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Found 6 results

  1. With the upcoming #servermerge the players on Global are presented with a great choice: What flag will you hoist? What nation will you fight for? You may be getting a raw deal with being merged into a server where all the territory is already settled by us in the EU crowd. Where lines are already drawn, alliances signed and territories divided. However, unlike EU-players who are stuck where we are with what we have, you will get all your stuff in a handbasket and can choose exactly where you want to go and bring it all with you in a single click. In light of that, I ask for a moment of your attention. If you are looking for a fight, a momentous challenge, and a good community to fight alongside, you should join the Russian Empire. Our greatest selling point, is the one word that it says right when you choose nation: «impossible». The strategy of Russia on the EU server so far has not been to «win the map», or to hold ports for their own sake, but to find fights and challenges wherever they may present themselves on the map. We are a small nation and a small fleet, but we are growing. The most notable active Russian clans on the EU server are RUS, USSR, BETEP (pronounced VETER btw) and REDS. Of whom REDS is the largest clan, English-speaking and international, and have been here from day 1 together with RUS. Language barriers can be overcome. We are the proof. In REDS we have players from all over the world. For us, our clan-chat is our nation-chat. The Russian Nation on the EU server was formed by groups of players that came together after most of us have been bitter enemies for the entire history of this game up until now. In the great cauldron that is the Russian Empire we now fight side by side. Many of us may disagree with each other vehemently on the forum still, and may have differing views on game mechanics and indeed also on the server merge, but that is inconsequential as long as we are on the same comms and shooting at the same targets. In REDS we have an ever growing group of EU-players that can put up a fight during European primetimes. But we also have already a good number of North American players among our founding members and still recruiting. Our clan has been international and global since its conception. With the server merge we are searching for allies in all timezones, and hoping to appeal to players from the Global server to join us, that we can expand our number of players in all timezones so that we can have a solid and persistent active population around the clock. If you want more information about the Russian Empire on the Caribbean server, you are welcome to visit the Nation Teamspeak run by REDS and yours truly. The address is ts3server://rus.rdnn.eu or 139.162.169.194 Everyone joining the Russian Empire on the Caribbean server is welcomed to use this Teamspeak. By order of Kontr-Admiral Putin, sign up today! This message has been approved by @Christendom
  2. (edit) Bugger me, I finicked up the title of the topic. Watch out for the negative rule formulation. If I use a zero cost ship (/Basic Cutter) to tag someone, my risk is so low that it can be construed as abuse. Hence I should not be able to tag with a Basic Cutter (or any other future potential zero cost ship). This excludes ships granted through redeemables. Ergo the rule should be: TL;DR A zero cost ship (/Basic Cutter) must not be able to tag. Note that to counter Basic Cutters all you have to do is blow some grape, but where is the fun in that. I'm trying to close the gaps around tagging, hence this question. Related discussions are: http://forum.game-labs.net/index.php?/topic/14784-defensive-tagging/ http://forum.game-labs.net/index.php?/topic/15679-br-difference-threshold-should-not-include-ow-ai-fleets/ http://forum.game-labs.net/index.php?/topic/16336-reduce-tag-timer/ http://forum.game-labs.net/index.php?/topic/16352-naval-action-needs-a-vengeance-system/ I'll keep the top-level post up to date if you want any references to be added.
  3. What's the tagging circle size in meters? (Diameter please, not circumference. ) I need it for my calculations on http://forum.game-labs.net/index.php?/topic/14789-faul-battle-entry-timer-be-gone-with-thou/
  4. The recent modifications to the instance spawning mechanics has created many discussions on the topic and in this thread Niels Terkildsen had a new take on it that deserves more attention. Also, the removal of the 1.5 BR limit, which was created in part to alleviate problems the new positional reinforcements, has pretty much broken the game. This is why, in my opinion, this new system needs to be implemented asap. Here's my attempt to explain it in as few words as possible: Remove reinforcements and the 2 minutes timer - instead, have all ships in ~2 minutes sailing distance join instantly at the position they are at the time the tag is initiated. Joining is optional for ships outside the tag circle. - A fast tackler can no longer magically teleport his slower buddies closer to their victims (or even encircle) - All ships keep their relative open world positions - No need to wait for reinforcements at the start of a battle to decide to fight or flee - It accomplish the same thing as a "growing reinforcements circle" that some are debating for, but is more convenient and straightforward in my opinion - Sailing the open world becomes a game of its own with much more depth, rather than a crude battle generator Another problem is the transition back to open world after a battle. An idea that seems to have many proponents is to automatically kick players out of the battle results screen after x minutes. I argue that this is not viable as all ships in battle would become potential gank victims as they are then guaranteed to appear back in open world in a known location and in known numbers once the battle is over. I suggest to teleport all players to their nearest friendly or neutral port after a battle. It is not so far fetched when you account for time compression and also fixes the other way to gank players the post battle allows, the other way around, with the gankers inside the instance waiting for their victims outside. Both of these exploits give no chance to the victims to do anything about it. These changes would make it acceptable, in my opinion, to disallow defensive tagging by making the maximum tag distance slightly shorter than guns range. I am aware that this would not be welcomed by some players victim of pvp in their home waters as they would find themselves unable to call their nation for help and I do not wish to dismiss that. Maybe missions should not require players to sail in the open world so it wouldn't make them so vulnerable in the first place. Another solution would be to add pvp missions that rewards players for patrolling and reporting enemy players, then more ships would be available to deal with them instead of all being busy in a pve battle.
  5. Clan tags on Open World

    Title pretty much sums it up, I think it's probably an easy addition that has been overlooked.
  6. On the topic of officers

    So, as everyone playing the game knows, you can outfit your ship with officers, I've got a few suggestions and would also ask for some player feedback into what officers roles should be and how that would affect your sailing; if they go down with the ship or have a chance of getting onto the longboat and paddling to the nearest pirate port, whether they can be injured, gain XP and rank up just like you; or just simply be modules you plug into your ship, leaving all the captaining and micromanagement to you, though captaining a ship would be no easy task. Firstly I'll take a look at navigation. What I'd propose is, with an officer who fills the role of your navigator is access to your captains quarters (though in a 'locked' isometric position) where you would get to see your map spread out over a table, along with all the ports and their flags. When asking a basic/low level navigator where you are he would simply reply "Nearest to <portnamehere>", however as you got better navigators (or your navigator got better) a circle would appear around your ship on the map like GPS on your phone with bad sattelite reception, as the navigator gets better and better or the best one is got the circle would shrink until you had a very reasonable idea of where you were, along with the navigator telling you where the nearest port is provided it's on the map. Officer of the watch - This officer would stop you having to buy a 72" 4k TV to tell if there is a ship in the distance. Of course like the navigator not all officers are as good as others so you may still have to keep an eye open for ships he might miss. However, he would be tasked with one other important thing, logging ships and fleets into the ship's map a lower-level/rarity officer would have them as lines coming out from the ship indicating heading, but not exact distance, somewhat like the sonar map in silent hunter; as he gets better he will begin to mark the lines red, white or green according to whether they are neutral, an enemy or an ally (He would start with black lines), eventually he would work his way up the skill/rarity tree to map the ship's approximate location, heading and speed he would also give call when land is spotted and if it's uncharted you could have him and your navigator draw up a rough shape (accuracy dependant on how skilled both officers are) of an island that was not on your 'original' chart. As a pair the navigator and officer of the watch can map out shallows and put them on your map too. Bosun - (or whichever way you want to spell it), generally keeps the morale of your crew up and gives shipwide bonuses if morale is high (almost as if you had added more crew), he keeps you aware of your crew's status, if any are sick (if this is added in the future) or if they are annoyed to the point of mutiny due to a series of failed encounters and not having a captain of the correct rank controlling the vessel. Your bosun could also double as a carpenter or surgeon, the carpenter getting more effectiveness out of repair kits and allowing you to repair about 20% of your armour if in survival mode, though patching a ship up with bits of shattered ship takes time. Him doubling as a surgeon would reduce crew loss in battle and reduce crew loss during boarding and regain some crew who would have otherwise died during boarding, they would mend slowly over a matter of days depending on their injuries. If he is acting out other roles then shipwide bonuses would Gunnery Officer - Pretty simple this one really, firstly you can set him to fire broadsides if you wish, possibly manning starboard and firing salvos at an easily hit ship while you pick off the little guy in a gunboat. If he isn't on firing duty he would assist with aiming, giving you somewhat of a trajectory arc, as all other officers some are better than others. As well as that a modest increase in gun damage would be nice as well as the ability to have him suggest where to shoot (eg armor, rudder, sails; though this may be very difficult to code) if trajectory arcs are a bit too Assassin's Creed for you then let him widen the little red line, essentially adjusting guns on the fly to hit where you may have just missed. Just to add a quick edit here. Should ships with multiple gundecks benefit from only one gunnery officer or should you have to have one for each gun-deck or set him as a ship-wide gunnery officer who's task is just to maintain the guns and keep the firing crews trained, giving less bonuses to all the guns on your ship than say 3 gunnery officers for each gun-deck of the HMS Victory who would actively be running fire control for each deck. Edit: one more thing he would do is tell you how close your ranging shots are to the enemy ship rather than you having to fire and get a spyglass on the ship (a feat impossible/very very difficult in real life if you are controlling the gunner's aim first) naturally as the officer got better by way of experience he would be able to tell you how far you missed by, by saying "Your shot missed her" at the beginning to "You hit just short/long of her cap'n" to giving more accurate descriptions of how much you missed by such as "You only missed by a few yards short cap'n" as well as letting you know how well you are damaging the ship from telling you whether you scored a hit to whether the shot hit her sails (though ball going through sails would not count as a hit when he feeds back to you), her mast or her hull (higher levels would be able to tell you if you hit her on the waterline and higher levels yet would tell you if you have created a leak) essentially a high level gunnery officer takes you away from mundane tasks and allows you to focus on things like manual sails. Boarding commander - takes care of boarding tasks, gives a modest increase in turn rate and fire rate prior to boarding(once again increasing with experience or rarity) during boarding he gives a recharge rate bonus as well as a morale and damage bonus. If there are any roles I've missed, let me know and let me know how you feel about things. Main questions would be: - Should officers be bought from the store as an item or hired from the tavern (Yes I got most of those roles from Age of Pirates 3 City of Lost Ships; a great game with mods, though it is somewhat buggy). - Should officers require pay to function (a good bosun would lower their wages by keeping them and the crew happy)? - Leading on from this, if officers have an XP based levelling function should they level automatically (thus requiring you to pay them more) or should you need to promote them. However officers that have gone a long time with max XP and no promotion may get a little annoyed and demand you promote them or you part ways next time you make port. - Should officers die upon sinking? Or should those that make it to a boat in time (wounded officers are slower) so having "fill boat" and a countdown running until all officers are on board (at risk of your ship sinking and you losing all your officers if it's taking on water fast) then a command to "Scuttle ship and escape" Any and all feedback is much appreciated, even if it's a link from a devblog going deep into officer mechanics and you calling me a fool for not finding it (I used both the forum search and Google, neither turned up anything like this so I'm sorry if I'm making you read the same stuff twice) anyway, that's all I've got to say for now until I retreat to the batcove and think of moar stuffs.
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