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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

    "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.
  2. 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... :-)
  3. 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).
  4. 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.
  5. 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.
  6. 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.
  7. 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!
  8. 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"
  9. 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
  10. Riparian

    Privateers and gentlemen

    You can buy "Privateers and Gentlemen" rules and couple of adventure books at http://www.rpgnow.com/index.php
  11. 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.
  12. Riparian

    Conquest Marks

    The benefits from RVR and owning regions should go to active players. That means one time participation in port battle or something like once build building should not generate marks forever. Lets have each region generate fixed amount of benefits per day for the owning nation (at the moment Conquest marks), and distribute them to players who earned most XP in the region. The XP should have a minimum level needed, but can be from PvP, PvE, delivery contracts, crafting or whatever. This could also be further developed by having different kind of benefits for different activities (like blueprints for crafting, ship permits for PvP, better delivery contracts for delivery missions etc.) or different benefits from different regions. And in order to not block small nations out of competition (like having no SOL's), maybe each higher rank player should have permanent permit to own one SOL (rate based on rank).
  13. Many more than 3 changes, but here are three hopefully doable things; 1. Refine OW ROE (e.g. tagging circle to defender, groups pulled only if tagging/tagged by member of the group and maybe even teleport-to-port for defender). 2. Remove universal speed cap and make it 5-10% cap for upgrades/skills. 3. Less "required" PVE (higher rewards for PVP, more craftable upgrades/books, no PVE only loot drops) Other big and small things I would like to see; Develop real pirate mechanics (with both benefits and disadvantages), Create more activities affecting hostility (normal trade and warsupply delivery missions, raids on multiple ports, blockades on multiple ports), Bring Alliances back (but with max 1 ally and none for country with most ports), Introduce national paints.
  14. Riparian

    "Home Defense Fleets"

    Couple of points regarding "TP for defender" If you counter-tag you are not the defender. And how often you are defender against fully loaded indiaman or other trader? Also if overloading is a problem, then just add "no TP when overloaded" (so remeber to ditch some of that loot )
  15. Riparian

    "Home Defense Fleets"

    Things I would like, 1. TP to free port for the defender. But should this be limited only to original ships (no captures)? 2. Normal entry timer of 2 min (visible ships). Longer timer in Capital area for the home team (5min or more). Also I wonder if it would be difficult to implement "Defence fleet mission". Meaning, group of players can take a mission in specific area and if they stay in the area they have longer entry timer for all battles in the same area.