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Found 103 results

  1. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvE and PvP, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. nation teamspeak: voice378.ismett.de website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF BONUS Training Tutorials and Guides: https://bccnavalaction.freeforums.net/board/20/naval-action-guides
  2. vazco

    Gun crafting

    Currently putting 6 guns of different caliber in their slots is quite tiresome experience, so is keeping guns of 8 different sizes in a warehouse. It would be great to have an option of crafting just a ship, or a ship already equipped with guns. If you craft with guns, a ship could have a preset build (longs, carros or meds) already filled in.
  3. This post has been written in someone's suggestion thread, among the answers, so I think it is staying there rather obscured and I should repeat it in a topic in its own right, for getting more attention. Let's give tools to the owners to turn their ports into attractive places for visitors, no matter if to their clan members or others. How could this be done? By upgrading ports by a selection of buildings there, which produce advantages the visitors want to enjoy, or buy special things there due to those buildings. And with every turnover by visitors, the port becomes more profitable. The port becomes meaningful and deserves to be defended when it is unique for some reason. Examples? - clan offers dockyard places in addition to the ones the player owns. so he can have more ships and park them in this port for a daily fee depending on size of the ship. - clan builds a special wharf which, contrary to player-owned wharfs, can add additional upgrade slots to an existing ship - for a good price of course. Boy, how they will flock to that port!! - clan can produce rare resources, at a low rate compared with original spawning areas (for example crooked cedar outside of crooked islands), in buildings only available to them (not players). They set up auctions for achieving the best prices, which are announced up front and require people actually go visiting the port for bidding. Needless to say, those auctions have nice fees the clan will earn. Player A buys 100 copper ingots for 520 gold a piece, clan adds 20 % provision, makes 52.000 + 10.400 gold for the port-owning clan. And outside the port, some vultures will wait to intercept the precious acquisitions... - clans do some research efforts in experimental facilities in their ports, where built. Certainly eats ups money first, and the outcome is (random generated and thus) unpredictable, but once the research would be successful, a new upgrade named after that port would be generated in the game, with slightly different statistic values compared to the normal upgrade it is based upon. For example, a Bovenwind Refit which gives 1 % more speed than the standard Bowenwind Refit, by the name "La Tortuga Bovenwind Variant" if invented in that port. And it could only be produced in this port and nowhere else. Or the contrary: a slightly less efficient variation which requires a bit less raw material for building, like four Nassau fencers instead of five. And of course it is sold there and flushes the treasury of that clan... - clans build large amusement quarters in town which allows cheaper crew recruiting compared to other places. Again: the clan earns with every sailor being hired in their amusement quarters. Question is, if each port with a special building can only have one of them or several. A port equipped with special clan buildings will become very precious and of course other nations want to conquer it. But... there is some risk the special building(s) will get destroyed during the fighting. It could even get connected with the actual port battle. The bloodier and the more ship losses in PB, the higher the risk special buildings(s) will burn to the ground. Then the winner has to build new ones from scratch.
  4. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvP and PvE, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. nation teamspeak: voice378.ismett.de website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF
  5. Teutonic

    A Re-take to Regional Bonuses

    In the days where we fought over 1 port to control an entire region, where the "Strong Hull" regions were similar, if not better than the Cartaghena we have now. While I disliked the overpowering nature of some regional bonuses in the past I can't help but think that we lost a great opportunity to expand on it with the current RvR structure we have now. I am not saying we bring back all those regional bonuses because we now have them in the form of rare resources, and I believe that is alright for what it's worth. I'm thinking more along the lines of economical improvements and incentives to both get out of the safe zones and create a reason to capture and hold multiple ports that we may otherwise not care about. I'd rather give the carrot that's on the stick than hit someone with a stick. I would love to expand, improve, or change the following proposals I have in order to enhance RvR, crafting/trading and to bring more life to regions outside the safe zone. Find a purpose to actually using it instead of the "buy goods and bringing them back to our respective nation capitals" (nothing wrong with doing that though). Regional bonuses Could be the following: I created the Poll for a quick view of suggestions I made, I go in more detail here. These bonuses would ONLY go into effect after a Nation controls all ports in a region (after downtime) and would be given instantly (clan does not need to manage it) the next day. If a Nation was to lose a port in the region, the Bonuses would be lost after downtime. 1. Port Maintenance reductions for the nation (clan port holders) when holding all ports in a region. Simply put, if the nation owns all the ports within a region, the port owners get a reduction in maintenance costs. Could be 25%, could be 10% - the number can very. Clans and a Nation could find reason to work together to hold a regions ports that may otherwise be considered "useless" as they now may hold strategic value. Consequently this may increase RvR and Port Battle fighting as a clan or nation can disrupt this bonus by holding one port in the region. So it becomes a hotspot for conflict. 2. further increase in labor reduction/resource production bonuses. the bonuses a clan can give (at the expense of higher maintenance) for ports they own to make their labor hours be more efficient as well as resources produced more (or faster) is really awesome, and I know of some people who do take advantage of these perks for ports outside the safezone. Possibly increasing this bonus even more when a Nation holds the whole region of ports could further point to giving better rewards for the risk (risk of having assets get locked by enemies when the port is taken away). So if the bonus is 20% increase trade and 40% reduction in labor hour cost. The regional bonus could increase both by another 10%, making it 30% and 50% respectively. again, numbers could change if needed. if a clan does not have those bonuses active in the port, the regional bonus would just give them a 10% and 10% bonus respectively. 3. increase chances for better ship crafting (purple and gold ships more likely to be crafted). Holding a Region should grant Crafters the ability to take advantage of the region's resources and manpower in order to construct powerful vessels. giving nations and clans another reason to capture the whole region. This bonus could be guaranteed or just a better chance to get the good ships. Again, an enemy nation or opposing clan could disrupt this bonus by taking just 1 port in a region. 4. increase in chances for better ship trims (like very fast, very cramped, very agile etc) as well as a way to "force" a ship trim possibly. This goes in line with #3 as well and pretty much the same thing. Possibly allowing Crafters to regulate what trims on what ships, or just having a higher chance for better trims. I know there are quite a few more that other folks could add, or on the opposite end, a few reasons for why this may be a bad idea. I'd love to hear either side of the argument
  6. What is the "Extra" title for in ship crafting, Is it redundant? will it come into play in the future?
  7. Cetric de Cornusiac

    Ship Crafting - the next stage in perfection

    Next round in suggesting stuff: I am all in for individualization and more options in ship building, so one player ship will most unlikely be a clone of another player ship. Let clone ships be an AI thing alone. For this goal and the affection you will grow on your special, personal ship, I dare propose the following... Ship quality should depend from these factors: - dockyard size and upgrades for that dockyard, so it's not only three sizes as now which seem to determine buildable ship size only. - construction time you are willing to invest. Short (rushed) building means worse, cheaper ship - long (considered) building means better, feature-rich ship with improved characteristics. - accumulated crafting experience. Your crafting level, that is. As I understand it now in the game, it only determines what ship model is available to you. Let that expand also on ship stats. - some rare skill books for ship design + crafting. Manuals by famous ship architects. Treatises by navy engineers. So your shipyard will have upgrade and 'shipyard knowledge' slots just like a ship does. - if you remember my other idea here about recruiting specialized crew groups for determining the abilities of your ship, you will see the source for my idea here about expert carpenters and naval engineers employed by you for improving your ship design further. - tiered material quality: chosen wood type could prove to be one of the following - (1st class) excellent quality (2nd class) good (3rd class) standard (4th class) flawed, where 3rd class would be wood of the common quality we have now. Not sure if this would be visible on the market when you buy in your material, or it turns out to be this or that while working with it (random results, however lowered risk of worse material when employing a high trained specialist in your dockyard who knows how to avoid faulty material). Permanent upgrades in this concept In the result, permanent upgrades (number and quality) would depend on the capability of your dockyard and its crafting power, while ship knowledge as now would depend from buyer and user of same ship. For more options, the number of permas would range from zero to maximum eight. They could get augmented in number by given factors you chose when crafting the ship *and* later when refitting. Later added permas would be considerably expensive compared with those who come with a fresh build, due to more efforts necessary to make room in an existing naval architecture and having to live or deal with existing flaws which need to be mended first. The higher effort is not bought by money, but by excessive requirement of labor contracts. Also we could consider the need of real time for completion of an refitting project, so you would have to take the ship out of active service and put into refit, after real number of days when your playing is recorded by the game you get the refitted ship back, with an additional perma slot. Instant refit would be too easy, it's got to be expensive and valuable. So you appreciate the result better. Some new permanent upgrades would have to come at a price, however. They could mean a reduction in cannons or cargo hold, as it makes sense to reduce them due to characteristics of that new permanent upgrade (if it is spacy, bulky, taking the place of standard equipment). For example, if you refit your ship to be an explorer, serving scientists (like the common coal transport which became Cpt. Cook's 'Endeavour'), you get a permanent upgrade which increases view on the open world map and investigation results about places you pass (so in fact it is a reconnaissance or espionage ship), while you have less cannons (space taken over by scientific instruments and the quarters and laboratories of scientists on board) and less crew. When you craft permanent upgrades, they also could differ in quality, like (1) elite (2) supreme (3) good, while 'good' means the same as current standard. Permanent upgrades could get damaged or destroyed in battles, don't get repaired by your usual repair options and need to be seen after at your next visit to home port and dockyard. If destroyed, the slot may become free for another choice. If damaged, it is greyed out and you don't enjoy the bonus until it is repaired in dockyard (there you can chose to dump it completely and get a new one). This special repair of permas would not be done simply by paying gold, but would require a percentage of the original material needed. For example, if you have Bovenwinds Refit, you would need one out of the original 5 Gritjie Van Dijks as replacement to put Bovenwinds Refit back into function. All this makes permanent upgrades even more valuable than they are now, and ships equipped with them, as well. Your ship has a chance to undergo changes even after original perma slots are full. The dockyard specialization would be a great deal and encourage people to enter the interesting profession of a ship builder, as it would offer more variations. The skill books helping in that would be interesting only for ship builders and thus passed on to those by captains who are just fighting or trading. However, I like the random aspects in getting this or that factor which determines the ship building result. So, the various ways to improve your qualification in ship crafting should influence percentages of chances to obtain this or that partial result flowing into the big result, not generate a sure ticket. So, a ship crafter with low crafting experience xp would have a low percentage to get the top tier result, a colleague with high crafting experience can hope for it on grounds of higher percentage. Makes also sense to get permanent upgrades back, or at least back on a reduced quality tier, if you break up a ship in your dockyard for parts.
  8. Last update 3/4/2018 - Crew resistance bonuses added. Hey all, I recently created this spreadsheet to help me figure out useful framing and planking combinations for ship crafting. I'm sure someone else will also find it useful. It allows for mixing and matching different woods for the frame and planking, as well as comparing two different builds. Please let me know if you find any mistakes, or have any suggestions for things I should add. https://docs.google.com/spreadsheets/d/1hfF3vMSeVFMJVX392y6guaGFVKh404vx7qaKYlcGywI/edit#gid=1282085938 Data obtained from here: Please don't try to sabotage the sheet. I can't protect the dropdown menu cells, so don't ruin it for everyone else. EDIT: Added data source EDIT: Speed Update - http://imgur.com/Siq9RRa
  9. 1st Rate Problem The Premise here is simple, there are too many 1st rates to be historically accurate, but more importantly too many 1st rates for them to be fun or to look forward to. Historically fleets were comprised of way more 3rd rates than 1st rates. They were there, but the ratio from 3rd rates to 1st rates in fleet composition was 9:1 i believe? (Read something somewhere a year ago, nautical warfare expert facts to confirm or deny would be great) Why? Because 1st rates were national TREASURES. They were expensive as all hell to build, maintain, crew, and arm. It wasnt cheap, and every nation, of all wealth felt it. Think of a carrier in todays world. 1st Rates in game are so numerous in fact, that no one looks forward to getting them anymore. The newbies do, sure, but when people just offer them up freely because thats how easy they are to obtain, that excitement goes away as they sail with them, face a whole horde of other 1st rates, lose them, get more, etc. This also takes out a lot of excitement of being the most bad ass in the ocean. In fact, you probably arent, having a 1st rate MEANS NOTHING in game. Which is sad. Having a 1st rate, regardless of build should be an incredible feat, 1st Rate Solution In order to make 1st rates be a late game component themselves, as they should be, acquiring them needs to be completely reworked, and when you do, they must be an awesome ship indeed. Admiralty awarding 1st rate building permits. I believe this is the right track, but not there yet. This feature in game an be exploited by alts to an insane degree, and anyone with victory marks can pool them and give out 1st rate permits and thus 1st rates to whoever and whenever they wish. Permits must be made much harder to get. In fact an upper government, not of player control (call it your actual government admiralty from Europe or trade company), should reward these permits based only on killed predetermined targets on other pvp players. Essentially players get marked based off of their performance in pvp combat, the task is to then kill pvp players to earn this permit from your admiralty as you have become a national hero. If you can't do it, you dont deserve a 1st rate of great quality. You can sail a 2nd rate or 3rd rate of any quality of your choosing. But what about the pve players you might ask, the traders, the non PVP players? Simple. They can go kill X amount of AI of X quality, such as other 1st rates, they can get a 1st rate permit that limits their build type to oak oak, something that is exactly base line.Nothing terrible, but nothing great. Or just add a generic 1st rate to the game that is smaller than all the rest cannon wise and health wise, but just above a 2nd rate. This then creates a larger amount of players sailing on 3rd and 2nd rated ships. 2nd rate ships however should be made twice as expensive to craft as they currently are in game, as they are extremely competitive with the 1st rates, at least the buc is. The OVERALL affect of this. 1st rates become a true warship as they wade through a sea of 3rd rates and 2nd rates. Delivering the force of pure shock and awe with every broadside. But with their rarity, they will become massive targets as everyone will want to capture it and make it their own. The 1st rates will become their own late game, and become a true motivator for pvp combat, and fun terrorizing combat when/if you can meet the demands of your admiralty. Once the permit has been obtained you can craft said 1st rate of the quality you are allowed to craft. Once crafted the 1st rate may be traded ONE time before it is "bound" to that person and may not be traded again. It must be captured. Why would the admiralty give nelson control of HMS Victory if he was to give it to some junior admiral? Crafting Problem Crafting in game is a joke. Its more basic than starbucks' overall clientele. lv50 crafters are so bored our ports have run out of rum! (seriously though, where has the rum gone?) Crafting Solution If you thought my 1st rate solution was game changing, wait till you read this proposal. Essentially lv50 crafting will mean nothing as it currently does, up to lv50 i am proposing to KEEP the current system. But wait, there is more, all the way to lv100. An open world sandbox game, built around the age of sail. What could be more immersive than actually crafting your own ship built idea yourself? Designing your own hull, cannon loadout, rig and sail loadout, etc. What is to stop people from building the most op ships on the 7 seas? Their own stupidity, a better physics engine, and by rate. If you are crafting a 7th rate it has to be under a certain dimension and under x amount of cannon broadside weight. If that means you put 3 42 pound cannons on it, then so be it. But you only have 3 cannon slots and that reload time is going to suck. The Main limiter: Crafting level. Essentially each crafting level AFTER LEVEL 50 allow you to add more to your ship. Every level will allow you to add a bit more base hull hp, armor, and broadside weight. And every 10 levels you can start to build a new rate. So lv 50-60 you may craft custom 7th, 6th and 5th rates. 60-70: 4th rates. 70-80: 3rd rates. 80-90: 2nd rates. 90-100: first rates (will require a permit of special quality designating that you are not only a lv90-100 crafter, but also can perform in combat beyond Admiralty expectation.) Essentially the admiralty can only afford to trust you to outfit a ship based on your reputation and experience creating ships and in combat. This will of course create epic ships that truly define naval warfare. Within bounds of reason and physical capabilities. But what is to stop everyone from acquiring these ships, especially 7th-2nd rates, and seal clubbing everyone? The crafting limitations are one, but they should be more powerful than the standard ships if built correctly. But also of course each crafting level after 50 isnt some walk in the park to get. You can get to 51 the same way as you get to 50. But after this the only way to level is to craft custom ships. These ships must then perform well in combat. Like in the old days when your crafted ships earned xp towards the craft when they were used in combat, it goes to crafting xp. The jump between level to level can be linear. But at say 59-60, (every ten level jump that allows creating a new rated ship) it is parabolic in nature of craft xp. Essentially there will only be a handful of these ships per hundreds of players. More expensive overall to craft. Each custom ship built will require a good amount more material than their counterpart prebuilt ships. In gold currency, say a 4th rate takes 500k to build if you buy all the mats. A custom built 4th rate would cost 2 million. This adds more value to currency gold. Generates more open world traffic ferrying resources. This creates a massive late game for the abused crafters. Something to really look forward to, and of course these powerful ships shouldnt be shy of battle, as they are (hopefully) built well enough to be better than the standard ship of that rate. (unless of course someone got carried away with the sails and you capsize in battle, haha.) TL;DR? you are going to have to read, this was as short as i could make it. sorry As far as this not being possible to do? All of these things have at least in one game or anther been a thing, perhaps not all together at one time. But I know it is possible, and with our current engine it may take several years to do, but I do recognize that, and just believe it would be an incredible thing to implement for a more expanded late game for everyone. Ideas and thoughts are of course welcome, and perhaps i left some things out, as these were shower thoughts, and hastily put together. o7 captains, and Godspeed all.
  10. Hey! I would like to be able to make resource buildings in nation ports with out having to make an outpost there. Then I could just sail there in a trading ship, craft the resources from the building and then sail it back to the port where I do my crafting. Because we can not store stuff in ports where we do not have outpost I would only craft what I could fit in my ship. If I crafted to much I would sell it in the shop. This would free up the need for dedicated crafting outposts and we would sail more in OW As it is now I dedicate 1 outpost (2 in ruff times) for resource crafting. I make 3-5 buildings and farm 1 that resource until I have enough. Then I move over to the next resource. Only use 3 indiamans and I don't bother sailing to collect my resources until I can fill all 3 to the brim. I have always struggled with balancing ports I need to have for PvP (free ports and I want them all!!), RvR (1-3 ports we need to be ready at for defending against hostility or gather for attack), clan warehouse (1 port), crafting(1-5) and then a port for trading and 1 free so I can open a outpost where ever I end up and TP back home. 8 ports have never been near to cover this..
  11. Marcus Corvus

    Ship Crafting Costs

    Working with the economy in what seems to be a fringe time zone (evenings, US Pacific) has forced me to get a better understanding of what ships actually cost to build. I broke the Traders Brig down to minimum per unit material costs. Excluding the option woods this appears to be the material cost percentages at the source level (craft). Material (100%), not including option woods. Oak Log 22.84% Fir Log 17.37% Stone Block 14.87% Hemp 13.73% Iron Ore 11.45% Food Supplies 10.62% Lignum Vitae Log 5.31% Coal 3.82% Of course the actual costs depend on how many buildings are controlled and whether the remainder is obtainable at reasonable contract prices or you are stuck at AI contract (4x production cost). A build with fir options and controlling the top four buildings yields an estimated build cost in the neighborhood of 48,000 But I was very surprised by the low coal percentage. Does this look accurate?
  12. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in future. If you disagree, please keep it civil. Nations [N] I understand the desire of many people to sail under the flag of a certain nation. I love being able to fly the flag of my mother country myself, something that I'm not able to do in a lot of games. Having said that, I'm enough of a history nerd that seeing the "wrong" nations present bothers me. I'd like nations restricted to their historical starting positions. See [OW2] for ideas on nations. Having said all this, if we get a Baltic Sea "area" implemented, and the Russian nation decides to sail over and occupy Haiti, that's fine by me. Each nation should have a national government which should be made up of repreentatives from each of the three organisations. [See N 4-12 for organisations]The national government should have the ability to decide national policies through a voting system incorporated into the UI. This system would enable a player to make a suggestion, with a time limit for his fellow members to vote yay or nay. A majority of yays would mean the policy could go into effect on expiry of the timer. National policies - A limited list of ideas for what these could include: Raise / lower national taxes on x goods by x%. Create / cancel trade tarriff of x% on x goods for x nation(s). Declare war on x nation. Sue for peace with x nation. Accept reject peace treaty / alliance with x nation. Offer alliance to x nation. Announce blockade of x nation's ports, making it illegal for citizens to trade with x nation, and making neutral ships within x distance of each port legitimate targets for citizens of blockading nation. Cancel blockade of x nation's ports. Issue warrant for player x with a reward of x for his capture. Each nation should be made up of players belonging to one of three organisations; the navy, the merchant marine or private captains. Clans should not be limited to players of a certain type, but should be able to recruit all kinds of players. The Navy - The navy should have a rank hierarchy. To rank up would need xp gained from missions issued by the ai navy, or from fighting foreign navies, much like xp are gained in-game now. Each rank would allow you to command larger ships, just like it does at the moment. I would like to see a few differences though - each rank should allow you to add more and or bigger ships to your fleet. Also, a navy player should not be able to command the largest merchant ships, and the rank requirements for merchant ships should be higher for each ship comparet to a player in the merchant marine. The ranks would also determine a players ability to initiate port battles and conquests, with larger battles reserved for the higher ranks. Battle and other groups should be limited in size by a player's rank. Players of the highest rank would be eligible for election to the national leadership. The national leadership of the navy would be responsible for setting priorities for the ai controlled national fleet, issue contracts for ship construction, and send representatives to the national government. The size of the leadership would be determined as a % of the number of players belonging to the navy and updated at intervals. AI fleet priorities - These would dictate the behaviour of ai warships, and would be set by the leaders of a nations navy within the limits set by the national leadership. They could include trade protection, defensive patrols in x province, blockade duties of x ship type [warships/merchant ships] in x province. The priorities could be set as a % of each ship type assigned to the various duties. The decisions would be voted on by the navy leadership at regular intervals, and decided by a simple majority vote. AI ship construction - The navy leadership would issue contracts for warships, to be payed for using the national budget as determined by the national leadership at regular intervals. The contracts would be open for a set time, during which player crafters could build and sell ships to the navy at the set price. At the expiration of the timer the contract would be filled by AI crafters according to crafting capacity, and assuming the navy leadership set a price per ship that allows the ai crafters to make a profit. Player crafters, of course, could choose to meet orders at a loss, should they choose to do so. Player owned warships - Individual players would acquire their ships by crafting them, buying them on the open market, or buying them from the navy. Ships sold by the navy should be offered at ai determined prices, forcing the national and navy leadership to provide them at a loss, thereby making taxes and tarrifs etc more relevant. The Merchant Marine - This organisation should have an appropriate name in each nation. For example, the British merchant marine could be called the Honourable East India Company. Ranks in the merchant marine should govern the maximum crew and fleet size, as well as how many and what type of commercial orders can be created by a player. Merchant marine players should not be allowed to command the largetst warships, and the rank requirements for warships should be higher than for players in the navy. The highest ranked players would be eligible for election to the board of directors of the merchant marine. Their responsibilities would include setting the insurance rates as a % of the value of the cargo transported by captains who desire insurance. The maney made should go into a central account from which any claims would have to be filled. Merchant ship building - Merchant ships should be bought by the individual players from AI or player crafters. Merchant marine escorts- The board of directors would be responsible for issuing contracts for the construction of escort ships to be allocated to AI escort captains or sold to Merchant marine players who wish to take on that role. The ships would be payed for with money made from insurance profits, if available. Private Captains - These captains are free to play what ever role they desire in the nation. There should be no leadership for private captains, apart from the national leadership. Ship availability and crew/ fleet size should be dependent on player rank, and players should be restricted from owning the largest warships and merchantships. Letters of marque - These should be available for purchase by private captains, and be required in order for a player to purchase any but the smallest warships. Import / Export permits - These should be available for purchase by private captains, and be required for trade with ports outside the player's own nation. A seperate document should be required for trade with each foreign nation. Sailing without a letter of marque / shipping contract - Sailing in a warship without a letter of marqu would classify a player as a pirate and make him liable to be attacked by players of any nation as well as AI patrols. Sailing without an import/export permit would classify a player as a smuggler and make him liable to be attacked by a navy player of any nation as well as by AI patrols after his ship has been inspected. Pirates Pirates should not be a nation. Piracy should be a legal status, as as such anyone wanting to play as a pirate should simply engage in piracy. It should not be possible to start the game as a pirate, although a new character could make himself a pirate instantly by illegaly attacking a ship. Pirate havens - Pirates should not be allowed access to normal ports except through the smuggling mechanic. Instead, each island/ selected islands should have a hidden pirate cove. Players would identify these by engaging a mode in-game and sailing near / around an island for a sufficcient time. Once identified, a pirate cove would be claimed by a pirate as his base, providing dock & warehouse space. Smaller versions of production buildings would be constructable in pirate coves, reflecting the illegal nature of society in these places. I'm sure some unique ones could be imagined, making some form of profitable production possible for pirates. A cove could be shared by a number of pirates, such as a clan. Such groups would still not be considered nations though. Progression Different types of players should gain XP in different ways. I have listed the various player types above. Navy players should gain rank in the navy through earning combat XP. I see no reason to change anything about the way such XP are awarded at the moment. Navy players should earn less XP through trade. Let's say a 50% reduction, just for the sake of argument. Merchant players should earn XP through trade. Just like combat awards XP based on damage done, trade could award XP based on profits earned. Not simply on money made through selling things, but on actual profit. This would incentivise players to find profitable trade routes, as well as motivate them to sail farther afield depite the risks of piracy etc. Merchant players should earn less XP from combat. Let's say 10% of combat XP from battles where the merchant was the aggressor, and 90% from combat where the merchant was attacked by another player. After all, we don't want merchants to just linger in the safe zones! Diplomacy See [N 3] for how wars are declared, etc. Member(s) of the national leadership could be designated as a diplomat. A diplomat would use a UI function to propose/demand terms in order to agree a peace treaty. Once the dipomats have agreed terms, they would become available for ratification in the national leadership UI. All this should have real world time limits, enabling offensives, victories and losses to influence negotiations in progress. Diplomats should also be able to hammer out alliances using a similar system. Alliances should enable ships from separate nations to enter battles on the same side when fighting nations they are at war with. National leaderships should be able to define separate tarrifs for trade from allied nations. Intelligence Gathered by spies and networks establihed in enemy ports. Each spy/network would be able to gather only one type of intelligence. There ought to be four types of intelligence: Military, Commercial, Diplomatic and Technological. Military Intelligence- This would cover the number and type of ships based at the port as well as the number of troops and forts. Commercial Intelligence - This would cover stockpiles of goods, needs, availability and prices. Diplomatic Intelligence- This would cover any treaties, wars, orders, etc. currently in force. Technological Intelligence - This would cover the currently available technology, and perhaps give a chance to acquire same. Employing spies- Spies would be open world NPC's with skill levels and experience. They would be employable by players, nations, and companies. The employer would be charged a salary cost every day/month/year to keep the spy in his employ. Networks- A group of spies deployed in the same port by the same employer would form a network. The larger the network the more information it would be able to provide. The larger the network the easier it would be to detect. Counter-intelligence- A police chief/policemen would be other employable NPCs in the open world. They would limit the amount of intelligence enemy spies can gather, and also give a chance of capturing the spies working in a port. Ports and Capture Port capture should take place in phases. Phase one would require a declaration of war on the nation owning the port. Phase two would be a port battle as they are currently present in the game. In case the aggressor is victorious the next phase is enabled. Phase three would involve landing a force of soldiers to take control of the hinterland. The soldiers would have to be transported in on merchant ships, and there would be a timer for this activity. The troop transports would be interceptable by defending ships. The number of soldiers neccessary would be determined by the size of the target force, as well as any defending troops. If a sufficient number of troops are landed in phase three, the port is considered occupied. An occupied port contributes taxes to the occupying nation, and any buildings/ships are inaccessible to players from the original nation, except as per the smuggling mechanic. To gain permanent ownership of a port, it has to be ceeded as part of an official peace treaty. This would slow down & hopefully limit zerging. Each port should have a governor. The governor would be responsible for local taxes and docking fees. He would be able to use this income to construct defenses and improvements. Possible improvements include infrastructure, such as roads which would give a bonus to any production buildings present. Housing, which would give a bonus to population growth. The governor could also invest in crop diversification, or introducing new industries, each of which would result in new production buildings becoming available. Each effort would have a real time implementation period, as well as a resourse and money cost, and would have a chance of failure. Economy All ports should have a maximum capacity for buildings, determined by their population. Players should have priority in taking up this capacity, but any unoccupied capacity should be filled by AI producers. All goods should be produced in buildings either by players or AI. No goods should "drop" at any port. Goods should be transported by AI traders to meet first basic needs of ports lacking that good, and secondly luxury & production needs. Goods not produced in the Carribean (or any other area)should need to be imported to that area from an area where such goods are available. All production buildings should be constructable by players in ports where production of that good is possible. Production buildings should have needs. These could be basic, e.g. food for the workers, as well as advanced needs, e.g. a sugar farm would need slaves and fertilizer. These needs combined with the needs of the general population of the island would dictate prices in the local market. Crafting & Ships Each nation should rely mainly on ships historically employed by that nation. Blueprints for non-national ships should be more expensive to get - perhaps only obtainable through technology espionage. Upgrades should be craftable, and dependant upon crafting level, so that onlly an expert crafter is able to craft the best upgrades. I do like the book system that we have now, so perhaps upgrades could be "learnt" from books, and then require a certain level to craft. Crew/Marines/Soldiers Crew should be recruitable in ports subject to limitations of population size. Crew should be divided into categories according to skill levels - Landsmen (a small malus to re-load times, sail setting etc), Seamen (no bonus or malus), Able Seamen (a smal bonus) and priced according to their skill level. Lower levelled crew should be upgradeable once they gain some experience. Crew should require food and water to be carried in a ship's hold. Lack of either should lead to crew deaths. Food and water should be consumed over time, limiting a ship's radius of action without replenishing these supplies from a port. Marines should be recruitable for navy captains subject to the same limitations as crew. Soldiers should be recruitable by port governors for defensive purposes subject to the same limitations as crew, and the availability of defensive buildings with spare capacity. They should also be recruitable for merchant and private captains, subject to the same limitations as crew, for the purpose of port capture. Soundtrack I would love to be able to listen to a soundtrack of period music, including both instumental/classical music popular at the time as well as shanties and sailor's songs in general. To make this even better, the soundtrack ought to reflect your nationality, so that a British captain would hear, for example, Hearts of Oak, but a Danish captain would not. Open World (OW) Spotting distance- I would like this to depend on the mast height of your ship, as well as the mast height of the other ships in the area. A cutter would not be as easy to spot as an SOL, etc. Related to this, I would like national flags to be rendered on open world ships, and i'd like the ability to fly a false flag. Just like in history, it should be illigal to fire at another ship while flying a false flag (unless you happen to be a pirate!), and there should be penalties for doing so. This would necessitate the creation of a system like the RN's private signal, or, in modern terms, IFF. A hotkey ordering the crew to hoist the private signal would do. The other ship would then respond, or not. A nice ( and i hope) simple way to introduce some more tension! Size- this is definitely utopian, but hear me out. I'd like the world extended to the west coast of Africa and Europe, as well as southwards along the coast of South America. This would have several benefits. Portugal could become an in-game nation. The safe zones could be moved to the European coast for most nations. See other relevant sections for more detail. Alternatively a sort of off-map boxes could be used to achieve the same effect without having to create a huge map with all the problems that entails. Such a system could also be used to link a series of smaller maps, or theatres. The carribean would obviously be one. The Mediterranean could be another, the Baltic a third. Perhaps the English Channel and part of the North Sea would also be a nice addition. Off map boxes - These should rely on a teleportation mechanic that charges money and is not instant. I.e. to send a ship to the Baltic from the Carribean could cost 50,000, and take 1 hour of real time to arrive. It should be possible to teleport ships with cargo in the hold when travelling to/from off map boxes. The same mechanic could be used to travel between separate map areas. This teleport should not work directly from port to port. Rather it should create a random-ish exit point on your current map. Once you reach that exit point the ui should promt you in the same way it does on approaching a port, and by cicking the prompt you'd initiate the teleport. The player should be prompted to return to his outpost, like after losing his ship in battle (if the time delay mechanic is implemented). Winds- I would like the wind to be more closely based on actual weather patterns. With somewhat predictable winds, players will be channeled into certain routes/chokepoints where PVP combat will naturally occur. Of course, due to the speeding up of time, real world patterns would not work well in game, but something similar to them, with an element of randomization would be very nice indeed. Ship inspection - Navy players and AI patrols should be able to perform an inspection by remaining close to a ship in the open world for a certain amount of time. Only after such an inspection is carried out should any smuggler status be revealed to the inspecting fleet. Ports- Each port shoud have a population. The size of the population would dictate the needs of the port, which in turn would dictate prices in that port's market. Shortage- A shortage of essential goods in a port should lead to a decrease in population in that port. Workforce- the available population should dictate how many production buildings can be constructed in that port. Exploration - The Carribean was more or less fully explored in the geographical sense by our period. Exploration should follow the idea of the historical artefact good available now. These should be sub-divided into, for example, Mayan artefacts, Voodoo dolls, etc., as well as natural history artefacts, such as new species of insects etc. These should not be available in shops, unless they have been sold to the shop by a player. Instead, there should be fetch quests along the lines of the current sealed bottle mechanic. These should come from buildings available to governors to constuct in their port. These buildings would be named after, for example, The National Geographic Society, depending on the nation. They could alo be generated by ship's officers, with the relevant skill. NPC Characters All NPCs should have appropriate skills, and be able to acquire more through levelling up. The employing player should be allowed to controll the levelling up process, but if the NPC leaves his employ and is subsequently hired by a different player, it should not be possible for the new employer to re-arrange skills already gained. NPCs should be randomly generated and become available to employ in ports according to a logical system. A national capital should have more NPC available than other ports. The numbers generated should also depend on the type of port and the population level. NPCs should be transportable, just like the trade goods representing various persons we have in-game at the moment. There should be employable officers with a portrait and name available. Each ship should have slots for an appropriate number of named NPCs, effectively replacing the perk mechanic. Officer NPCs should give bonuses in suitable areas, according to the experience level of each officer. Each officer should have a chance of death in combat, and in case of capture should have a small chance of becoming available to the capturing player. Buildings should require NPC managers, with skill levels governing the output of a building. Each NPC should have, and gain as they level up, skills relevant to their position. The skills should provide bonuses and maluses, giving the officers a sense of personality. Example skills could be natural scientist, which would generate mini-quests that give the player a chance of acquiring valuable goods such as "insert name of rare butterfly here". More examples to come. Player Characters Avatar - Each player character should be represented by an avatar. I love the art style of the game so far, and I'd really enjoy a full length portrait of my captain wearing the appropriate uniform for his nation, rank and organisation. Name - I'd love for each character to have a first name, a family name and a nickname. There should be some form of personalisation or roleplaying aspects to a player character. The ability to buy a home in a port, preferrably with a nice piece of art to enjoy. To find a wife, even if she is nothing but a portrait. To have children once a wife is present. These children could then grow up to be NPCs in their own right. In-game Encyclopaedia I would like to see one. I would like it to contain entries on the nations in the game, the history of their presence in the area, as well as entries on ports containing a brief history and perhaps basic information such as what production buildings are available there, populations size and type, current owner, etc. I'm done for now. I reserve the right to add more ideas, should any occur to me.
  13. Lars Kjaer

    RNG and Crafting

    I hate RNG. With that out of the way: I suggest: Advancing crafting experience. Atm we have crafting lvls and the RNG that's is basically useless. I'd like to see the crafting trees expanded by for example giving the crafters increasing specialization: A clan (or individual) could have a crafter that specialized in first rates and for each first rate he moves up in the xp and after for example 20 first rates he get a choice for a trim he can add to the first rates in the future (and it is NOT random what trim he can add - it's a chosen perk just like the ordinary perks). This can be expanded to specific ships and not just ship types. If for example a crafter specializes in H.Rattlesnakes then he get's the possibility to add more and more trims to add. And most important of all: NO MORE RNG!
  14. We are a newly formed clan. We are currently looking for active players in Naval Action whom would want to join our crew, everyone is welcome to join. Requirement: That you use discord you don't need to talk just listen Nation: Great Britain Goals: Putting together a reasonable sized fleet to fill proper Port Battles. Timezone: At this time we're only EU-based, however we're always up for company from all around the world. Crafting: We currently have 2 high-level crafters. If we got your interest, contact one of the following officers (ingame, on discord or via the forums) A1vin, Mitsuko Susuki, Nick Gonchin or Cpt will Turner Discord link: https://discord.gg/9BaKMqT Or send me a message on the forums @Nick Gonchin
  15. Hello NA Community We are West India Trading Company a new Creat Clan in the Nation of the Great Britain. We are searching for Players they wanna do PvP/PvE/Crafting/Trading in a Family Clan. We are based in Trinidad and when we grow up i think we make another Base in KPR. What we are looking for Ts3 + Headset 18+ Ambition Rank and Ship doesnt matter What we offer: Ts3 Server Familiar Clan Active Leaders Helpin each Other If ur Interested contact Laempi, Yinyangpanda or Lord Iron Ingame, or leave me a Message in Forum or Poste. Have a nice evening.
  16. Lars Kjaer

    Mission boards

    My suggestion: Make every port/capital have a missionsboard/tavern where players can put up missions for other players. One thing that has bugged me since joining the game is basically that the OW is a big empty space with very little player interactions outside of the battles. I think this is a real shame and there's so many opportunities for playerbased gameplay - if it was enabled and promoted from ingame mechanics. Examples of playermissions: Escorts - self explanatory Traderuns - rent out your ship for a run to help a player empty an OP PvP - Form an impromptu fleet for those pesky raiders, or go raid yourself Fishing - I know, we all laugh... And yet all crafters love it. Crafting - get a ship crafted to your specs, or a crafter can advertise his handiwork without actually making the ship beforehand. My imagination is severely limited, but the idea is that one player can set up a contract with marks, xp (possibly), gold or other items for a mission to be fulfilled by another player. To avoid exploitation - what is given to one player must be taken from another 1:1.
  17. ☸ Part I - Modifier series guide: Wood and trim modifiers ☸ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █ Ship crafting: █ Wood and trim modifiers █ Permanent Upgrades: █ Store - Refit & Note modifiers █ Store - Bow figurines modifiers █ Loot - Perma Upgrade modifiers █ Regular Upgrades: █ Store - Admirality book modifiers █ Loot - Upgrade book modifiers ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Since there are a bunch of new wood types for crafting i will share the stats according to the API with you guys. I am not getting into details what's what and sorting them for armor thickness, since its probably the most common known variable. The RAW data indicates: Slot | MappingId | Value Wood Types Live Oak Wood Type Caguairan Wood Type Teak Wood Type Sabicu Wood Type White Oak Wood Type Oak Wood Type Mahogany Wood Type Bermuda Cedar Wood Type Fir Wood Type Trims White Oak Planking Sabicu Planking Oak Planking Teak Planking Mahogany Planking Bermuda Cedar Planking Fir Planking Crew Space (State as of Patch 11.0) Edit: Apparently i missed an older post on the woodtypes, not sure if it will be kept up-to-date tho:
  18. Guten Tag liebe NA Community Wir die neu gegründete Gilde "West Indian Trading Company (WICO)" möchte sich hier kurz vorstellen. Über WICO: Wir sind eine neu gegründete Gilde auf der seite der Briten, unsere Orientierung gilt allen Aspekten des Spiels ( PvP, PvE, Crafting, Trading). Momentan bestehen wir noch aus wenigen Mitgliedern, jedoch haben wir später auch vor bei den PortBattles mitzumischen. Beheimatet sind wir auf dem PvP EU Server. Deshalb suchen wir Mitglieder Wir suchen: Briten 18+ Headset mit Ts3 Ehrgeiz Rank und Schiff egal Was wir bieten: Ts3 Server Aktive Gildenleitung Unterstützung innerhalb der Gilde Später auch Events Bei Interesse bitte einfach Ingame bei: Laempi melden oder hier im Forum. Lg West India Trading Company (WICO)
  19. Guenwhyvar

    Show the Port Settings in Shop

    When you enter a port and open the "SHOP" you see to the right of the shop-window what this port produces and what it consumes. Wouldn't it be a good idea if a few lines were added here to show the settings of the clan who owns the port like "40% Discount on Crafting" and "40% Bonus on Production"?
  20. [Wird gerade editiert und auf den Stand Aug 2017 gebracht] Wohlan, junger Mann, als Zimmermannsgeselle können Sie es in diesem Umfeld noch weit bringen und aufsteigen in die Riege der geachteten und reichen Familien von Schiffsbauern und Ingenieuren. Zum Start gibt es hier einige Tipps & Tricks, damit Sie die Hintergründe verstehen und das Zimmermannshandwerk in der Not auch nebenberuflich ausüben könnnen um sich den einen oder anderen Taler hinzuzuverdienen. Hier und heute erfahren Sie von mir die Grundlagen und welche Rolle Sie hier in Navalaction als Spieler einnehmen können um diese Kenntnisse zu nutzen. Am Ende stehen weiterführende Hinweise. Grundlagen: Im Schiffsbau haben wir es mit fünf Sorten von Ressourcen zu tun: Rohstoffe, Halbzeug, Module und Arbeitszeit sind nötig um ein Schiff zu bauen und für den Einkauf der ersten drei brauchen wir ein Startkapital, also Gold. Je tiefer man in die Materie einsteigt, konkret also, je mehr Schiffe man baut, desto mehr Erfahrung [Craft XP] sammelt man. Für besonders aufwendige oder strategisch relevante Schiffe benötigt der Schiffsbauer auch noch eine Erlaubnis [Permit] der Admiralität, ein solches Schiff herstellen zu dürfen. Die Erlaubnis holt er sich entweder direkt selbst oder der Auftraggeber des Schiffes bringt die Erlaubnis mit. Letzteres ist sicherlich der unkomplizierteste Weg. Wer Schiffe fertigen will braucht eine Werft, eine kleine Level 1 Werft kann Schiffe der Kategorie 7-6 fertigen, ab der 5. Kategorie braucht man eine größere Level 2 Werft und die große Level 3 Werft kann alle Schiffe im Spiel fertigen. Rohstoffe werden in Häfen mit ihren rückwärtigen Ländereien produziert. Die wichtigsten sind natürlich die Hölzer: Tanne [Fir], Eiche [Oak] , Teak und Weiß-Eiche [White Oak] sind die wichtigsten, wovon Eiche und Tanne nicht nur für den Rahmen des Schiffes, sondern auch bspw. für Halbzeug bzw. Module wie Teer oder Planken verwendet wird. Es empfiehlt sich also immer, von den Hölzern ausreichend im Haus zu haben. Dazu kommen Hanf [Hemp] für die Segel und Taue, sowie Eisen als Eisenbarren [Iron ingots]. Seltenere Hölzer wie Lebensholz [Lignum vitae] und Metalle wie Kupfer, Silber und Gold kommen bei größeren Schiffen ebenfalls zum Einsatz. Rohstoffe werden aus den umliegenden Häfen zusammengesucht um ein Schiff zu bauen, für einige Rohstoffe muss man schon weitere Wege zurücklegen. Als Halbzeug bezeichnen wir Produkte, die Vorstufen von Modulen darstellen und die dann in der Werft zu Modulen verarbeitet werden. Das beste Beispiel dafür sind Metalle, die wir im Schiffsbau als Barren benötigen. Eisenbarren müssen bspw. aus Eisenerz und Holzkohle gewonnen werden, Teer wird aus Tannenholz hergestellt. Werften legen sich gerne einen größeren Vorrat an Halbzeugen an um möglichst nie in die Verlegenheit zu geraten, dass ihre klugen Ingenieure ihre teure Zeit und Kleidung beim Teersieden vergeuden müssen weil ansonsten die Arbeiten stillstehen. Als Halbzeugmeister kann man von der Werft seines Vertrauens schon mal das eine oder andere Schiff zum Vorzugspreis verlangen und Geld verdienen kann man damit auch sehr gut.Um Halbzeuge oder Module zu fertigen braucht man keine Werft, das kann in jedem Hinterhof erledigt werden. Module sind Schiffsteile, die von der Werft jeweils entweder eingekauft oder selbst hergestellt werden, um daraus Schiffe zu bauen, Module gibt es für den Schiffskörper (Rahmenteile, Planken, Ruderteile), für die Aufbauten, Takelage & Segel und so weiter. Je größer und aufwendiger ein Schiff werden soll, deste mehr Module werden benötigt. Wieviele Module (und welche) für einen Schiffstyp notwendig sind, weiss der Schiffsbauer aus seinen Fertigungsplänen [Blueprints]. Für die Fertigung eines Schiffes brauchen wir Arbeitszeit [Labour hours]. Jeder Schiffsbauer hat eine bestimmte Anzahl davon, die er für die Fertigung von Halbzeugen, Modulen oder Schiffen verwenden kann. Je mehr Erfahrung ein Schiffsbauer hat, desto mehr Arbeitsszeit kann er sammeln. Da sich in einer gut laufenden Werft Arbeitszeit stets langsamer regeneriert als man sie verwenden kann, muss jede Werft früher oder später damit anfangen, Arbeitszeit an Subunternehmer auszulagern um sich die Arbeitszeit für Halbzeuge und Module zu sparen oder sogar ausschließlich in den Schiffsbau zu stecken. Zur Zeit reicht die neu hinzukommenden Arbeitzeit einer Werft gerade mal dazu aus, 2 Schiffe der Kategorie VI oder V pro Tag zu bauen. Das setzt, wie gesagt, voraus, dass sämtliche notwendigen Teile dazu bereits fertig vorhanden sind. Der Schiffsbau ist eine höchst komplizierte Angelegenheit und Erfahrung ist nötig um Schiffe bauen zu können, das größer sind als ein Paddelboot. Eine Lynx oder Cutter bekommen die meisten Seeleute noch aus dem Gedächtnis hin, aber schon für einen Cutter braucht man Erfahrungswerte, die man sich nur aus dem Schiffsbau selbst aneignen kann. Daher gibt es bei Navalaction eigene Experience (XP) Werte für den Schiffsbau, die sich mit der Fertigung von Schiffen vermehren. Mit höheren XP- Werten erhält man Baupläne [Blueprints] für neue, kompliziertere, Schiffe. Für Werften sind die XP-Werte das wichtigste Merkmal, ähnlich wichtig wie die XP Werte im Kampf. Rolle im Spiel Aus dem geschriebenen bieten sich für Spieler zwei Rollen im Spiel an, die man auch nutzen sollte um alle Aspekte dieser tollen Simulation zu kennen und zu nutzen. Eine Werft kauft Rohstoffe, Halbzeug und Module und fertigt unter Verbrauch von Arbeitsstunden aus diesen Schiffe, die dann verkauft werden. Der Einkauf der Rohstoffe und die Fertigung der Module sind ein arbeitsaufwendiger Prozeß, die Erlöse aus dem Verkauf der Schiffe erreichen späterhin aber stolze Höhen. Wer als Werft agiert, hat wenig Zeit, draussen herumzufahren und sich mit Hinz und Kunz zu prügeln, er verbringt seine sinnvolle Zeit in Häfen und Niederlassungen. Ein halbwegs erfolgreicher Werftbesitzer ist in seiner Community ein gefragter Mann denn Schiffe braucht jeder und zwar natürlich möglichst umsonst.. Der Zulieferer fertigt aus Ressourcen Module und liefert diese per Kontrakt an die Werften. Er spart dadurch der Werft Arbeitszeit und schlägt Profit aus dem Modulverkauf. Seine verfügbare Arbeitszeit nutzt er schnell und effizient für die Fertigung von Halbzeugen, die aus möglichst wenigen, verfügbaren Rohstoffen gefertigt werden können. Planken, Segel, Eisenbarren u.ä. sind sein Metier und in einem Hafen mit mehreren Werften vermehrt sich sein Geld mit Kontrakten wie von selbst, während er Ruhm und Ehre des Vaterlandes an der Front verteidigt. Mit wenig Spielzeit kann man als Zulieferer schön zusätzlich Geld verdienen und hat guten Kontakt zu Werften um nebenher mal ein schönes Schiff zum Rohstoffpreis abzubekommen. [Ende Edit - ab hier ist der Artikel veraltet] Ihr erstes Schiff Aber jetzt wollen wir in die Kunst des Schiffbaues einsteigen. Ich werde Ihnen die Schritte erklären, die notwendig sind und Sie setzen das dann um. Voraussetzungen: Sie sind in ihrem Heimathafen oder befinden sich in einem Stützpunkt, so daß sie ein Warenlager (Warehouse) besitzen. Das werden Sie auch brauchen, um alle benötigten Rohstoffe und Teile während des Baues lagern zu können. Ihr Warenlager sollte also nicht gerade voll mit anderen Dingen sein. Haben Sie da immer ein Auge drauf, ansonsten müssen Sie Teile nämlich vorübergehend im Laderaum ihrer Schiffe lagern, und fahren dann womöglich aus Versehen mit 10 Ruderteilen im Bauch los, um Hanf zu kaufen..Alles schon passiert. Damit wir ab sofort ein kleines Boot zum Herumfahren und Einkaufen haben, werden wir uns zunächst eine Handelslynx bauen. Im Handbuch des Schiffsbaues finden Sie die Daten, welche Rohstoffe und wieviele davon für den Bau einer Lynx dieses Typs notwendig sind. Ich darf zitieren:"127x Kohle bzw. Eisenerz, 23x Eichenholz, 37x Holz für den Schiffsrahmen, also Tanne oder Eiche oder Teak oder Virginia-Eiche, 3x Pinie, 21x Tanne, 19x Hanf, 1x Lignum Vitae, 16x Steinblöcke." Für den Einkauf der Rohstoffe müssen wir Gold einkalkulieren. Die Kosten für den Einkauf liegen bei 8.955 Gold, besser 10.000 Gold veranschlagen, sicher ist sicher. Denken Sie auch daran, dass sie das frisch gebaute Schiff anschließend auch noch mit Kanonen und Reparaturkits ausstatten müssen. Ich gehe mal davon aus, dass Sie alle Rohstoffe bereits im Lager haben, so daß wir gleich mit dem Bau anfangen können: Das Menü Der Bau beginnt im Hafen mit dem Klick auf [Craft] in der obersten Menüleiste, womit wir das Menü für den Schiffsbau öffnen. Auf dem Desktop sehen wir jetzt alle Module, die wir bauen könnten in alphabetischer Reihenfolge angezeigt. In der Menüleiste können wir die verschiedenen "Gewerke" der Werft sehen, Zimmermann [Woodworking], Schmied [Casting], Seiler [Weaving], Feinmechaniker [Manufacture] und die Kanonengießerei [Cannon], die zur Zeit ohne Funktion ist. Unter [ship Building] verbirgt sich das Ingenieursbüro, wo wir die verfügbaren Baupläne bzw. Schiffstypen sehen können und wieviele Module für den Schiffsbau eines Modells nötig sind. Die folgende Abbildung zeigt den Bildschirm zum Bau des Moduls Cordage & Oakum in der Seilerei, dazu klicken wir auf [Weaving] [Coradage & Oakum]. Wir sehen, welche Rohstoffe bzw. Halbzeige nötig sind um das Modul zu fertigen (im Beispiel 6x Hemp & 2 Tar), wieviele Rohstoffe im Lager vorhanden sind und können mit dem Schieberegler steuern, wieviele Module gefertigt werden sollen. Ist ein Rohstoff oder Halbzeug nicht in ausreichender Menge vorhanden, wird diese Zahl in rot angezeigt. Wenn der Auftrag durchführbar ist (genügend Ressourcen und Arbeitszeit verfügbar) wechselt der Button [Craft] die Farbe von grau auf weiß und mit einem Klick kann der Auftrag ausgeführt werden. Der Bau Wir begeben uns zunächst in die Schmiede , dann in die Zimmermannswerkstatt , dann in die Seilerei und wenn wir alle Module zusammenhaben, können wir den Zusammenbau der Module angehen. Wir halten uns für die Abläufe an die Rohstoffe und versuchen, diese möglichst schnell und vollständig zu verarbeiten, damit nicht noch mehr Sachen im Warehouse rumfliegen als nötig. Für die Verarbeitung der Rohstoffe zu Modulen sind x Arbeitsstunden nötig, die können wir auch nach und nach umsetzen, für den eigentlichen Zusammenbau aber brauchen wir x Arbeitsstunden am Stück. In der Schmiede stellen wir aus dem Eisenerz und der Kohle Eisenbarren her. Dazu klicken wir also [Crafting] und dann auf das Modul Iron Ingots. Das Menü auf der rechten Seite zeigt uns an, wieviel Rohstoffe wir besitzen, mit dem Schieberegler können wir einstellen, wieviele Iron Ingots wir herstellen wollen. Wir sollten alle Rohstoffe und Arbeitszeit verfügbar haben, also los gehts, wir verarbeiten alles Eisenerz und Kohle zu Iron Ingots. Aus diesen Eisenbarren stellen wir danach Iron Fittings her [Casting] [iron Fittings], die übrigen 6 Eisenbarren heben wir für später auf. Aus unserem Warehouse sollten jetzt Eisen und Kohle verschwunden sein und statt dessen Iron Fittings und Iron Ingots stehen. Raus aus der Schmiede und rüber ins Nachbarhaus: In der Zimmermannswerkstatt geht es um Bier Holz. Wir kochen aus dem Tannenholz 5 Teer und verarbeiten den Rest zu Wooden Fittings.Tschüß Tanne. Wenn wir den Schiffsrahmen allerdings auch aus Tanne bauen wollen, verarbeiten wir gleich noch 36 Tanne zu Fir Frame Parts, sonst eben das andere Holz, was wir ausgesucht haben. Jetzt aber endlich zur Eiche: Wir stellen 96 Planks her und verarbeiten den Rest Eiche mit Eisen zu Rudder Parts. Aus Lignum Vitae machen wir Blocks (spätestens davon bleibt auch nach Fertigung jede Menge übrig). Das Pine log wird zu Rigging Parts. Jetzt noch die Steine zu Ballast formen. Wir lehnen den angebotenen Schnaps dankend ab und gehen wieder eins weiter. Nämlich in die Seilerei, wo uns schon der Hanf erwartet. Hier geht es recht schnell: Canvas rolls machen und mit den übrigen Teilen von Teer bzw. Eisen fertigen wir noch Cordage & Oakum bzw. Cables & Howsers. Fertig ist die Fertigung der Schiffsteile. Jetzt klicken wir auf [Crafting] und dort auf unseren Bauplan einer Traders Lynx. Wir stellen noch ein, welche Qualität das Schiff idealerweise haben soll (im Bild ist es common) und befehlen den Zusammenbau der Module. Das neue Schiff entsteht und kann anschließend je nach gusto weiter ausgestattet oder gesegelt werden. Hinweise Mit diesen Infos ausgestattet, werden Sie die nachfolgenden Details sicherlich etwas besser verstehen: Links Im deutschen Teamspeak gibt es einen eigenen Channel für den Schiffsbau Einige Spieler haben bereits gut gehende Werften mit höhren XP-Werten, sie werden sicherlich gerne Tipps geben oder Sie heuern bei ihnen als Zulieferer an: [ W.I.P. - wird noch weiter ausgebaut] Tipps & Tricks Es darf geliked werden weiterhin.. BG, Allons!
  21. I've heard that the safest place for building a craft building or ship yard is in a Free Town. Any advice out there? What about nation capitals?
  22. HMS Victory

    Building Ships

    Hey Captains, I'm very new to this game but I have already learned that crafting ships is a time consuming and expensive process, however, with it's own bonuses. I haven't yet researched this topic on different places since I am almost sure that I will find the best and most updated info on the Forums. Could any of you, let me know a good Guide on the whole process of building ships and crafting and what would I need to get to have a decent start to learn the basics of these two to avoid possible stepping stones since the lack of time as I can not grind all day (perhaps you can't too)? 1. What ships should I be focusing on building first to get started and grow fast, regardless of the market cost and expenses (I care to get more XP than income in my current situation)? 2. Is it worth breaking up a ship and what happens when I do so? 3. Any tips or important things to know will be much appreciated. Many thanks in advance, HMS Victory, May the wind be with you.
  23. One thing that has been bothering me about ships in Naval Action is the mix between ship types/classes and actual named ships. Having a entire fleet of Bellona's or of Constitutions is just weird as the those are unique ships, a fleet of 3rd rates I can accept. Here is the suggestion I would like to make. Change crafting so we craft a ship of a specific classes/type instead of named ships. Then use figure heads to specify which ship of that class the ship is named. All the ships of that class would share the same model but the name of the ship would change depending on what figurehead the ship has. Where possible, the ship names would be sister ships or other ships of that class A ship without a figurehead would simply be named for its class. This would reuse the existing models in game and at the same time add a bit of realism/diversity and give another captain some idea how the other ship will sail. AI Ships will always be the generic "Third Rate", "Heavy Frigate" or perhaps if new ships get added they could be named called based on the class of the ship "Bellona Class" ___________________________________________________ Example: Third Rate. Using the ships similar to HMS Bellona No figure head: Third Rate Gazelle: Bellona Katherine: Superb Lion: Dragon Rattlesnake: Kent Thor: Arrogant (Arrogant Class) Whale: Defence (Arrogant Class) Elephant: Cornwall (Arrogant Class) Phoenix: Edgar (Arrogant Class) Hydra: Golliath (Arrogant Class) ____________________________________________ A heavy Frigate class or "United States Class" (Constitution) No figure head: Heavy Frigate Gazelle: United States Katherine: Constellation Lion: Chesapeake Rattlesnake: Congress Thor: President Whale: Constitution Elephant: Hudson Phoenix: Philadelphia Hydra: Independence
  24. Lars Kjaer

    Crafting

    This is one suggestion in a whole range of suggestions I'm thinking about, but arguably the most important for new players. Put back the experience gain from crafting parts. For new crafters it's both expensive and timeconsuming to build new ships and for lvl 50 crafters there is a need for budding new crafters. Before the wipe it was an integral part of the economy especially for new players that could sell their LH and get gold + crafting xp for the parts they made..
  25. Farrago

    ONE currency

    Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
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