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Found 7 results

  1. Ship Upgrades and Speed

    Ok simple enough question from a player less than 3 months into the game I bought a fir / fir plank surprise. This should have a basic speed. Struggling to find any websites or info with up to date information but players have been trying to help added 3 permanent upgrades to try and make it faster, reasons don't matter it was a plan i read about by Mr Koltes before the speed nerf Bovenwinds, Gazzelle and Crooked Hull which should alter the speed by 6% , give me a 14% crew nerf ? ( 7x2) -5% armour ? and boost turning speed by 3% If I hover over the ship in the docks , not in the number 1 position, it says 12.39 + 1.98 in green If I move it to equipped ship, the numbers change to 11.88 +1.90 in green could somebody point out a reason why and I appologise in advance for anything stupid and being unable to sort a screenshot, although I will try again thanks for any help and If anybody has any good links regarding ships, their setups and modules and upgrades, please let me know ty , Hilts GB Global
  2. 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.
  3. Is it possible to drop a more than 3 perm upgrade slots? Just wondering if three was the maximum or is it possible to have 4? I know 5 is the max for regular upgrade slots.
  4. 4th rate upgrades

    4th rate ships should use a combined midgrade/high grade upgrade system to make them more economical for the players that will be using them. My idea is to change their upgrade costs to such. Basic 0 Common 1 Mid grade note Fine 1 Mid 1 High Mastercraft 2 Mid 1 High Exceptional 2 Mid 2 High thoughts? suggestions to make this better or relate to other classes of ships?
  5. Currently, every tier of quality requires one additional note to produce. Is there a reason for this? The value of quality is not linear, would anybody chose not to put an extra note on to make a mastercraft upgrade instead of a exceptional? This seems to have created an economy where middle tier of upgrades are completely ignored as nobody will waste notes on them. and any kind of upgrade is extremely difficult to obtain for players who don't have a clan working for them. Imo we should be aiming for an economy where common and fine upgrades are much easier to obtain. I think one way to accomplish this would be to have the note requirement be far less linear and more exponential. Common upgrades should be almost free and just be a bonus for player building. whereas exceptional upgrades should be very hard to obtain and be prized. I think have upgrades be so cheap will mean that higher level crafters won't feel prevented from just putting a couple of notes into lower level upgrades if the demand was high. We could also make lower upgrades requires lower notes so new crafters can make money from them. I also hope this means that mastercraft and fine would become a cheaper option to exceptional and a viable choice to replace losses in day to day fighting. My aims with this would be: Decrease the amount of exceptional quality items, making them... exceptional items. Increase the availability of common, fine and masterwork items. Decrease the gap between pub players with no access to upgrades and clan outfitted ships with full gold meeting in OW. (so clans use masterwork or fine and pub players use common or fine in day to day fighting) Have there been discussions on this before and what are peoples thoughts?
  6. Upgrade box in port... a question.

    Ahoy captains, I asked this question many time on the three different chats in game and I never received an answer. So I will try here. When in port, selected menu "equipment," on the up right corner of the UI there is a box, labelled "Upgrades." I noticed that I can see the upgrades I put there with any ship I am sailing. So my question is: if attacked and defeated, will I lose all the upgrades in this box? Or it is something like a safe where one can have easy access to many upgrades but cannot be plundered if defeated? I looked all over the forums but i couldn't find an answer. I hope some expert player will help me. Thank you.
  7. A general question on expectations. Depending on our personal budgets, most gamers upgrade their systems when they realise that that next eagerly awaitied release won't run on maximum graphics no matter what they upgrade. So the question is, If you don't already own a cutting edge system and Final release Naval Action does achieve its expected greatness. Would this game have you reaching for your debit card if you can't max everything out? I feel like this game was made for me, and would probably upgrade if I couldn't max out in all its glory.
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