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Wyspa

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  1. Ok for starters let me say why i place that suggestion. During last few weeks I didn't have much time to play NA so i stopped, I heard from couple of sources that this is wider problem. Main reason that I stopped playing is that it takes just too much time to get things done. At the same time I feel like making NA more realistically is a good move. I like this game to be more believable, but at the same time I don't think that you have to make it at the cost of players time, like most simulation games do. Ok so what are those time consuming activities? crafting trading moving ships between outposts NOTICE: I did not mention any battle related stuff, since I think the time balance is there and it would not be fun for those things to take less time then they are already.My proposal is to introduce Order Letter Feature, what it would work like? Well basically you could invest Money and/or Labor Hours to order you men to complete different tasks off screen. So what you should be able to do? Action Orders: Place order for production of materials in your buildings remotely Place order for crafting remotely (given that you have resources at that outpost) Transit orders:Place order for ship relocation between outpost Place order for a shipment of cargo between outposts Risk of goods/ship damage and sinking during transport could be included, also you could lower the risk by paying for escortIn my mind it should take longer and cost extra, so doing those tasks personally would be cheaper and faster but at the same time you would not have to invest your playtime, just place the order and wait a couple of minutes/hours until it is completed (could be based on distance in case of transit orders). Also I think that this feature could be done through menus only, however could be expanded in the future so the Transit orders physically spawn AI fleets on map that can be attacked by other players. More than that I think this feature fits the theme and doesn't destroy the realism because it is only logical that given you have the resources you can order someone to do certain jobs for you. I would like to hear your opinions on that idea. Cheers!
  2. Before and after patch each non-pirate nation plays by the same rules... If after patch you're unable to win battle it just proves you were not experienced, just had bigger SOL fleets and stronger economy, allowing you to Zerg using SOL fleets. Change in PB regarding all frigate PBs, makes battles for smaller nations more even because they can now fight, even if they have smaller player base and economy. I like those changes because now you just can't Zerg every port with SOLs and have to fight with underdogs on even ground In that regard Swedes just have a chance to prove their fighting skills, in my opinion they have it in spades as I have seen them in action during their attacks on Dutch ports and Haiti campaign. Good luck to our Swedish friends and let us show France and Danes that they should not meddle with our affairs
  3. Why bother taking any kind of cargo to the capital? They can basically just build shipyards and production buildings in Nicaragua and teleport warships straight to capital for later use... At least it is what I would do
  4. I loved this move Tbh as a player playing as Dutch I would gladly welcome Swedes in Panama. We are hardly using ports in the area and they could use it for crafting and supporting war effort around their capital. It must be quite frustrating for French and Danes that they really can't affect Swedish economy atm. Even if they manage to cap all ports around Gustavia
  5. In my experience with internet communities if you want to reach some kind of conclusion or compromise you should TALK not WRITE & READ. Written text is easly misunderstood and most times if there is not "friendly" but "neutral" or "hostile" vibe going around it will be misinterpreted. Basically what diplomats should do is to meet on TS, talk to each other and then when they reach conclusions they should write down TOGETHER some kind of ending statement and terms, that they reached during the meeting. I thonk most of the conflicts in Naval Action are the result of people not talking "face to face" (or mic to mic )
  6. When the land comes into play I would like to see no Ship limitations based on port type, instead there should be a lot of shallow waters near certain ports with let's say just a narrow channel leading to the port. Capture zones then can be placed on those shallows so only smaller ships can get in. That way Larger ships can't get to the capture zones and it would be a task for smaller ones. 1-3 rates then could just blocade the port, firing from afar using open waters or try to attack using that narrow channel risking to be out manuvered. Basically it should be up to players what ship they bring in, however terrain near every port should be a huge factor in choosing attack fleet composition, even to the point when attacking some ports with huge ships is just impossible. I think this way not only the problem of too many large ships in PB can be addressed, but every port attack would require different tactics and would be unique experience for the players. I could see a lot of variety in that... lets say we have we can have different capture zones placed in deep or shallow waters, we can have ports where SOLs can attack from affar but can't get into capture zones, or they can capture one zone when rest would be a task for smaller ships or maybe they can get to one of the zones but the channel is so narrow that they couldn't really maneuver there... a lot of things can be done just by map design.
  7. Sail with friends who can tag for you? Really I feel that evening out every ship in that regard will just lead to less varied experience. Lot of tactics and interesting choices will become obsolete...
  8. Because if you like a ship you should play to it's strenght points. I too have some ships that I loved to sail and they didn't have chasers. I see no problem with that. Adding chasers for everyone won't increase diversity. Now we have to make some interesting choices, but when all ships of given class will have chasers (or will be lacking) it will make some ships that normally were attractive mainly because of their chasers, less useful. For example why should I chose Frigate over Belle Poule?
  9. I like the general idea but adding/removing chaser certainly removes interesting aspect of the game. It is always good to implement some variety in ship design and chasers/bows were always a thing to consider when choosing tactics ingame.
  10. Plead for peace? Thb I may be biased towards smaller nations but in my oppinion if smaller nation manages to exhaust larger one during the war, te bigger should just surrender at that point. Or try to use more smaller ships and allocate their forces smarter.
  11. Since smaller nations would get much bigger reserves (per player) I see it as good thing if balanced properly. That way Bigger nation can get war exhausted pretty fast if they only rely on zerg tactics. Dealing with small nations picking only battles they could win and using guerilla tactics can exhaust bigger one.
  12. Wouldn't it be wise then to let the attacker decide on the time? I mean they have though task in front of them in the first place since defenders will have time to prepare an will be noticed beforehand. This way you can abolish the port timers and just let the attacker decide in what time window they will attack, of course Defender should receive information about selected time window. I think it is only natural for attacker to decide when he wants to attack.
  13. Well looking at the system it seems it is not really aimed to punish brig/frigate level ships captains, rather the whole system is created to reduce SOL usage, because it becomes risky/costly. In that regard the system looks nice since it would be a shame if down the line we will only see big ships sailing around. With this system in place even top player have a reason to maintain some smaller frigates and sail out in SOLs only when it is really needed.
  14. Read this topic: http://forum.game-labs.net/index.php?/topic/13596-such-is-a-lord-simple-politics-and-alliances-part-1-heavily-moderated/ If I understand correctly, wars are declared by parliament by voting. As of Wars I think that Ports should be captured only during Wartime, however Raiding should be open as long as there is no alliance between nations. At the same time exchanging ports at the war end and ending the war based on some kind of automaton is not the best idea. It would be nice if You could implement some kind of Warscore but more like let's say Europa Universalis IV. So basically it would be up to parliament when to declare peace, and wining side can demand what ports to keep based on warscore (ports cost in warscore should differ). At the same time loosing side could offer tribute and if the tribute "outscores" actual enemy Warscore it is automatically accepted, so the losing side can keep themselves from total anihilation if they are willing to give some of their lands to the enemy.
  15. I feel like the system is good mainly because it give power into hand of people who are actively fighting in PVP. Yes it can mean that biggest clans are getting more controll, however I feel that smaller but very active clans can be represented much better too, since only few but dedicated players can get a lot of land and in return get their votes in parliament. That means big clans have to consider their smaller counterparts if they are active in the war effort, since a couple of active small clans grouping together possibly can outvote bigger ones. Let's be honest here, Gankers and PvE players shouldn't really mess with politics too much since they have no idea what they will be deciding on. If you do not participate in Wars and PBs you probably don't have knowledge to decide on those matters wisely. So I like the system but it feel like there is still more to do. it is true that some people really helping in war effort can be left out: Screening PvP players Crafters contributing to warfare Clan Leaders busy with "administrative" work I feel like this "land" system needs some kind of goods redistribution system. Let's say that clans can set some kind of tax payed in newly aquired land assets by the members. So if Clan leader set tax rate to 50% half of land acquired by clan members automaticly lands in "clan assets pool". Then clan leaders and officers can redistribute these assets to other clan members. Also it would be nice if any player could pay tribute in assets personally to any other player of same nation. So let's say I have a friend crafter that often crafts me ships and I don't need much assets and I'm willing to give them to him so he can get more labour hours.
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