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Everything posted by Captiva

  1. I would still like the dev's to run an experiment having two separate battle ratings for port battles. The first BR would be for the combined number of 1st and 2nd rates allowed, and the second BR would be for 3rd rates and lower. I know it's somewhat of a lobby system, but I can't think of any other way in keeping the number of 1st and 2nd rate ships below the number of 3rd and lower rates. As Intrepido said, Trafalgar and most large naval battles were mostly composed of 3rd rates and a smaller number of 1st and 2nd rates. Diversity adds tactical depth to port battles. I think that's a good thing.
  2. An incursion by pirates for personal gain sounds like something pirates would try; sneaky, disruptive, opportunistic. I would love to see (ad nauseam) pirate specific mechanics in play. For starters, they alone should be the only and truly hardcore faction. I'll give the dev's the benefit of the doubt that they will eventually address the pirate issue. I remember reading on the forum some time ago that they would do that.
  3. I agree. I made this suggestion when DLC ships were first introduced. My argument was that the DLC ship is, in reality, a limitless, endless dura ship. It should be counter-balanced with the reintroduction of the crafted, multi dura ship. This gives an advantage to the crafted multi dura ship because the ship is not subject to the 24 hour wait period to redeem that the DLC ship is subject to. All large ships of the line would stay 1 dura since there is no DLC for them.
  4. Looks amazing! I will look forward to this one.
  5. Salt was an important commodity for sailors in the age of sail. It was used for salt pork, salt beef and fish. Salt was also used for keeping slaughtered beef and fish from rotting on long voyages. Profits from salt - harvested from salt pans that were found on Caribbean islands such as Turks & Caicos, Curacao and Bonaire - became a prime source of income for these islands. Maybe salt should have more value in Naval Action; similar to Cartagena Tar and other 'island specific' commodities.
  6. I offered a suggestion to the developers last year that would use a 'top down view' of two ships side by side. Game-Labs already has combat mechanics that are used for Ultimate General: Civil War that could possibly be implemented for the boarding game in Naval Action. Animated combat would be ideal, but if animation is impossible it could be timed/turn based, similar to speed chess. Or, similar to what we have now where both players have a short amount of time to make their moves and then the combat is auto-resolved for that turn and then the next timed round begins etc. As an example, game-play would be similar to that of 'Pike & Shot' or 'Field of Glory II'.
  7. Yes, and that is what Capt Aerobane was refering to - single ranging shots - and a change to the sequence is what I was agreeing too.
  8. Big affirmative on this idea, especially the third option. Example one (the current game firing sequence) has been an annoyance to many players for some time now on ships that have a cannon layout similar to the Renommee.
  9. Would '100 Focus Fire' and '250 Focus Fire' work? Anything more descriptive, other than simply 'Water', might be more helpful for the new player.
  10. 'Locked' was changed to 'Parallel' so I would suggest changing 'Water' to 'Convergence'. Parallel shots all fire out in a straight trajectory - Convergence shots, when fired, angle in toward a convergence spot.
  11. Should probably be renamed to, '1 Extra Fleet Ship' and '2 Extra Fleet Ships' Why is 'Unlocked Sector Focus' now changed to 'Water'? Does it denote 'Water Line'?
  12. I've been to the battlefield as well, and I believe the main action north of the railroad tracks was at the point where the Union forces on one side of Stones River were defending against the Confederates attempt to cross the Stones River. So maybe the scenario simply leaves out any actions too distant from that immediate area.
  13. I may be recalling incorrectly, but doesn't the major fighting north of the railroad tracks occur during the final phase of Stones River?
  14. Thank you, Admin. Merry Christmas to all and a prayer for peace on earth.
  15. Take Command, Scourge of War and the Command Ops series (always wished for a 3D map for Command Ops, similar to that in the new Armored Brigade game) have given me hours and hours of first rate game-play! Ultimate General: Civil War has provided the same for me.
  16. Great ideas, Koltes. I just posted a suggestion earlier today that I thought would be a compromise for the Protractor/Sextant. The idea was to implement a floating movable compass on the map, similar to that on some 3rd party maps. You would not be able to draw a line from point A to point B. You would have to take a visual note of your destination heading. There would be no red arrow indicating your heading on the OW compass. The sextant would then be used to check your position from time to time and then you would use the movable map compass to again check your heading and make adjustments as needed. My idea is certainly not as interesting as yours, but I believe it would be an improvement. Thanks
  17. Hey there, Macjimm. What is your view on the Protractor? Because to my way of thinking, using the protractor to draw a line from point A to point B and then displaying the direction marker on the compass - so that you do not stray from that heading - is way more helpful than the Sextant. The Sextant simply shows your location along the way. I like having them both. However, I think a lot of players might be more receptive of them if the compass were a small, free moving icon (similar to those on some 3rd party maps) that you moved around the map in order to estimate your general heading; without having the ability to draw a straight line from point A to point B, and without displaying the red direction marker on the compass. This, I believe, would add just a wee bit of uncertainty to your voyage. I support your idea of having the ability to turn off the Sextant if a player wishes, but then you should have the option of turning off the protractor as well. Thanks
  18. We've been asking for the wind direction while in port for some time now. I was hoping it would have be included with the new port UI. I still believe the Sextant should be available to all, not a perk, just as the Protractor is available to all. They are both navigation tools.
  19. I've just started 'Nelson's Trafalgar: The Battle That Changed The World' by Roy Adkins after it was recommended here by Norfolk nChance. A great read.
  20. I don't understand all of the concern over the use of a sextant. The compass directs you toward your destination. The sextant only gives you and idea of where you are along the journey. It's so elementary to sailing, that I'm baffled at the opposition to it's inclusion in the game. I also believe that it should be an item that is purchased or crafted; it should not warrant the spending of 2 perk points - "I'm sorry, Lord Nelson, but you can have double shot or a sextant. The choice is yours. Godspeed."
  21. Well, yes. I know it's hardly anything, but it let's a player do something extra while in OW - as trivial as that may seem. It was used aboard ships during the time period and therefore I see no valid reason for not having it. I believe you were in TDA at one time and Prater's map gave the ability to take a noon time position. I thought that was cool back then and was always curious as to why this game never added that feature. I've played for years without a sextant and without the compass before it's introduction, so it's not a game breaker if it's removed. I enjoy the age of sail, and appreciate any additions from the developers that reflect it. It's as simple as that for me. Thanks
  22. I agree totally with this. The sextant should be available to all, for no perk cost. It gives, to all players, the opportunity to experience common navigation during the age of sail while at the same time providing a much needed activity to engage in while in the Open World.
  23. I would prefer that they create a faction called 'Privateer' to appeal to the player who prefers the non-conformist/non nation-allegiance lifestyle but without the hardcore mechanics, and leave the Pirate nation as the only hardcore choice in the game - without splitting them into regular pirate and outlaw pirate.
  24. I would love to help you test 'Dreadnoughts'. If there's an extra bunk, I'm aboard!
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