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Found 81 results

  1. Farrago

    Collisions and crew damage

    I know simulating collision damage was tried and failed, but with our current unrealistic boarding capabilities or sometimes lack of (determined defender), perhaps it’s time to relook at some options. First, I don’t know if it is always possible for the game to determine who rammed who. I also don’t if the game can determine the speed of the collision. But... Here are some options: Damage and leaks to both parties, the lighter ship sustains worse damage. Possible immediate rigging shock as well. But even more important and perhaps easier to implement. A use for the BRACE COMMAND. If there is a strong enough collision and your crew is not braced you receive significant crew damage and go in to crew shock.
  2. William  Death

    New System for Balancing Upgrades

    I've suggested this several times in other threads before, but it was recently suggested to me to make a topic for it. Wall of text incoming. If you're intent on skipping it, skip to the bold part for the mechanics suggestion. I personally liked our old system of craftable upgrades better. You know the one, the old grey/green/blue/purple/gold system where you could craft most modules and upgrades using mid grade notes and some materials. But there were some very powerful, very rare modules (gold marines, carpenters, light carriages, etc.) that made that system no good. I understand the devs have worked hard on our current skillbook and permanent module system, and introduced new modules (however much I disagree with the need for them) so we probably won't return to that old system...so I'll propose a compromise in this topic. Now after the big wipe, I was under the impression that we were trying to move away from a mod-dependent system. Instead modules and books are now more valuable and more important than ever. And the worst part is, the common ones are mostly garbage! Nobody who is competitive uses Gazelle for +1% speed, when Bovenwinds, Navy Hull (granted that ones not super difficult to get) and Copper Plating all offer significantly better performance. And why use Optimized Ballast when there is Art of Shiphandling? The list of crap mod vs good mod goes on. Players who have played long enough, or are active enough, or are "good" enough will likely have access to these super rare modules. Heck I've got a full set on my main and almost a full set on one alt, and I'm well on my way to a decent set on a 3rd alt. But the casuals can't easily get them. This further widens the gap between 2000+ hours "I am pro--I sink players [noobs] 5 vs 1" and Mr. Casual over there who is playing an hour or two a week. I'm 100% for high quality rewards for players who are active, skilled, and get out there and get the kills, but those same rewards should also be available (at a very high cost, and via RNG) to those who maybe aren't so skilled. But when the ship you are sailing costs less than 1Mil to make and the modules you need on it to make it relevant in PvP cost over 2Mil, something is wrong. Here is a quote from this post by admin regarding future goals in NA http://forum.game-labs.net/topic/19703-forthcoming-changes-in-the-next-testbed-patch/ I took the liberty of emphasizing the important part. Granted that post is old, but I don't think the goal has changed? It shouldn't have changed. We should always strive to put people into the OW where they can willingly PvP without fear of losing a super-expensive ship. It has gotten to the point in the game now, that you pretty much need those good modules and books to be relevant in PvP. (I know someone is going to come along and say "I've gotten X amount of kills with a storebought ship and medium cannons. Hurr durr your point is irrelevant the system is fine!" blah blah blah.) Sure, you can get by without them, but you'll sink a lot, and most players get discouraged when their best 5th rate gets run down and wrecked by a 4th or 3rd rate because that big ship was running mods and books that they'll (seemingly) never have access to. Important note: I am NOT against speed-fitted 4th and 3rd rates. They are lovely ships and can easily find a balance in NA. Read on to see how. So here's the suggestion: (credit where credit is due, I'm sure I'm the first to suggest this stuff) Remove the useless speed cap. It breaks more things than it helps. Nerf Pirate Rig and Spanish Rig some (don't ruin the mods, just nerf them bit by bit till we find a balance). Nerf speed bonuses/negatives provided by wood types: the difference in speed between fir/fir and LO/WO should be less than it is now. Make all modules available in 4 ways: RNG loot, Crafting with resources and books, PvP marks, or Combat Marks (enormous amounts of combat marks, obviously). Introduce diminishing returns for stacking all modules and books of the same category (reload, speed, turn, hp) (stacking 2 speed mods @ 2% speed each does not equal +4% speed, instead more like +3.2%, stacking another 2% mod will yield a net bonus of something like 4.5%, etc.). The more you stack, the less you benefit. Negatives still stack normally, obviously. If you have mods that give different amounts, the highest amount will apply first, then the stacked values will diminish in order of greatest to least. This will once again provide room for "average" 5th rates and 4th rates to spread their sails on OW. They'll still get run down by speed-fit Bellonas, Ingermanlands, Endymions, Wapens, etc. (as they should), but the difference in speed between a failfit speedboat and a teak/wo "jack of all trades build" with one or two speed upgrades will be much less than it is now. Furthermore, the increased availability of books and modules means that everyone can be on a more-or-less equal playing field. There won't be room for people to say "I don't wanna go out and PvP because I don't have the right mods and I'll just get sunk," or "You only beat me because you have elite mods that I don't have." There will still be plenty more to balance regarding the bonuses we can choose for our ships (looking at you, useless wood types and pointless modules that nobody uses). But I think that if the broken DLC boats have taught us anything, its that high availability and low operating cost does increase PvP. I see some people going out to hunt and forming up in the coastguards who before wouldn't willingly PvP. But now that they have a ship that can be replaced easily and doesn't *require* expensive modules to function (pirate rig refit is cheap enough), they go out and fight. Thats good. Those ships still need balancing though, but thats well covered in other threads. TL/DR: Good mods are more valuable than standard 3/5 ships and that discourages casuals from PvP. Make the good modules and books more available and maybe we'll start seeing people leave port and sail out of the safezones. Introduce diminishing returns to discourage stacking that leads to outrageous bonuses. Thoughts? Is it a good idea, or crazy?
  3. Prologe: Current NA Navigation is based on straight lines if not other extern tools are used like Stopwatch, certain extern maps, f11 coordinates (that will vanish with release). But what if i want to sail to a destination that is direct into the wind. Currently we have 2 options stay on course and be slow. Or do it realistic and tack. The 2nd option is lacking some tools in my opinion therefore... Suggestion: Lets introduce the hourglass an ingame Event timer This tool will allow the captain to keep track on time spend on a certain heading and notify the next tack to keep on track. Pros: makes OW navigation easier Cons: more UI stuff
  4. Wind

    Medals for Action

    Master and Commander Book reads...with the silver medal of the Nile... Dear Devs, @admin please consider adding content in a form of medals. It's a very simple yet powerful content. Achievements that would reward players with items that can be shown to everyone else in their player info window. Active players would be proud to show their medals, earned during actions on the high seas or land. You earn points and then bring them to the Admiralty to get your medals. Example Suggested awards: PB (your team wins, must be alive - 1 point) -10 Points - Successful Port battles - Bronse medal -50 Points - Successful Port battles - Silver medal -100 Points - Successful Port battles - Gold medal PVP Battle (you make at least 1 kill, win the battle and stay alive - 1 point) -10 Points - Successful pvp battles - Bronse medal -50 Points - Successful pvp battles - Silver medal -100 Points - Successful pvp battles - Gold medal PVP Kills (you make at least 1 pvp kill - 1 point) -10 Points - kills - Bronse medal -50 Points - kills - Silver medal -100 Points - kills - Gold medal and so on.. pvp battle (medal) One successful battle = at least 1 pvp kill per battle and you or your group remain alive on exit wit hall enemies eliminated or escaped. Your group members must have at least 1 kill to earn 'successful battle' point. ex. if you and your friend each have 1 kill, your group of 6 will get only 2 pvp points (you and your friend). You must win the fight, make 1 kill and exit alive to get successful pvp battle point. Those who did not make any kills can try next battle. If members of the group sink, it will not effect you getting one SB point as long as your team is victorious. pvp kills (medal) earn points by killing players (earn points towards your medal even if you sink after you made the kill). port battle (medal) Your team must win a Port Battle and you must be alive. *To get both pvp battle and pvp kill points that can later be exchanged for medals you must - Kill at least one enemy and win the fight. If you only kill the enemy you get only pvp kill point, but not successful battle. We need something that promotes Active players and makes others achieve the same.
  5. Wind

    Gun Packages

    @admin please introduce gun packages (rare item drop) to Naval Action. It would be a one time use item that will automatically fill all your guns (heaviest allowed per broadside) on a newly acquired ship or any ship with no guns mounted. Have 3 types: Long Guns Package Medium Guns Package Carronades Package These items have a small drop chance and could drop from NPCs, PBs, Players, Missions etc.. Having one gun package ready will quickly get your ship ready for battle in no time. How will it work? Must be in the ship with no guns mounted, select Use Gun Package (Long), Confirm. Set sail with your battle ready ship. Can trade same as Labor contracts. In reality it's bacicaly a service that delivers and installs all the guns for you. These can be sold as Premium content as well (short cuts) Premium Package Example 15L, 15M, 15C, - $3.99 45L, 45M, 45C - $6.99 135L, 135M, 135C, - $14.99
  6. Suggestion: Introduce "basic surprise" as starting ship beside "basic cutter" Background: "Basic cutter" is kind of outdated due to tutorial rewards. Necomers can start as Master and Commander if they pass the final exam. I believe most newcomers know about the HMS Victory, and many may have seen the movie "Master and Commander" which makes the HMS Surprise kind of famous as well. I would lie when I would deny that one of the reasons I bought Naval Action was to feel like Jack while sailing the surprise. Details: "Basic surprise" is a ship every NPC ship store offers same rules RoE like baisc cutter reduced repair count compared to normal surprise - makes equiping for new players easier and they get used to the repair system NPC shops sells basic 6pd + 9pd meds for 1gold each - makes equiping for new players easier and they get used to the cannon equip window Basic ships get new RoE in friendly carezones. - Battles vs AI close instant like missions (to avoid ganking by vets) basic surprise offers no reward expect money (like baisc cutter) Pros: up to date change regarding tutorial keeps people hooked to master the tutorial and set a foot on the first milestone surprise makes starting and acquisition of Naval Action environment easier for new players (loss can be replaced in a few clicks) Cons: More Database needed same drawbacks as the basic cutter has
  7. Jack Spencer

    Experience Points (XPs)

    I have followed with interest the discussion on "Single Shot" sinking and how experience may or may not contribute to the problem. For me the XP is a very confusing and often misleading determination of combat experience and ability under fire. For example, I currently have the rank of Captain (Post Captain) which means I have earned 10,000 XP and can manage 400 crew and sail a Trin. About 80% of my XP comes from fishing, trading, exploring = 8000 XP About 10% comes from Missions against AI = 1000 XP About 10% comes from actual PvP combat = 1000 XP So my conclusion is that I have only 2000 XP in actual combat (if you want to count the mission AI), a First Lieutenant rank and I should only be sailing 6th rates in combat. I seems to me that OW sailing XP should be a separate ranking from a combat XP ranking.
  8. Give us back meaningful leeway. Current state of leeway is " is it ingame?" Ships show no difference in leeway. The only way to notice leeway is by sailing backwards. Why we got such a nice and unique feature just to get it nerfed into oblivion? I agree looting is an issue and i guess one of the reasons it got nerfed, because people cant think ahead and struggle. Change looting mechanic first and revert leeway to a meaningful state Rework looting. ship has to be stationary for distance looting the further away the ship that should be looted the longer it takes to get hold access. close looting remains the same (current sate) Mechanic background Every ship that has row boats (even they are not modeled) could get access to distance looting make it even a perk for points or let it be a default mechanic select ship (by clicking on it or have it in view) and press x, esc cancels looting progress Example for distance and time: Instand loot 10 sec till access to hold 30 sec till access to hold
  9. @admin Naval Action foundation is nearly complete and I would like to strongly suggest an interesting story of a young sailor who works through missions, events and adventures to fame and glory. I am a big fan of Patrick O'Brian novels and I want to point out that developers haven't lost all hands just yet. Game development is like a good old ship fight. You can't see your opponent actions through the thick smoke of cannon fire... it's simply a gamble of two Captains. Wrong move can cost you a ship. Developer would need to hire someone who can write short stories that would piece together into a long interesting novel inside NA game. These stories would need to be scripted and translated in all languages with grammar check. No animated avatars needed, just simple pictures with text and scripted missions that would support a solid story. This approach would be very welcomed on Asian market as well as US and Europe. You would start as a young sailor with low rank and ship and would be offered starting missions with rewards that later would become more adventurous and challenging. Story would include - deliver, sink, protect, escort, sell, raise contention, participate, loot and so on.. When foundation with this is set, there is a very valuable catch here - expansions. Paid content to continue the story of your character. New adventures, missions, events and most important item content and ships. I would like to hear Developer opinion on this, as this is the key to NA success. With all respect I hope you will listen to this suggestion and make the right decision in the upcoming months. It could be that you already made them, but need more ideas and here they are. I've put a lot of thought into all those requests for more content, but not a single new ship or a new fleet mission will secure NA with players. They will come and go, write bad reviews, return product and such. This suggestion is by far the best solution to NA revival. Base story would be offered as a requirement to all newly created characters and as an option to all existing ones. Every mission must provide rewards based on rank and difficulty level this includes at least 5 free ships through the story line. Expansions would be paid content for those who would like to continue their adventure and continue to grow their Characters. All passive content - treasure maps, exploration, dynamic events and so on can easily be branched to already existing story line or story missions could randomly drop such passive (side content) to make leveling and game play interesting and not flat and boring. P.S. I have pages of written mission content ready to roll out on request and I am sure you will find many talented novel writers on these forums or elsewhere as well. I propose a catchy story that will grasp every player and won't let it go ;) -Wind
  10. @adminSimple sound signals is all we need. Realistic way to notify Captains of their surroundings. New Day - 2 Bell rings Enemy player is attacking - Drums (Call to Arms) You are attacking - Men shouting and whistling, drums and swords clanking. Port Spotted - Long bosun's whistle Land Spotted - Land Ho! with a bosun's whistle sound. (Disabled at night) Enemy Player Spotted - Sail Ho! with a bosun's whistle sound. (Disabled at Night) Leaving Safe Zone - Trumpet sound + Arms clanking and stomping sound. Entering Safe Zone - Harp instrument sound. Storm - 3 bell rings + 3 bell rings, repeated one more time after 1 minute (3+3+3) if you are entering the storm. *'Enemy spotted' does not indicate where the player is. All it does is just triggers spotting radius for the sound. Player then must be on alert and search for that player. One sound for multiple targets. *'Land Ho!' - charged only when there is no land in sight for over 1 minute in 360 radius. Once land is visible on the horizon it will get triggered. *'Port spotted' sound - only triggered when port name appears. A large invisible circle reaching out to the end of view distance on the horizon is a main sound trigger, but during storms such circle must be smaller. All spotting sounds are disabled during the night.
  11. z4ys

    Pimp my Crown and Anchor

    Suggestion: Add different stakes to Crown and Anchors Details: Additional to cash its possible to use PvP marks / PvE marks as stake (or the new currency that will make it into the game) for gambling Pros: More thrill because gold is worth nothing Cons: creating pve/pvp marks out of nothing
  12. Suggestion: Step 1: Introducing a new starting nation like "North South Company". The starting nation gets an own "Carezone" that makes seal clubbing and other forms of ganking impossible Crafting in the new starting nation only up to lvl 2 shipyard no clans in the new starting nation are allowed can and can be attacked in ow no RVR for this nation Step 2: creating a clan lets the creator pick what nation flag the clan should fly. (A few might remember the flag choice in NAL that only had cosmetic effects to the flag on your ship but did not effect what player side you end up) Every clan is at war with every clan (like in NAL the flag is just cosmetic 2 clans that picked the spanish flag will be able to fight each other for each of them the enemy will fly pirate, US or whatever just like in NAL) A clan can have up to 2 friendly clans. (makes an alliance of 3 clans) to become a friendly clan following rules apply combined clan member strength can not exceed 250 members (might be lowered for low population) Benefits of a friendly clan access to ports of friendly clans Only able to join battles on friendly side if friendly clan is involved Able to join pb of friendly clans Details: ROE: Only able to join battles on friendly side if friendly clan is involved Friendly clans get dragged into battle if they are together in the circle (just like same nation would be) Able to join pb of friendly clans All clans can fight each other except they are friendly to each other Starting nation is hostile to every clan Joining an ongoing battle is possible on every side except a friendly clan is involved. No info is giving who is fighting who except friendly clan is involved Battles show: Side 1 = 300BR vs Side 2 = 500BR (no friendly clan involved) Side 1 = 300 BR vs ESEL =500BR (if friendly clan ESEL is involved) RVR: RvR is not allowed for the new starting nation (but cant lose ports) Every clan can attack a port of an other clan except they are friendly to each other Ports can be set as "Clan" (only access by own clan or smuggler), "Friendly" (only access by them + friendly clans + smuggler) or "open for all" (access for everyone) Starting Nation: all new accounts start in that nation can build shipyards up to lvl 2 ship crafting has no chance of rng ship inbuilds or more then 3 mod slots can not RvR no clans within the starting nation are allowed players of starting nation can not be sunk in their carezone by pvp cannot have outposts outside their carezone Clan: Leaving a Clan puts a player into a 7 day cooldown till he can create or join an other clan Leaving a clan add the player back to the starting nation Rework of forged papers: forged papers let you change your player name every 30 days + reduces not able to join clan cooldown to 0 once every 30 days 😉 Pros: RvR pressure = limited ports and limited friends more targets to fight clan based gameplay nations dont matter anymore meaningful RVR ports matter small scale RVR = easy access freetowns, open for all ports become trading hubs possible to introduce more nations like Portugal for example alts for access to eco become less important due to restricted members and access to port easy nation hopping Cons: nations dont matter anymore RvR pressure 250 member rofl stomper to meaningful no historical interpretation
  13. Wind


    Imagine if NA had Private clubs with paid membership and it's requirements. Quick list of some proposed Club Names: -Thieves Den Club(Pirates) -Royal Lions Club(Britain) -Patriots Club(US) - P R O P O S E O T H E R N A M E S - (The rest of the Nations) What is the Club? Club is a private NPC Guild (player can only have 1 NPC and 1 Player club active at the time). To join a Club every player will be presented with a list of tasks and requirements they have to complete. (similar to the Tutorial missions). Once all tasks are completed, player can accept and enter his National Club (ex. Pirate - Pirates Den Club). Once in the club, player can fly club banner on his ship and enjoy extra rewards and tools Club can provide on monthly basis. 50% of missions will require you to sail on OS, PvP and do econ runs if you want those points. Clubs also have private chat where only members can communicate. Clubs will provide daily missions and such missions will generate special points when completed. Collecting enough points can be turned into Club only Rewards that will change every month or so. Ex. Club Paint (Red) - 1000 Club points Club Loot bonus token - 500 points Club Title - 100 points Club Ship - 5000 Points etc.. Club can also gather a group for epic events. Once let's say a group of 6-12 is in place instant daily/ hourly event can be triggered. Once triggered a group instantly joins the fight. Club trade allows members to list and buy items from Club NPCs, Members and random Black Market deliveries from Europe. Club market is separated from the Global market and is only open to members. Club can provide tools for form quick groups based on what they want to do. -Fleet -Missions/Dailys -Epic Missions -PvP Weekly membership fee of 500 000 DB must be paid in order to remain in the Club and maintain all the privileges. Clubs can be upgraded. All membership fee is stored inside 50% of it is used by NPCs to manage a club, shipping lines etc.. and the rest is stored inside a Club Vault. Upgrades -100 000 000 - Open new LvL2 Missions -100 000 000 - Open new LvL2 Pic quests - 300 000 000 - Open new LvL3 Missions - 300 000 000 - Open new LvL3 Epic quests etc.. Other upgrades can touch Club Economy, Was influence etc.. Same concept could be used for Private Player Guild Clubs that would do similar things.Generate missions that Guild leader would select. (ex. Economy based, PvP/RvR based, NPC kill based etc... ). Only member chat and market.... You get the idea. Such Clubs are always open to public with only Rank requirement set by Club creator. They also require you to complete tasks before you can join. Club Creator is managing the club and assigns titles with restrictions. Club upgrades and vault can be used only by Club creator. If club creator is inactive for more than 60 days automated next in title vote is generated. Inactive creator is kicked. Those who are holding next high title will be on the vote list. Members will have 1 week to vote. If Club only has Creator and no titles Club will auto close in 1 week after Creators inactivity. All deposited vault funds are split and returned to all members equally. Please suggest more ideas. Thanks. -Wind
  14. Captain Aaron Mograine

    ships modification & accessory's

    hey there I'm Been streaming for a few weeks on naval action & Attrect a huge amount of peoples... But during the weeks there was something missing in the game that bugs me which is painting your ship outer & inner hull to masts & sails. & to go a step further than pirates of the burning sea why not making accessory's to make any other players ship look more unique... Such like a pirate ship with golden skull axcessory's or some ones theme channel like my mascott which is a anthro werewolf from world of Warcraft. Making my ship having a wolf bow figure with wolf themed accessorys for stern sides & bow. Let me know what you guys think in the comments ill be watching this:)
  15. dark lord rediii

    PBs points for kills

    Hey, right now every kill gives the killing team a fixed amount of points while lowering the killed teams points by the same value. A issue here is that this buffs 1st rates and nerfs smaller ships because they are more likely to sink and therefore the team with less small ships can generate more points. I think we need to make it dependent on BR of port aswell as BR of ship sunk. Examples: Port BR 2500 580 BR sunk = 23,3% of Port BR Points for enemy team = 232 365 BR sunk = 14,6% Points = 146 Prince/Mortar = 32 Points Port BR 5000 580 BR = 116 Points 365 BR = 47 Points 80 BR = 16 Points 10.000 BR PB 580 BR = 58 Points 365 BR = 24 Points 80 BR = 8 Points Ofcourse the formula could be tweaked a bit so you dont get that many points (maybe /2) but you get the point I want to make here.
  16. Prolog Recently i got more into trading and one thing that annoys me most is waiting. Waiting for the other guy to finally reach the port where the trading will happen. Sure it would be possible to place a contract but sometimes we dont want to trade goods for money. Its not possible to trade goods for goods other than player to player trade. Therefore I suggest: Suggestion: Players can place contracts for a specific person with goods for goods trade option. Here is one example: @rediii wants to buy 300 pve marks for 10 pvp. We both agree and set La Tortue as trading location. He is still occupied and needs 20 min to reach La Tortue. Currently i would have to wait 20min. 20 mins are not enough time to start a fight or whatever. Its wasted time for me. But with the specific contract that works like a player to player trade but without being there at the same time there is no wasted time anymore. How it works: I place a contract and enter rediiis name. The trading window could look like this: Now i can leave port and do whatever and my time is not wasted i can deliver content to other players. Rediii now has xy amount of time (maybe 1 maintenance cycle) to claim the contract by paying with 10 pvp marks. This contract would simulate a middleman. He would ofc receive a fee ( tax generation for the port) It could be a fix fee because calculation of the tradevalue will be hard when no money is involved. Fee contains rating of trading good and their amount. Its simulates a middleman and rented warehousespace (numbers presented are just examples) Rules of the Player to Player Contract: Its like the current contracts with some additions. Its possible to withdraw before the other person claims the contract. If the contract isnt concluded in the timeframe (my suggestion was 1 maintenance cycle) the Item returns to the owner + fee has to be paid. When contract is placed the player named in the contract receives a Mail with all contract details, when contract is cancelled the player receives a message as well Both players have to pay a fee fee could depends on item category and amount (kind of similar to the old delivery system) Pros: less time waiting more time to be content in ow quality of life improvement Improves port value items still have to be hauled in OW no Scam what you see is what you get Uncertain: easier alt trading but alts would contribute towards portowners (more tax) Cons: Annyoing other players by canceling the contract
  17. Hey at all I have only a small input, but what do you think about if this game would do a change in the system how a safezone should work. I could not been possible that 3/4 of a nation is permanetly sitting in a safezone... thats no open world PvP gamen then... I mean i can take myself as an example, i can do nearly all i need inside the safezone... ive got all my materials without whiteoak and Teak in the safezones, i got my missions and fleets to earn money in the safezone... i mean i leave this savezone only for Portbattles and if i go hunting too, and where i go to hunt ? ... to next nations savezone... this is ridicoulus and need a change... I mean nothing against a safezone, I understand their purpose. Newbys need something like a safezone to lvl up a bit an get bigger and bigger. But sorry we are playing on a PvP Server, a max lvl character should not been safe in this reinforcement zone. So my suggestion is that the safezone should loose their function if you reach max lvl or one further. If you really think thats to hard, so i still think thats the wrong decision but please then let this safezone shrink for 50% or something like that if you reach max lvl. What do you other guys think about that ? Is this to hard ? Did i forgott some aspect ? I pesonally think with this change the Players get more around because theyre anyway havent a safezone so they probably going lvling at an other spot because so you havent all guys from your nation camping at the same spot like it is with the safezones
  18. Simples. Remove those killed in Fleet Practice from CombatNews.
  19. SKurj

    Whats the crow's nest for?

    As the captain of a ship it is not his responsibility to be the first to spot other sails on the horizon. I'd like to suggest a spotter mechanic/marker be added. Now this could be affected by mods or books too, but i'd like to suggest ships have a 'lookout' that will automatically mark the edge of the screen in the direction of the sail. Now range could be boosted/shrunk with weather and mods, and books. I'd also suggest that the actual player have the slight edge even with max mods and upgrades. The screen markers should not indicate anything more than a contact, not that it is friend or foe etc. Leave them at the edge of the screen as to not mess up the beautiful view and as an option for players to disable. On a long voyage it gets tiresome spinning the view all the time, and that isn't the captain's job afterall.
  20. Hello Everyone. I've been thinking about the mechanics of screening in-game at the moment, and I would like to ask the opinion of others. I have put together a suggestion on how to stop screening from ruining RvR (in my opinion), so please tell me what you think by voting or posting below. Suggestion Overwiew To avoid the situation where a nation decides to screen a port battle instead of actually fighting, a mechanic could be added where a PB fleet is granted immunity for a short period of time before and after the PB, to allow them to get into and out of the area. Mechanics Before the battle, an officer of the clan that scheduled the PB can choose to make a battle group for the specific port battle. (I imagine something where you can click on your scheduled battles, and there is an option to make a battlegroup for that battle.) Once started, this battlegroup will behave normally, except that 15 minutes (time could be adjusted) before the PB starts, everyone in the group will become immune to being tagged, but also will not be able to tag other players. This immunity will continue 15 minutes after the PB has ended, and will then expire. Conditions -If a player leaves the battlegroup, they lose all immunity. -If the battle group is disbanded, all immunity is gone. Argument I think defenders have their chance to stop a battle during the hostility generation. Once the battle is scheduled, it seems silly to be able to park a SOL fleet of 50 people outside a port, to stop the 10 enemies trying to get to the battle. In my opinion, this will put more importance on attacking enemies while they grind hostility, instead of having the safety net of screening them out.
  21. Es ist ja toll das wir so viel freiheit haben ein Schiff zu bauen wie wir es möchte. Aber es geht mir langsam auf die Nerven. Wähle holz x und holz y und man hat ein schnelles oder ein super gepanzertes Schiff. Warum diese vielfältigkeit, es würde doch voll reichen ein Schiff zu bauen wie es historisch gebaut wurde. Als Beispiel die Coni, der Rahmen aus Oak und die planken aus live oak fertig. Beim crafting können geringfügige Variable werte kommen. Nach dem motto der Kiel ist leicht verzogen oder das Ruder ist schwergängiger. Hier sollten die Unterschiede aber nur gering ausfallen. Sagen wir im bereich der geschwindigkeit nur 0,2 knoten +/-, bei der Panzerung maximal ein wert von 0,1-0,25%. Die Drehgeschwindigkeit auch nur maximal um 0,1-0,2 grad in der Variante, währen die Schiffe von ihren grundwerten sehr ähnlich. Die werte die ich jetzt hier angebe sind nur grobe werte. Man kann die Schiffe, wie bisher duch modifikationen aufwerten, aber auch hier sollte kein Schiff wie eine 1st Rate, durch upgrades und die variable beim Bauen zu einem Motorgetriebenen Schiff werden das auf einmal 2knoten schneller wird. Was meint ihr?
  22. Get the Captain off the Masts and back into the Cabin! (during wait times) Basic Feature: Button Toggle On/Off - Sends spotters to the Masts in Open-World. The spotters will report every Player-Ship that has Sails-Up within visible range. The report will have an Audio and Visual component, for example: "Enemy Ship Spotted!" (ding)(ding)(ding) - "Ally Ship Spotted!" (ding) Edit: Limited to 5th rates and above. This basic feature is critical to facilitate PvP in remote locations and ambush situations on the Open-World map, particularly when the server has a low-population. The basic version of this feature should be implemented ASAP, without delaying for more advanced versions. Examples of use: - Ambush - sail your ship to the ambush point, reduce sails to 0, turn on Sail Spotting. You can now step away from your PC until there is a chance for PvP happening. You don't have to keep scanning the horizon for the next minutes-hours. You will spot the enemy likely before they spot you because your sails are down. - Patrol - same as the above but while sailing somewhere, both you and anyone else with spotting will get a notification, resulting in a player interaction or PvP When close to an active port the feature can be turned off to avoid overload of notifications. Advanced Features: Not important right now. Could add extra features from a perk or improve the detail of scouting orders. Could add items and skills that improve range and detail of information. This was suggested in more elaborate ways many times in the past - I believe that when some servers are near-dead this feature is CRITICAL to keep OW alive. Many people log-off simply because it's too much of a hassle to find others in the OW. More Ambushes, more Patrols, more PvP = More people playing over time.
  23. Assady


    Barque used in age of sail. It should be add and suitable for trading and combat https://en.wikipedia.org/wiki/Barque#Barque_rig
  24. Player Bounties, suggested several times elsewhere on forum. Dont think i need to elaborate on this one, pretty strait forward. Bounty Missions: This is AI bounties. A player select missions and then bounty mission. Assignment says something along the lines: "Target X is wanted dead or alive for blablabla. Last known location of target is in the Z region" plus other hints and leads. Could be more leads to other places once the player arrives at the location, or friends of the target is at the first location and attacks the player. Many things that could be added to this AI bounty missions.
  25. Super-Speed is supposed to be against escaping from a PvP battle and getting a chance against revenge fleets. It should not be a sure-fire way to get a defensive tag off NPC ships which is how it is used right now. NPC battles should also be joinable positionally - to avoid Defensive tags on NPC's altogether. * Edit: *This means that if you tag an NPC fleet from max range to prevent me from catching you, I should be able to spawn within shooting distance anyway. This jumping from one NPC fleet to another to escape is an exploit.