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Found 21 results

  1. Yet another map: Naval Action map

    Yet another map which uses the in-game map and live data (daily updated soonish after maintenance): na-map Port data (items dropped, producible and consumed, updated daily) Port battle zones (shown when zoomed in map: three capture circles, forts in indicated red, towers in blue) Teleport area (indicates the area where you can teleport to this port; deep-water port and not a county capital) F11 coordinates (zoom to F11 coordinates or double click on map to get F11 coordinates) I hope this map is useful and I am happy to receive any feedback (bugs, feature requests). Port data Port battle zones Teleport area F11 coordinates Changelog v1.0: initial version
  2. 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"?
  3. If I can enter an enemy port as a smuggler, why can't I set up a contract in the same port? It would help the economy a lot and would also encourage more people to risk coming out of their own waters.
  4. Port Battles on PvE

    Are there any plans to implement port battles into PvE?
  5. Heyho, I leave this here, but I think wraith solution might be the better one. You'll find it here:
  6. My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action. ------------------------ Fire Barrels ------------------------------------------------------- Ships with horrible turning can be destroyed by smaller ships. A surprise can stern camp a santi and take it down without too much trouble(Just tons of time). Trading ships also have a habit of being ganked, chained, and capped. To offset these annoyances, i propose fire/exploding barrels. The intention would be to deter or slow down a following ship. It would be a barrel dropped off the stern of the ship, with a timer set by the player(slider?), and it explodes and causes a large flame. The barrel wouldn't be meant to destroy the ship, just cause minor damage. It could potentially catch sails on fire, and cause some sort of crew or rigging shock. If the barrel exploded towards the rear of the ship, it could cause rudder damage. The timer would have a time to detonation range of 3-30 seconds, so it has the ability to damage pursuers that are further away, as well as close up. The timer would need to have a variable on the actual set time (due to a fuse having to be measured and cut in battle) between a flat 15-25% time variation. The other option would be 10% on the "too short" side and 25% on the "too long" side. This allows for the chance it can prematurely explode and damage the ship of the person dropping the barrel. Each ship shouldn't have more than 3-5 barrels, scaled to the rate of the ship. 4th-5th rates have 1 or 2 barrels, 3rd rates 3, 2nd rates 4, 1st rates 5. If a ship is carrying barrels, no less than 2 should be carried in case one doesn't explode. Rates lower than 5th shouldn't need them due to shallow hulls/lack of player use. The barrels could be an upgrade option (non permanent since its only barrels) with each "tier" allowing more barrels than the last (Basic -> Exceptional). Also, a prep time should be included, with the option to drop the barrel early. Dropping the barrel early would increase the "error" range of the fuse, up to 15% greater than a fully prepped barrel. This also opens up the option for a skill, such as decreasing fuse error or lowering the prep time. The purpose of the barrels wouldn't be to act as a main weapon, but as a last resort for defense. ------------------------ Officer Skills ------------------------------------------------------- Officer skills allow us to make our sailing styles a little more unique. Sadly, the skills don't vary enough to keep anyone guessing how an enemy ship will handle in battle. I propose keeping the officer skills, but also adding Captain Skills. Your officer gets 1 "skill" point per rank, with a max of 10 points. The diversity of skill choices to ship choices isn't that great. Captain skills could be implemented to switch that up a bit, make people guess a little more. Captain skills would be attached to the players avatar, not their officer, and would gain a few points at certain rank milestones. The captains skills could include things like cannon trials(reload speed, dispersion,etc...), rigging specialist (Sail rising and yard turn speed, lower damage to sails), shipwright (adds extra bonuses to ships beyond what the regular player makes, use less LH or supplies), boarding training (similar to marines, but for the crew), wind master (adds slight speed bonus to ship), entrepreneur ( better prices in port shops, lower costs for contracts), hull tech (better/faster repairs while at sea or in battle,High enough level allows 2 repairs in battle), shipboard defense (better defense against boarders, defensive only), leadership (adds more overall crew to the crew pool, not to the ship itself). The milestones could be set points between each rank. Each rank could have 2 milestones( current level -> milestone I -> milestone II -> next level), with each milestone giving a certain amount of skill points. Rank 1(Thief) starts with 3 points, milestone I gives 2 points, milestone II gives 1 point, rank 2 (Rascal) gives 3 point, milestone I gives 2 points, milestone II gives 1 point, etc . . . up to rank 10 (Curse) which will give 3 points, but no milestones since it is the highest rank. Having a system like this will make grinding feel more rewarding, while making each player more unique. The skills could be categorized by sailing, crafting, and trading. Having the option to choose a captain skill, without the risk of losing them, would make players feel more connected to the game community. It would also allow specialization of each player, such as a player being a dedicated ship builder, but not having the same sea prowess as a dedicated fighter. This wouldnt negate the "perks" (no longer skills) one would get from their officer. The officer perks would allow everyone to have a baseline set of attributes so they could still do a little of everything. ------------------------ Port Shop ------------------------------------------------------- The port shop needs a little streamlining. If i sell something at the bottom of a list (i.e resources), it sends me back to the top of the list. While it is only a minor inconvenience, that little bit of time adds up to a lot of frustration when trying to sell quickly. The slider when buying/selling is also a pain to use. Using a +1,+5,+10 next to the slider would be helpful. When buying cannons the shop only allows 1 purchase at a time. I think the maximum should be raised to at least 5 when buying. If i want to use the same cannon for bow/stern chasers and broadside, i would like to be able to buy them all at once. With the lag in the system, that can also become frustrating. ------------------------ Warehouse ------------------------------------------------------- The warehouse can become extremely cluttered, and difficult to find something. I know there is an option to show certain types of items, but being able to create my own tabs would be beneficial. Tabs such as "ship build", "future upgrades", or "trade-able goods" would make playing a little less cumbersome. An option to "Show items in shop" would also be appreciated, so i can choose to not see the items in the shop and accidentally sell them. ------------------------ Ship Docks ------------------------------------------------------- Currently we can only have 5 ships docked at a port. I think the maximum should be raised (8-12) through gold purchases. To keep it a little less cluttered, a building (private dockyard) could be built, and each upgrade increase the maximum ships allowed in the port. ------------------------ Clans ------------------------------------------------------- Clan ranks are a big miss when it comes to forming a community . The current system of owner/officer/member seems a bit shallow for a group of people playing together. The ability to have more "ranks" in a clan would give people a view-able goal to strive for, and to show their value to that clan. It can also be set up to allow clan members to be easily recognized of their role (crafter, trader, raider OR Leader,1st mate, 2nd mate, senior crewman, junior crewman, recruit). Having the ability to transport goods from ANY city to the clan warehouse would be nice, or showing on the clan page where the warehouse is located. I appreciate everyone who took the time to read through, and all comments will be appreciated, and discussion is encouraged. Great games are not made. Great games are shaped. Shaped by the ideas of players, and the following discussions. Naval Action has a ton of potential, and i would like to see it become one of the greats. Fair winds and following seas --- Wonderbread O7 Please excuse my lack of observation, I did my best to make sure there are as few grammatical errors as possible.
  7. I believe it's bad that currently players are concentrated in the capital waters, leaving a huge % of the map almost empty. What devs could do to encourage a player spread around national ports, just an idea : - Port would record the admiralty orders they deliver and their completion. - Depending on the amount of completed admiralty orders in the port per day, the reward for admiralty orders is increased or reduced. - Players should have a visibility of completion % in national ports so they can decide "hey let's do missions in this area, it will be more rewarding". Lets call it "Port national activity" - The activity pool would be balanced between regional capitals, deep and shallow harbors. Completing a mission in a shallow water harbor would give more %. PvP kills and deaths in a circle around the port could also impact the Port national activity, maybe trade too. Extra (not sure if viable) : If a port sits at 0% activity for a week, it turns neutral. Lore wise, it would reflect the urge of isolated ports in seeing navy activity against the pirates.
  8. More Port Dock space

    Just an idea, it would be really nice to buy or somehow aquire more dock spaces.
  9. Port Battles in PvE

    Just a question; I would really like to see port battles of some sort in PvE. I speak for a group of us whom feel the same way about port battles in PvE - it would sure add a new interesting dimension to PvE even if the battles are held by AI.
  10. How to fix port battle timers

    This game in my opinion has an issue regarding port timers. In its current form a defender can simply set a window for times where the server has a low player count. With servers having such a large swing of players from down time to peak times this has created a situation where almost all port battles will be left to a small number of players around DT. Leaving most players to only spectating, opening the map when they log on to see what has changed on the map. I am sure this could be verified if devs have the ability to see when port battles have been fought which I am sure is the case. So to change this I recommend switching to a system with vulnerablitiy windows every 12 hours instead of every 24. Still allowing the owners to pick the window of attack they can either choose to have one window they are very strong and one undefendable, or split their strength by have each window a little before and after their nations peak times. This all taking into account the strength of the enemy. It adds more strategy and allows more to participate. Everyone wins. Please take a close look at this issue because I feel it will only get worse if not fixed.
  11. I was just wondering if the devs have discussed further plans to make the towns/ports become more interactive. Past from the current 2d Menu state. Into something like an actual 3D Port that you can roam around with many differing locations: Warehouse, Tavern, Brothel, forts, houses, governors mansions etc. You could even bring some life into the land mass and make instanced areas as jungles with wildlife, hidden special locations, hideouts. One could go wild with ideas into making naval action's lands become more lifelike rather than just coming into port and transitioning into a 2d menu. And also if the devs have ever considered bringing in FPS into naval action. I guess for now having first person view in ports and the ability to run around checking out the locations would be an awesome addition to more content that is planned for this game. What do you guys think? P.S I just realized how much bigger in game file size this would be if implemented with more content into the huge open world map with all that land mass. Wow. I mean gosh that would be a big undertaking. I have faith in our Naval action devs
  12. It's just me or the look of the interface when you are in ports is way too "modern" and "technological", thus breaking so much the immersion in the age of sails? I was wondering if it's in the programs of the devs a revamp of the aspect of the UI in order to give it a more "old" flavour.
  13. The question is simple, and i imagine the answer is too. Does fulfilling port consummation raise its prodcution? Thank you for taking the time to read my post and maybe answer my question.
  14. Open World: Speed near towns/ports

    I have a suggestion for the movement of the ships while near a town port on the open world. Instead of having ships moving super fast, perhaps when you enter the radius of a port, the speed of the ship is reduced to 1/2, 1/3, 1/4? This would eliminate the zooming ships in and out of a port. Where the change happens in the game mechanics could probably be at the same radius where you see a town's name. Just an idea.
  15. Port Upgrade

    Hi all, How can I upgrade my Port? Some guides telling that it is possible to Upgrade your main Harbour to gain more Port Docks and store more than 5 ships. Maybe someone can explain that to me? Ive tried to upgrade my Port by doing following: At Capitol Harbour ive bought an additional outpost bur now it says under Outposts "empty". I dont know what to do next.
  16. Blue Harbor way not a Pitcure

    When you get in to Port it's blue and dull, could it be possible to get a background picture of a port or something instead of that blue screen or maybe a green one Should not be the hardest thing to do
  17. Hi I don't know if anyone came across with this issue but i could not find anything on forums about it and decided to share. I was playing game for about a week now and visited few ports but when i have changed accounts on PC and started game again with same toon, all ports that i have visited was showing 'Not Visited' Also if you would change PC you probably will need to import some files manually. Unless this was already sorted before me here is what you need. Files you need can be found here: C:\Users\olduser\AppData\LocalLow\Game_Labs\Naval Action ( make sure that in folder 'Users' you set in options Show hidden files, folders and drives. You can copy all files/folders in there but for map markings you need file that starts with AD189... (at least that what it was on my computer) File type ' Data Base File'. Than go to your new users same folder: C:\Users\newuser\AppData\LocalLow\Game_Labs\Naval Action and paste. Make sure your game is off. PS if it was solved before me i am really sorry for repeating it. Otherwise feel free to edit this post and make it look nice. Sorry for my poor english
  18. Ports. All of my comments below are relate to coastal locations. I see no point in pondering if inland zones have any value to the game at this time, aside from supplying suitable resources to its nearest coastal locations. Raw materials, crew recruitment potential etc. Major Naval countries of the world have a historically good starting infrastructure already in place. Assuming we have historical placement of the Nations perhaps pre determined towns/harbours reflect a point in history for creating start locations for each nation involved. (Any country that the game has starting Flags for perhaps) Major Ports. Defences, Known Resources, Major Ship Building facilities, Dry Docks, Major Economic Districts. Expensive Player investment area. Lesser Ports. Minor Defences, Some known Resources, Minor Ship Careening facilities, Minor Economic District. Average Player investment area. Minor location. Fishing Village, Unknown Resources, Undeveloped. Cheap Player investment area. (Possible player selected locations, Pin on a coastline map - we'll build here) Lesser and Minor could be reclassified as Player investment expands them, or indeed they are targetted and reduced due to military action. Some restrictions on what can be developed until reaching a higher classification. (No Major ship building facilities if the rest of the location has remained the basic fishing village etc.) Each stretch of coast no matter how remote would have the potential to become a player base area by upgrading a 'fishing village', Not only providing Guilds a base to work from but the investment will potentially locate a good raw material resource, and create somewhere that may be worth defending and fighting over. Minor Nation Champions It may even be possible for guilds to decide that they wish to champion a minor nation and if they are the only guild doing so, they can 'vote' for which major coalition they become allied to.
  19. Leaders, Nations & Wars

    So we've been asked which Nations do we want to see in the game. That question alone opens up so many gaps to be filled either with current plans or new suggestions, so here goes. 1) If, assuming we do actually have Nations, there are going to be a fair few of them because I'm sure NA members will be of many different Nations. Thus, will we get the Globe as it is known today, or to save time and resources will each nation be given a fictional stretch of land? If we DID have a fictional map, it would be slightly better in the sense that devs could perhaps make travel time's shorter, it would also allow for capture of Islands which may not actually exist which leads me onto point 3) 2) Islands. If we DID have a fictional map, we could have groups of islands, some big, some small which offer different economic bonuses on capturing, and depending on their location, varying strategic value. Usually a well dug in island I believe would have up to 3 coastal batteries, a island just landed on would only have 1 battery, each battery hosting about 7-9 very heavy cannons. This leads me also onto my next point. 3)Wars. As far as I can understand the game revolves around PvP. Great. And there are Nations. Right...So are we going to have 20+ Nations constantly at war with eachother? Will that be good for trade with other nations etc etc? Again as you're reading i'm hoping you are thinking of some answers to this too, but here is my suggestion: Each Nation will have a ton of fleets [guilds/groups/clans], why not make a system that allows for members of the more prominent/illustrious fleets to be voted in as Admiralty. Everyone in a nation has a vote, they can pick who they want to fufill which role. Roles: - Lord High Admiral [1] = Overall commander, has the final say. - First lords of the Admiralty [5] = Almost like the High Admiral's war council. - Admirals of the Fleet [10] = Significant leaders of Fleets. What sort of duties would these leaders have? - Providing the safest and most economically stable country for generations to come. - Securing Islands of importance, economically or strategically achieved with constant communication and management of the most powerful fleets. If the above duties require a Nation to declare war on another, so be it, let the PvP commence. Obviously it is difficult to get every fleet to action, especially the smaller ones, which is why it may be worth creating some sort of Squadron linking bigger fleets to smaller ones, each giving each other support when required. Let me know your thoughts & suggestions on all of the above.
  20. I have two suggestions on the different trade types there could be. -The "free-lance" merchant, this is the guy or girl who decides to trade on his own. Players could choose to simply do this at any time of the game by discontinuing their agreement with a nation or at the beginning of the game not signing up with one. This merchant has a good chance of becoming richer by himself, but the income isn't as steady, for instance, let us say that this merchant has just bought grains at a British port, maybe Trinidad or something, (if this is set to be in the Caribbean) and wishes to take them to Santiago, which is an agriculturally based economy. He knows that there will probably be a good profit, but what he didn't know was that there was an official delivery straight from the British government of grain the previous day. This will put no demand on the grain he just took so long to deliver. Again, it could have gone both ways, but the first possibility I mentioned would be likely. Well then you ask, how could I not have this happen if I wanted stabler trade income? That brings us to the next type of trade. -The "subject" merchant this guy or girl is one who decides to be under the rule of a given nation, at the beginning of the game he decides to sign on with a nation to trade for (remember this is all a suggestion that I hope to see in game, thumbs up and reply and comment to show support). He goes from assigned port with assigned cargo to assigned port. This is much stabler, as you might already be noticing, because it is assigned. One will not have that problem with an overstock shipment. It was assigned and scheduled by both governments and will take precedence over any free merchant. However, this merchant does not have the chance to make as many riches as the other because he will only get a stipend or dividend of what the income was for that given government. He cannot make big breakthrough amazing deals because he is bound to trade assigned cargo to an assigned port. But you must remember it is always money guaranteed, if you don't get blown out of the water by pirates or the enemy country of course. Just some suggestions I thought would be cool to have in the game. They open up more possibilities for the player and expand the way the game is played. Comment and discuss if you think this would be nice in the game or vice versa, if you think it should just be all free-lance merchants. -Vizeadmiral Graf Isaak der Große
  21. Harbour Anchor

    From the album Davy Kidd's

    Portsmouth Naval Museum looking west into Harbour and the Spinnaker.

    © ©dwk

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