. Players will need money from NPC missions anyway but making it possible to theoretically do everything right from the start doesn't hurt anybody and only makes the game more enjoyable for everybody.. So why do we have ranks? I wonder why it is beneficial? I argue that the game would be more popular on steam without the grind..
  17. Hello, so recently started playing a little as I have finished my exams ect now, woo! So when I logged on the first time the other day, Since maybe February, I was delighted to see that my rank had increased! and I could potentially sail a larger ship. I was so excited it was amazing! Then I hit up the marketplace to see what the Dutch Shipwright's had been up too, and of course hoping to find a shiny new toy to play with...... I was massively disappointed to find that there were only a sprinkling a 4th rates and above, and those that are available are being sold for crazy money! I mean, near 2million for a fine 4th rate! really!?!? When the exceptional trinco's are being sold for max, 5-600k. So yea I don't know, I have been away for a good few months so I guess things have changed! Just find it odd that the step up in price gap is so large! Anyone want to fill me in as to why this may be the case please feel free! I know there are clans, guilds ect and that they will produce ships for their own as a priority ect and port battles and all that goodness but the open market is just crazy. Still yet to sail the Bellona, the only ship that I really want, and I guess as close as I thought I was im actually rather far away! Sorry if this comes across like a rant, its not my intent to cause a stir! im just a little... gutted I guess that I have to wait on for a rate. but hey ho, sails up and on we go
  18. I draw a bit in my free time. I've been fascinated by the sea and ships for as long as I can remember, and ships are one of the few things that I can draw reasonably well, so I thought I might post a pic or two of some of the things I've drawn on here.
  19. There is a pirate drama series called "Black Sails" that is a pretty entertaining watch. My question though, as far as the ships in the show, are they purely fictional? If not, can we find the plans to those ships, or ships that draw similarities, their actual names, etc.) would be nice to see some of them in game. nostalgia.
  20. So I was just looking around the forums for a answer this this, but I can't find any. As of today (when I logged on, as I haven't been online in a few days), two new redeemables had been added to my list. One is for a Le Gros Ventre, and the other is 250,000 in gold. Usually I would think this might just be a gift, but that would be if the game had just been released or finished a major update that needed a hard reset. My question is, Why have these been given out? Are they in-fact gifts, or should we be expecting a hard reset in the very near future? Thank you
  21. Well, is sad to see that you are adding russians ships to this game but we have only one spanish ship. I like St.Pavel and The new 3rd rate (dont remember the name) but come on guys. This game is set in the carribean between 1775 and 1815 and we only have one spanish ship. Spain was a huge naval force in the 18 century (and i don´t speak about 17th) and we have only 1 ship, we have 2-3 british ships 3 french ships and 3 USA ships and 3 russian ships, i think that russian ships dont make sense. Spanish, british, Dutch and french ships should be the priority in development not for my personal idea, just for some historical issue. I add some sugestions Santa Ana 1st rate https://en.wikipedia.org/wiki/Spanish_ship_Santa_Ana_(1784) Rayo or Fenix 2nd rate https://es.wikipedia.org/wiki/Rayo_(1751) https://es.wikipedia.org/wiki/Real_F%C3%A9nix Bahama 3rd Rate. https://es.wikipedia.org/wiki/Bahama Glorioso 3rd rate. Read his Story https://en.wikipedia.org/wiki/Voyage_of_the_Glorioso I don´t add smal ships because you have some posts in forum so, youn know them. Another suggestion I think that for long time development each faction should have one ship of each class and be only able to craft by the faction members. But, for instance if a british or french or dutch player captures a Santissima and destroy it in harbour, will get the BP . In that way we all can sail all the ships but it will give the game more histórical inmersion. For Factions that dont have 1rst or 2nd rates you can add a Russian Generic one. For pirates, is anti-historical have ships of the line and even being a country but maybe their crews should have exceptional marines and boarding axes without upgrades, added as Extra crew, that don´t affect the gunnery, so pirates can capture ships and get BP too. of course this marines bonus is just until rank 5 or 4. (more will be OP) So guys please tell me your point of view and please made a list like mine of brits, french, dutch... ships
  22. The USS Pennsylvania. I know it is a bit of an obscure ship, but it is an historical ship...even if it only sailed once and was burned. What a match for the Santistima that would be. I would think it more pointed that some of the ships that never received their glory should be able to do so in this game,