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NavalActionPlayer

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About NavalActionPlayer

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  1. NavalActionPlayer

    A way to include new players in rvr..

    You are right of course. These sorts of ideas have been talked about over the years and even sort of used to happen way back when....but Devs have moved in a different direction....maybe they will change direction again.
  2. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    Ship Battle Rating Santisima 605 L'Ocean 580 Victory 515 Bucentaure 450 St. Pavel 395 Bellona 365 3rd Rate 355 Wasa 305 Agamemnon 300 Constitution 290 Wapen von Hamburg 285 Ingermanland 275 Indefatigable 250 Endymion 235 Trincomalee 230 Essex 200 L'Hermione 190 Belle Poule 185 Pirate Frigate 180 Frigate 175 Surprise 155 Renommee 150 Cerberus 140 Mortar Brig 80 Niagara 80 Mercury 80 Rattlesnake Heavy 80 Prince de Neufchatel 80 Snow 80
  3. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    But you cant redeem forged papers for later use - you can only use them there and then (I refer to the ones we currently have as 'redeemables' not the DLC)..
  4. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    But you cant redeem forged papers for later use - you can only use them there and then.
  5. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    Yes, every 30 days
  6. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    Thank you for the quick response. Incidentally, it is not showing on Steam in the UK yet. As at 09.59 GMT.
  7. NavalActionPlayer

    Patch 18: BR and Smuggler fix

    So...is this DLC a one time purchase that one can use as many times as one likes (subject to the 30 day cool down) or does one have to purchase it each and every time?
  8. NavalActionPlayer

    A different look at Upgrading and Stacking Ones Ship...

    I like the concept. I think the order of precedence make sense in many ways.....the best (skilled) captain can drive his ship better than a poor (unskilled) captain but the major influence on ship performance (speed/turning/strength etc) is how well it is designed/built and out of what materials. Maybe swap officer perks and skill slots. A captain with a lot of sea time on a particular ship should be a bit more effective than a captain sailing it for the first time, even if the latter is a good captain. That would sort of address Maturin's point. In any case, I like the idea and commend it to the Devs.
  9. NavalActionPlayer

    Unequal battles

  10. NavalActionPlayer

    Unequal battles

    Two things: The simple way to encourage PVP is to allow the 'loser' to also get something from the fight....xp and gold at least. A Christendom said, PVP used to be fun back in the old days. I, for one, used to feel it was worth staying in a losing fight as I was still getting something out of it. These days......what's the point? Secondly, change the gun fire mechanism as per the suggestion that Jim referred to. The former rewards bravery/endurance and the latter rewards skill.
  11. NavalActionPlayer

    Patch 17: Finalization of the sailing and combat models

    Suggestion: Stop making changes to the game mechanics inc. map. Complete the UI asap. Do a Map Wipe and Release the game asap. Then, in the light of how the Release goes, consider more changes to game mechanics, new ships and real game content.
  12. NavalActionPlayer

    Patch 17: Finalization of the sailing and combat models

    It's your business not mine. If it were mine I would be shit scared it was going down the toilet with a customer satisfaction rating like that...but it's not my business, as you make clear.
  13. NavalActionPlayer

    Patch 17: Finalization of the sailing and combat models

    So.....are you happy with that percentage? Personally, that seems like a very scary bad percentage.
  14. NavalActionPlayer

    British challenge to WO, the dodger clan

    PB and timer discussions are boring and show how badly broken they are as mechanics. #nomoretimers
  15. NavalActionPlayer

    The Running of the French

    The answer is simple. Don't have PBs and don't have timers. e.g. Hostility has to be raised sufficiently before a port can be taken....but it should take days of effort not an hour or so to raise.....which gives notice and time for the defenders to respond..... the attacker gets the port if hostility hits 100%. Taking a port should not be easy, it should need concerted and concentrated effort over time by an attacker to take it and an equally strong effort by the defender to keep it. Or if you still want PBs - then let the RNG gods decide the timing of the PB. If the time is not good for you.....well that is just tough....better luck next time. Of course, given there is so much salt about timers and PBs then maybe, just maybe, someone, somewhere might get the message that they are failing mechanisms and need to be changed.
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