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Showing content with the highest reputation on 12/08/2015 in all areas

  1. 3 points
    AI fleets have always caused the problem of people using them as meat shields, which really ruins any kind of feeling of reality when engaging in battle. Even 2 snows can make a huge difference in game play, and it makes things significantly less fun for me personally. I would not mind a merchant vessel using a couple of military escorts as meat shields, because that makes some sense. I don't mind a military ship "hiring" merchant AI and "escorting" them on a trade run, but military ships with military AI ships kills good game play for me.
  2. 1 point
    I have added a basic shipbuilding page to my website. It includes all the ship plans that I know about. More will be added as I discover them or if other people send me them. Be aware, I coded it very clumsy and I am not sure that it is 100% accurate. If anyone finds any mistakes, let me know and I will see what I can do. I am not a web-designer, so of course I know that it is designed horribly. I will not be adding module building or anything else. This is just a basic ship plan and materials list with prices that I have thrown together so I don't have to manage spreadsheets. This is more for the casual shipbuilder who doesn't want to get involved with spreadsheets and go all hard core. This will give you a list of what you need and how much it basically costs you to build your ship. You can select the ship, the framing type, and if you want, the pricing. Pricing of Very Low is the lowest buy price you can typically find in the shop. Default is medium to account for the high demand and low supply of different resources. Right now, because of the scarcity of iron, you might want to set it to a higher one. Again, I cannot confirm that there are no bugs but I hope I have worked them all out. If you find historical blueprints of the ships we have in game, please post them here so I can use the real ship plans. http://namap.neocities.org/shipbuilding.html Screenshots:
  3. 1 point
    Hello Captains. Please list your top three (top 3) annoyances with the open world. If you have more please post more.
  4. 1 point
    His Majesty's WEST INDIES SQUADRON, Serving at Jamaica Station, Kingston; Under the Command of Commodore WILLIAM A. ROBERTS. ~ Est. 1720. ~ A L L G E N T L E M E N V O L U N T E E R S, Who have a Desire to serve the CROWN, You are asked to fight for His Majesty in the W E S T I N D I E S S Q U A D R O N, now lying under attack by the evil empires of continental Europe; and the rebelled, united States of America. All will be met with the warmest Encouragement from the Officers appointed to command her ships, who gives constant Attendance, and expects early Applications, as it is intended to head out immediately on an advantageous Cruize. GOD Save the K I N G. CODE OF CONDUCT:
  5. 1 point
    Some additional information was needed about this chard. Index: Red line means it is a non-standard blueprint(I.e. it is a drop) Blue line means it is a standard blueprint(I.e. it becomes available when crafting level is reached) Example - How do i get a surprise blueprint? 1) Crafting a Cerberus gives a dropchance 2) Crafting a Ontario(snow) gives a dropchance 3) Crafting a Mercury gives a dropchance 4) Breaking up a captured Surprise Version 6 - 6/3/16 It's a WIP and any information would be appreciated. If i have missed a line, feel free to point it out and ill edit it in
  6. 1 point
    So, I captured one of the shiny new things; The Mercury. First of all I think it's fairly good looking, like a chubby pocketsize frigate. It's a class 6 ship with 10 class 7-9 guns per side. You could go with 6 pounders or carronade 18. There is the long range drawback of carronade derps, but they weigh about half that of the 6 pounders so the Mercury will get a slight speed and handling buff running with the snub-guns. It is an interesting ship since the devs want to make our frigate+ habits more expensive to maintain. The Brigs are ugly and large targets and the Snoooooow is slooooow. Here are the GUI stats with the Brig as reference, note that there are modules installed but the values should be within 5-10% accurate. The Mercury places itself just above the Brigs in overall combat potency, both protection and armament. Compared to the Brig and Nbrig it gets 4 and 2 more guns respectively. Speed and handling is just about the same, though I'm shooting from the hip on that one since I skipped the OW brigs. Considering the PVP player went the way of the unicorn, a player-controlled merc outmaneuvers the mouthbreathing brig-bots at least. Mercury speeds: Gun handling: The target that my medium 6 pounders are looking at is just under 400m away. As far as GUI feedback goes it doesn't seem like a good sniper. But I suspect this isn't tied to the boat or the guns, it might be a tweaked feature or even bug, no idea yet. I can't even say if the ship models have base accuracy and dispersion values built in or if all that follows the guns and upgrades. Anyway, the shots seemed to converge better that the cone lets on. You guys may have more thoughts on this... Please let everyone know if you're sitting on stuff I missed.
  7. 1 point
    Personally I like Ai fleets. 1. They allow me to test different tactics. 2. They allow me to attack some large fleets too (for example Belle Poule, Frig & Renommee). 3. They escort me when I'm on trading duties. 4. They are training me in group figthing, improving my ability to have a better situational awareness (you have to check their position on regular basis to avoid big troubles/crashes ). Obviously it would be cool if I could hire them and choose whether to use them or not each time, and would be cool if I could use them to haul resources, but however I see them more as an opportunity than as a serious issue. Just my point of view .
  8. 1 point
    I very respectfully disagree. Small squad PVP engagements will be the bulk of what we do in this game, and AI distorts that aspect of the game badly. It's fine if you do mostly PvE though.
  9. 1 point
    AI fleets are garbage. Aside from hiring merchants to move cargo, get rid of them.
  10. 1 point
    Well said. The creation of happy hunting grounds that are close to the initial spawn ports could be very helpful to players that are confused looking at a compass. Just follow the AI ships and they will lead you to a port. Don't think we should reduce the quality of the game too much for for a few players who go AFK and come back to find out they are lost. Perhaps they could just stop their ship before they go AFK and resume speed upon return. This argument of the player base quitting or refusing to play is a red herring. Irrelevant. How can you decide that having a beacon flashing on the horizon will retain players and creating an environment that rewards navigation will repel them? Personally I think that when we dumb the game down we will lose players, but what do I know? I would loath having my position on the map OR some sort of beacon that would render navigation useless. Unless it can be toggled off. Hopefully someday we can purchase a compass, clock and perhaps a sextant. All of which should be able to be toggled on or off. Both in OW and an instance. Also: Every time we add (or remove) a feature to compensate for the primary objective of competitive fairness we complicate the game. But if it can be toggled on and off why should I care if other players have all kinds of little cheats to help them get into fights faster and more frequently?
  11. 1 point
    When are regional ports going to be capturable? Also we were having this discussion among us about individual ports having value. Right now there is not much tangible value to spending money on flags to take a bunch of ports besides providing a buffer zone for your other ports. I was thinking that maybe regional ports should be the only place you can craft 1st-3rd rates so ppl can't just hideout in Free Towns 100% of the time. If they want big ships, they are going to have to get their hands dirty some Also maybe having more nearby ports under your faction's control causes the port shop vendors to sell captured ships for higher and sell goods lower and buy higher. Kind of like a circle of influence. Also I would like to see the in-game map to update with the real time status of all the contested ports, and any under conquest or assault. Maybe you fill in the middle of the dot with the attacking faction's color? I'm looking forward to more life like port battles and port raiding.
  12. 1 point
    Please share your best moments.
  13. 1 point
    Perhaps we could exclude hired fleets from port battles? It would be nice to have pvp instead of pve. I just witnessed the port battle for Mayaguana where 6 pirates sent their fleets to win the battle against 4 US players. Fleets are once again proving to be a poison.
  14. 1 point
  15. 1 point
    Then stop worrying about sinking as the determinant of victory and let the AI surrender when their ship is crippled (no masts, taking on water), or when they have lost more than 50-75% of crew instead of current absurd 100%. Setting mechanics of sinking (and combat in general) based on play against AI will mess up PVP. 30 minutes sounds like too short a time for a player in a brig to beat two other players in Brigs. That should rightly be a hard, long fight.
  16. 1 point
    Debility of lower tiered ships to win over higher tiered enemies (pvp) and SOL spam on OS (its does not mean it is impossible againts a clueless player) possible solutions: - remove ricochets in close combat unless its a really sharp angle (<5°) and gradually increase them untill small calibers will just bounce of from thick hulls at high range without angle - make SOL's even more expensive as they are now - decrease acceleration the more mass the ships have and more water they displace - increase raking damage (crew) so people will stop tanking with their stern
  17. 1 point
  18. 1 point
    L'artillerie réalise n'est pas le plus compliqué. Pour moi, il faut respecter l'artillerie de base (à la date de lancement du bâtiment) puis la changer soit en augmentant le calibre soit en modifiant le type de la bouche à feu en fonction de la durée de vie du type du bâtiment. Par exemple, la Belle-poule est une frégate de 12, les frégates de 12 ne sont plus construitent à une date x, à cette date x, les frégates de 12 portaient telle type d'artillerie en fonction de tel règlement. Au delà, si tu navigue encore avec une frégate de 12, tu ne peux plus modifier l'artillerie. Je ne sais pas si c'est très clair mon truc. Pour les points de vie, toujours selon mon avis, plus que le poids (la masse donc), je verrai plus un coefficient de pénétration dans le bois (3 ou 4 indices pour 3 ou 4 type d'essences) en intègrent dans la formule l'épaisseur de la muraille. Avec une donnée supplémentaire pour la pénétration du boulet dans l'eau. Pour le "coulage", en simplifiant, il faut connaître l'essence de bois de la coque (exit les aménagements, plancher de pont, artillerie, etc. Qui complexifie trop le zimboum), en sachant le type de bois on connaît sa densité, si on a le volume de la coque, on connaît le nombre de litre d'eau de mer (densité "moyenne" de l'eau de mer) pour immerger le bàtiment, à cela un petit coefficient a la louche pour le supplément de masse de l'artillerie, et ton bateau coule. Pour moi ça règle le problème poid/longueur. Vos avis ?
  19. 1 point
    1: After numerous break off during boarding attempts and grapple not ready bull shit annoyances because of the breakoffs as I am attempting to board a 3rd rate I get to enjoy taking broadside after broadside which kills crew like crazy making all the time and frustration of taking off the planking HP and the grape the crew down to half of mine useless and a tremendous waste of time to begin boarding a opium smoking crazed 3rd rate ship crew as the crew left alive advantage is gone and the numbers are equal between us due to the breakoffs 2: Boarded and killed a opium crazed crew down to 109 men on a 3rd rate and of course it never went below 80 prep and mostly stayed at 100 prep during boarding and then it disengaged and sailed away with 109 men like it was fully crewed leaving me with 215 men on my 3rd rate barely able to turn or raise sails. Of course it had the ability to fire chain and ball at the same time ????? ​ 3: Set a 3rd rate on fire that had only 102 crew and it put it out instantly and then sailed away and left the battle while it took me 3 minutes to even get the sails to 100 % ? What a waste of 60 minutes and 2 snows.
  20. 1 point
    There has been some discussion about what people would like to see from a game like this. The discussion clearly shows that some people lean more towards the fast-paced action while others are looking more for a imersive age of sail. What is your preference, cast your votes now.
  21. 1 point
    First and foremost I'd like to say this post may come across as pessimistic but please bare with me and consider the points I am about to make. I had high hopes for Naval Action when I bought the game during the Sea Trials period. It was really nice to be able to fight other age of sail ships and there was always enough people online to play consistent competitive matches that were really fun and the game was addicting. I was always aware that they were going to release some kind of "Open World" aspect to the game, but as I was having so much fun in Sea Trials I never really thought about what that could mean for the future of the game. Some people are probably going to disagree with what I'm about to say, but I believe it needs to be said. In it's current development model I don't think this game will succeed to become a popular MMO. I believe the Open World model is a mistake and think that Game-Labs should reconsider the model before it's to late (aka released on steam). I believe Naval Action as an Open World MMO is just too ambitious a project for the small team that's working on it. If they kept it as an Arena MMO it would actually be far more commercially successful on steam (just look at games like world of warships for example who follow this same model) and it would free up more time for the devs to work on adding new ships and other stuff. You might say that they have spent too much time on the Open World and it would be a waste for them to scrap it and revert back to an Arena MMO like Sea Trials was, in which I would disagree. Everything they have done to this point would not be wasted, they could use the scenery etc for Arena maps and the game would be far more closer to being finished. What they would lose is the GUI work and stuff. IMO Open World online games should be done properly or not at all. I've seen enough games that have tried to be Open world and really failed at this. I know the game is still in very early Alpha but I am not going to sugar coat it. When I first tried the Open World I was sadly disappointed and I think other people felt the same way (just look at the numerous disappointment threads the mods have locked). Yes you can say the full game will not be like it is now, but lets be honest it's not going to be completely different. There will be features added and improvements made but it will still essentially be the same. My prediction is if they follow the current model the game will not be commercially successful and the game won't have many players at all apart from a small group of really loyal forum users. Naval Action was a game I was really looking forward to but unless they scrap the Open World RPG stuff I think I will my Captain hat will be in World of Warships only (that game is alot of fun, just think what Naval Action could be like if it followed the same model). It's certainly not too late for NA to change its game model. I think its good that the Devs have ambitious ideas but commercially trying to make this an Open World RPG with a small dev team doesn't make much sense. The way I see it is like this Devs: A: Continue following the Pirates of the Burning Sea model and have the game be a commercial flop OR B: Follow the World of Warships/Robocraft model and have the game be a huge success. Mods feel free to move the topic if its the wrong section.
  22. 1 point
    Just did a complete speed profile for a speed fitted Merc. Keep in mind it doesn't matter much how it's fitted; the shape of the profile stays the same and shows the strength and weaknesses of a given ship.
  23. 1 point
    Hi All I have, over the past months noticed a concerning flaw in the instance. Scenario 1. The 1v1. Two players are in an instance. For whatever reason one of the players decide they need to bug out. To do this they either juke away and run at best speed, or are straight out faster than their opponent. To escape two things need to happen. The runner needs to put distance between him and his enemy and he cant get hit or the escape timer resets. He escapes. Scenario 2. 2v1 . 2 players have managed to tag a solitary ship due to teamwork (or the cunning solitary ship has allowed them to) the battle ensues. As one of the team is closer or is the more dangerous target the solitary guy decides to focus on him first. Due to good positioning and skill the solitary ship succeeds in killing the greater threat, he turns to engage the other ship. It promptly teleports out of the battle. Eh? Scenario 3. Fleet Battle Lets say its a 5v5 SOL battle. SOL's are now sluggish to turn and can get very slow with some sail damage. If one team focus fires on only one ship, then as long as the other team holds fire they can teleport out. Or a player resets his position in the battle by pulling out and sailing upwind unnoticed to attack from another vector. since he hasn't fired due to poor shot angle he can jump out of the battle if the tide turns on his mates. My problem with the 2nd and third scenario is the ships jumping out of the instance have not escaped. They are perfectly within range of the ships around them, but for whatever reason they have escaped fire. You should not be able to leave an instance in the middle of an engagement. My solution is simple. you should need to satisfy two things to be able to leave an instance. 1. your escape timer runs out. 2. you have sailed 1000m away from enemy combatants. I think this is entirely reasonable. Discuss
  24. 1 point
    Without the speed trim i was getting 14.4 with 6pdrs. i suspect going faster than this will req nades or speed buffs. This is a cerb killer IMO, and completely religates the snow and NBrig
  25. 1 point
    В ожидании возвращения предзаказа собрал из доступного видео с ютуба небольшой ролик. Просьба сильно не пинать