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OneEyedSnake    376

 Yes, a completely different game, however how they implement their steam workshop community (noting it makes the game grow massively) and how they release DLCs to generate revenue is very interesting and could be nice in Naval Action. 

Also the idea of balancing, understanding, and recognition that less people that play their game play for historical accuracy despite initial thoughts and ideas. 

Hopefully this brings some ideas to the playerbase of this game and developers of this game on how to balance and to create a more playable gameplay. 

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OneEyedSnake    376

In short mass scale interaction on an accessible level that everyone can do is the key to success and retention. Also the idea that the player is ultimately in total control over everything, UI, unit names, tactics, strategies, etc. 

This can be translated to Naval Action in ways such as 

  • Naming of your own Ships
  • Better UI (it actually does have a huge impact on retention as shown with Paradox's development focuses and successes) 
  • Dynamic Trading on a more predictable and accurate system 
  • More chaos in general in battle, excitement. More fires, less masts staying on ships
  • Deeper RVR on a whole National level, such as the reputation system, a deeper, but still understandable political system, etc. 
  • End game needs more development.
    • Rear admiral is not the final rank in any navy. could add more ranks, basically to expand your ai fleet
    • enable a system to where a later rank player can actually tell its own AI trader ships for example to go to a port, buy a certain item with a limit on gold, sail back, but actually exists on open world and might be attacked, especially if not supported with war ships.
    • The lord protector system could be expanded upon, such as actually controlling a ports fleet path and if AI ever do attack players again, how they decide to do that 
      • Building up of these Ports fleets through gold, influence, whatever

 

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Tomms123    269

Their way of letting the community mod the game works because it's mainly a singleplayer game with multiplayer in mind as a lower priority (even tho they say that in multiplayer you most of the time find most bugs and the most hilarious bugs according to Johan) but this won't work with a game which is designed from ground to be an MMO/MSandbox if the server structure shall remain as it does now, hosted by the company. If you want to add in mods you need to have the server itself running all those mods and the player themselves running them.

 

Some of these things can maybe be done, but they will have to be clientside only and can't be allowed to change other things which give the player the possibility to see or do something other players can't without that mod.

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OneEyedSnake    376
9 hours ago, Tomms123 said:

Their way of letting the community mod the game works because it's mainly a singleplayer game with multiplayer in mind as a lower priority (even tho they say that in multiplayer you most of the time find most bugs and the most hilarious bugs according to Johan) but this won't work with a game which is designed from ground to be an MMO/MSandbox if the server structure shall remain as it does now, hosted by the company. If you want to add in mods you need to have the server itself running all those mods and the player themselves running them.

 

Some of these things can maybe be done, but they will have to be clientside only and can't be allowed to change other things which give the player the possibility to see or do something other players can't without that mod.

Obviously. Like I said. Just an idea on how to progress this game because how it's been hasn't been ideal

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