Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'crew management'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Age of Sail Historical Discussions
    • History
    • Shipyard
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Forum troubleshooting
  • Naval Action Legends
    • General Discussions
    • Closed Beta Gameplay discussions
    • Legends Support Section
  • This land is my land
    • General discussions
  • Game-Labs Forum
    • Jobs
    • Future games & special projects
    • General discussions
  • Age of Steel historical discussions
    • General discussions
    • Blohm+Voss
  • Pyrates and rovers's Literature & Media
  • Pyrates and rovers's Gameplay / Roleplay
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Rekrutacja
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire
  • ROVER - A treatise on proper raiding in NA developed by real events's The Rulebook
  • ROVER - A treatise on proper raiding in NA developed by real events's Tactics (methods)
  • The Dutch Empire's Discord Server
  • SealClubbingClub's Topics

Blogs

There are no results to display.

There are no results to display.

Categories

  • The Enclave's Files

Calendars

  • Community Calendar
  • The Enclave's Pearl Harbor Day

Found 5 results

  1. I have recently captured a trader and after winning the boarding I tried to loot the captured ship, but couldn't figure out how to do it. Looked for the yellow [X] everywhere, but I did not see it and ended up losing the prize and it's cargo when I found myself in the OW and the capped ship gone! Believe me, I was quite pissed and ranted in the forums! However, ranting alone doesn't do much good to other novices like me, so I thought I'd share some of my mistakes with my fellow newbies. My first mistake was the "BATTLE OVER, press ESC to leave", this is the same and only button to exit the boarding menu, the hold/crew/ship management menu and the battle instance. I clicked it once and got out of the boarding menu and not seeing the yellow [X], I clicked it again and ended up in the OW. I wish the exit button was more like "Exit Boarding Menu", then "Exit Ship/Hold/Crew Management Menu", Exit to Open World"...etc, so one knows which stage he/she is before moving to the next. The yellow [X] which is for "Inspect Ship and Hold" is small and not always obvious, especially for inexperienced players. If you don't see it after exiting the Boarding Menu, zoom out, pan around, make sure you are facing the capped enemy ship, keep doing that until you see it. DO NOT PRESS ESC AGAIN! that will throw you out into the open world and lose your prize. Again, I wish the Inspect Ship and Hold menu would pop up automatically after the boarding is won. To veteran players, if there is anything I forgot, please let me know and will add it to the original post. Edit 1: As Hodo pointed out, DO NOT FORGET TO GET YOUR 1st FLEET PERK as soon as possible, so you get to keep your original ship and bring home your prize! To add Fleet perks, see pictures below:
  2. Outside of combat and trading, there's a core gameplay element that seems to be missing from this game, to make it fully engaging and more sim-like. My main gripe with Naval Action is not its slow pace, nor its detailed trade system. And certainly not its tension-filled sea combat. Rather it is in the feeling of grinding for XP that this game conveys, a game design sin typical of MMORPGs. To be sure, this feeling of grinding for XP is the single biggest reason for my install/play-a-few-sessions/uninstall relationship I've had with this game over the last two years. It's also my belief that no amount of tweaking with ship speed and manoeuvrability - or ship teleportation - will solve the current XP grinding issue tied to the open world portion of the game. No, what Naval Action needs right now is a feature that adds depth to the moment-to-moment gameplay in the open world sailing part of the game. My suggestion is as follows : add an additional layer of simulation to the sea travel gameplay. Specifically, a crew management "layer" should be added on top of the auto-skipper function, so the player can micromanage crew tasks and activities while engaging in sea travel, and be reactive to changes both in weather events and aggregate crew behaviour. How I see this feature in my mind's eye : a replacement/upgrade of the current very basic ship management interface available on the top left of the screen in the open-world sailing portion of the game. Basically : while sailing on the high seas using the WASD controls and mouse for ship and camera control, the player should be able to hit the space bar (or caps lock) at any time to get a full "ship dashboard" translucent overlay superimposed onto the the main screen, for the tasks of both crew and ship management. This "ship dashboard" could be a simplified cutaway of the player's current main ship, side view or overhead view (or both). Using the mouse, the player could then click at sections of the ship cutaway and select specific tasks, from simple pop-up contextual menus appropriate for each ship section. Thus, from the overall pool of sailors, a set number of sailors could be assigned to a specific task located at the selected part of the ship. Beyond the ship cutaway, the "ship dashboard" overlay could also provide a basic sailor task assignment table - à la Banished - for crew assignment to specific tasks from the overall pool of "free" crew. Or, a visual 24h crew scheduler - à la Prison Architect - to play around with different schedules of crew rotations. Sailing modes could also be implemented into the regular scheduler, such as a "discipline mode" for an unruly crew (a "crew loyalty" metric would have to be added, of course), an "emergency mode" (full crew mobilization) in the event of storms. In terms of visuals, this system would require no animations or complex visuals. No need to do full cutaway visuals à la Silent Hunter (or the upcoming UBoot). Just a good visual implementation of real-time crew management mechanics via a visual dashboard and ship schematic. Simple metrics could do, so long as feedback to player management actions in implemented in a clear fashion. Of course, I'm also aware that the main challenge of implementing such a system lies at the level of game mechanics. For effective crew management to work at the moment-to-moment gameplay level, the design team will have to tie crew management activities to overall ship and sailing performance. So the crew management model needs to seamlessly blend in with the ship sailing mechanics. At minimum, this would mean that optimal crew management by the player would impact ship speed and manoeuverability. One could also tie a crew "morale" metric to tangible sailing performance benefits : i.e. optimal crew management - the sweet spot between discipline and meeting diverse crew needs - would result in an overall better, and more adaptive sailing experience. More experienced crew would also handle weather situations more responsively, etc. I am mindful that there already exists a simple version of moment-to-moment crew management mechanic in Naval Action's combat mode. My view is that this feature needs to be extended onto the regular sailing gameplay, via a crew management screen overlay that can be toggled on or off at will during the activity of sailing - or even as an optional feature available in the options menu for players who don't want a crew management layer added to the existing sailing experience, but with XP generating activity to incentivize players who do wish to occupy themselves with crew management for the added challenge. Naval Action : it's the name of the game. So let's add a little bit more action, and a little less grind, and this game will truly shine ! In my opinion, real-time crew management mechanics would be a definite cure to the bore out and grindyness of the moment-to-moment sailing gameplay. Properly implemented, this feature could make the sailing portion of the game even more immersive, propelling the sim qualities of the game a notch up from its current state. So that's my two cents, for what it's worth. As for the feasibility, the devs and the NA community are in a better position than me to assess whether this is desirable (or realizable) feature for the current game. Many thanks to all of you who've taken the time to read this for hearing me out. And my apologies if I've missed somebody else posting an identical suggestion : my bad!
  3. Good Morning Lads, late that night I was thinking about crew and officers and there status in the current build. Crew is, at the moment, a moneysink and not more. You loose crew, restock them with no drawback than loosing money. You can have a crew that is 100% skilled for boarding (thanks to upgrades), and with a few cliks you have a decent gunnery ship with no boarding teams at all. I am not a fan of this right now. Lets think about what "Crew" can be: Crew gets XP like the Officers and you can give Percs to them, like to your Officer. If you restock crew with newbies, you loose an according ammount of XP and maybe Percs. Respec your Crew should be possible for a decent fee (This could be used as a moneysink) Another suggestion is that the crew will get "Perks" by using things. If you fire your cannons you will get perks bound to gunnery. If you are making turns you crew gests better in sailing, and so on... Maybe in addition with the officer Percs, we all can get rid of nonpermanent upgrades. At least, formidable percs for officers will be for crew training not for faster reload, like: Friend of lashing - crew looses 10% less xp if crew members are restocked with newbies. Drill sergeant - crew gets 5% more XP and so on... Atleast... lower costs, or make them free of carge (in gold) for new crew (newbies) , make it possible to hire expirienced crew for a higher fee (no xp loss). Just my thoughts... Regards Jack Tar Karotte
  4. I have a question about repairs in battle. Maybe it is me (maybe I do not know how to do it) or it is a problem in game mechanics after the last patch. In battle, I used repairs. Good! But when I did my repairs I couldn't take off my crew from repairing. It is me not knowing how to do it or it is a problem in the games mechanics? Any answer would be appreciated, even if just pointing at my ignorance of the game
  5. Refined boarding systems

    Hello Guys ! I have an idea which I think would improve this game. Basically, we could improve the boarding mechanics, or rather do a complete overhaul. At this moment, ALL of the combat mechanics are pretty well polished in my opinion, and props to the devs for that. But, the boarding component of the game feels like playing some card game. Sure there's some strategy, but it's as if we're missing on the real stuff, hidden behind some raw data. First option : The RTS way So here's what I propose for the RTS way. We could basically have crews group to manage in the boarding battle, on the actual ships. We could order them to do pretty much any of the options we see in the current boarding system (attack/defend/muskets etc.) Every instructions ordered would have a loading timer period, a bit like when you want to fire with your cannons. So some actions might take longer to set up AFTER being ordered to do so. The time needed would also be function of the distance between the crew group selected and the location the target (ex crew is attacking enemy boat and you order them to get back on the boat to fire main deck guns. For ease of use, each crew group could be assigned the 1 2 3 4 etc. keys, for which there would be several sub options available to do. After selecting an option, you would be required to point out a target in some cases (attack, defend for exemple). Second option : The FPS way A whole other way to do it would be to actually be stricly in command of your captain, using your sword and pistols, doing some fancy stuff. At this point, you get the idea I'm pretty sure. Third option : The hybrid Finally, we could also do an hybrid of the RTS/FPS way, allowing you to hack'n'slash your way through the enemy while issuing orders to your crew. There's a lot more stuff that can be said about this eventual new boarding mechanics. Let us discuss about it together. Greetings, RockNRollMachine
×