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Riparian

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About Riparian

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    Ordinary seaman

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    : Quarterdeck of Tapperheten (62)

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  1. Riparian

    Flags Flags Flags

    "Swedish East India Company" flag might be based on historical flag with faded colors. They did use military style flag (with tails), even after it was prohibited in a royal decree in 1751. However they were also allowed to have a monogram (SOIC) in the middle of the cross. https://en.wikipedia.org/wiki/Swedish_East_India_Company Also missing are Swedish merchant/civil flags. They are basically the same as "Naval Ensign" and "War Flag 1815", but merchant versions have no tails. https://en.wikipedia.org/wiki/List_of_flags_of_Sweden
  2. Riparian

    Repair Balancing

    I would prefer to get rid of this current "healing potion" type fast repair model altogether (fast with cooldowns or otherwise limited). Just make repairing one of the crew activities (like sailing, gunnery, boarding) that you can activate or deactivate. While repairing, you would slowly repair your ship if you have repairing materials left, but at the same time your crew would be very vulnerable (more than in boarding). It would be even better, if we could better control exact amounts of crew in each of the activities and not just activate vs deactivate. With crew casualties, not all losses are killed or badly wounded, but include shocked, lightly wounded or scared. As long as you have "rum" (or medical supplies) you should be able to slowly recover half (or some other reasonable fraction) of casualties (but definitely not all).
  3. Riparian

    RVR - Incremental conquest and large scale fleet battles

    Those nice and big 25 vs 25 open world fleet actions would be fun to get. I like the basic idea that attacking nation would need to win big OW battle in order to open county for port battles. Also, there could and should be more "rates" of port battles: like shallow, max 4th rate, max 3rd rate and no rate limit battles depending on port.
  4. Riparian

    Flags Flags Flags

    Here you can find good selection of Swedish flags (but many of these are out of current naval action time window) ; http://waslingmedia.se/nationalism/sveriges-flagga-genom-historien-del-2/ However, there should be at least one version with no tails for merchant shipping.
  5. Riparian

    "Go to bed" log off

    At least give the TP or Log off option for the defender in the battle. That way you only need to fight one attack or revenge fleet. This option can also have a ”cost” to it. Maybe it uses your tow (if available), cost few pvp marks or need to empty your hold.
  6. Riparian

    New Repair is abit unbalanced

    Currently we have multiple repairs that pretty quickly restore big part of the damage. The thing I don't like is that these repairs are like one shot magic healing potions. It would be better if repairing would be similar activity like other crew activities. You activate it and assigned crew will slowly repair the ship, if there is repair materials available. During repairs, you would need to play defensively or even disengage, because you cannot keep up with damage in close fighting and repair crews are vulnerable to damage. As for crew casualties and rum. Some of the casualties should be non-recoverable (maybe 33%). This way you can get back some crew but not all. As above, crew recovery should be slower but continuous. And you can get faster recovery rate with surgeon upgrades or maybe better rum... :-)
  7. Riparian

    Poll on limited use of repairs in battles

    Could we do repairs without single or multiple use "healing potions"? There was already a proposal to make repairs more continuous process. You would assign men to repairs the same way as to other activities (loading, sailing...). This activity repairs hull and rigging slowly if you have men assigned and repairs left. Little hull damage would need only few men, but if you have lots of damage and "critical hits" (pump, leaks or missing mast) you might need to use most of you crew to repair then reasonably fast. And during repairs the crew is very vulnerable to damage (like boarding or even more).
  8. I was in Santa Marta "port battle", and also scouted/screened for couple of others. Meaning that I don't have a large enough sample to make any real deep analysis. Based on these few experiences, I have following notes. Current BR limits are making port battle fleets smaller and easier to screen. Defenders have a big advantage here, as they can often decide to screen after seeing the attackers fleet and their screen size. However, I would still like to see effect and rewards for screening. (e.g. Give some victory points for PB based on sinkings in the nearby open world at the same time. And also give some extra xp and money from OW battles.) Ship BR's need to be recalculated. As mentioned many times above. I still like the capture of circles by ship numbers. This gives a reason to bring few fast ships and gives a useful role for low rank players. As for ship class limits. Maybe there could be main ship rate for each port, that need to be something like 50% (or more) of the BR. Or divide deep ports as Frigate ports and SOL ports, and again you must bring 50% (or more) of those type of ships.
  9. For the old 1st rate battles, I would stay mostly with SOL's. The BR limit should make it possible to deploy fleets of something like 5 1st/2nd rate SOL's, 15 3rd/4th rate SOL's and 5 frigates or smaller. And for the old 4th rate battles, lets get two BR limits. One for couple of 3rd rates and mainly 4th rate ships. And other for frigates supported by few 4th rates.
  10. The 'free' Wasa is quite powerful. Maybe the Wasa available with combat marks, could be limited to peace time armament of 18pdr''s and 24pdr's. As I understand, the Swedish navy planned to use the heavier armament only during war, and even then they didn't have cannons available to equip all ships in class with these heavier weapons. This war equipped Wasa could be available in-game to be crafted as normal.
  11. Riparian

    What's next for Naval Action?

    As proposed, at least one more level of shallows would be really nice. Also, with many more ports now open for port-battles, it would be nice to have different "set-ups" available (in addition to 25 ship battles for shallow, 4th rate and line ships). Simple change should be different number of ships (something like 20 or 15 ship battles) and/or other rate limits (3rd rate port battle, 5th rate port battle etc.). But as it has been proposed many times in these forums, a system to enable mixed fleets for port battles would be very nice improvement (e.g. fleets with couple of 1st/2nd rates, mostly 3rd rates and some supporting smaller ships) . And Raids of course!
  12. Riparian

    Rename Wasa ship

    These ten Improved Wasa-class or Kronprins Gustaf Adolf-class ships were named based on the following sentence; "Prins Gustaf Adolf styr Fäderneslandet med Ömhet och Rättvisa, Dygd och Ära, välj Försiktighet, Dristighet, Manlighet och Tapperhet till rådgivare"
  13. Riparian

    Player selected ship 2017 - Suggestions

    Dutch 3rd rate would certainly be a good choice. Something like Admiraal de Ruyter (1808, Dutch 80-gun ship) as proposed on this thread. Also we should remember that she was 5th in the 2016 poll. However, I would propose the ship that came fourth in 2016 poll and lost by less than 20 votes. Venus (1783, Swedish 40-gun frigate) Venus was built following the Bellona design by Fredrik Chapman, the first frigates to carry 24-pounder guns. She was captured by the Russians in 1789. She retained the same name in Imperial Russian service and participated in the battle of Reval and in the battle of Vyborg Bay. She was sold to the Kingdom of Naples in 1807 to avoid capture by the British. Venus and her sister ships sailed exceptionally well, doing 13-14 knots with a good wind. Pictures / 3-Decks / Wiki
  14. Riparian

    Privateers and gentlemen

    You can buy "Privateers and Gentlemen" rules and couple of adventure books at http://www.rpgnow.com/index.php
  15. Riparian

    Conquest Mark Rentsystem Discussion

    I would go with more daily/weekly activity based system. Lets have each region generate conquest marks for players of owning nation who earn x amount of xp in the area. The xp limit could be fixed or maybe based on some balancing factor, like nation population or total regions owned. This xp can be earned from deliveries, PvE, PvP, etc. (but I hope they increase PvP xp a lot). This could also be expanded by giving different rewards for different types of xp (resources for delivery xp, blueprints for craftng xp, ship premits for PvP etc). These rewards can also be different for different regions. And also any rewards should be delivered into players outpost in the specific region. Also the reward should be 100% certain only if there is no hostility, otherwise the chance is lowered by total hostility in the region.
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