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JollyRoger1516 last won the day on July 31 2016

JollyRoger1516 had the most liked content!

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About JollyRoger1516

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  1. Very nice - frankly Naval Action has long been missing a trading tool as you have them in games like Elite Dangerous. While it may seem lazy for people to just be told a good route, fact of the matter is that most players only have limited time to asses the map for trade routes and naval action already consumes way too much inactive time as it is.
  2. I was being sarcastic as the admin has claimed that in the past! - Again I get that AI gets certain perks to make it competitive but they just have too many and too excessive ones. In regards to the marines crew count I have the distinct feeling that they still use the old system of blue marines = 25% of the crew are marines (I really don't remember the numbers well). Aside from the numerical imbalance that creates adding to that is the fact that marines have no impact on AI ships.
  3. http://archive.hnsa.org/doc/id/fm30-50-naval/index.htm It is not quite what you're looking for but it might help in your search as it lists most of the active ships as well as sub classes/ships of each type
  4. There are two issues with this boarding action on an Elite Belle Poule: For one the enemy crew has less then half of my crew yet more then half of my marines despite the fact that I have Marines 15 - the AI does not cheat does it @admin?! Despite outnumbering the enemy both in regular crew and marines and the fact that the enemy is sinking and should technically require men on survival, my attack on a brace only results in a 15-15 kill count - this boarding action literally required me to wear the AI down to nearly 0 crew even though I had properly softened up the enemy prior to engaging in boarding. I get that AI is a difficult thing to develop and balance but this is literally so overpowered that any newer player who does not have my experience and would attack much sooner thinking that boarding mods would give him/her an advantage in the boarding action will get instantly outnumbered and killed. This continues to be an issue and needs looking at, especially given that it invalidates large amounts of privateer/pirate gameplay against traders (small ships targeting traders of all sizes) or combat boarding in bigger battles!
  5. I guess you're going for something like the Silent Hunter Recognition Book - so something like this - http://archive.hnsa.org/doc/id/fm30-50-naval/index.htm - (click the numbers to view each). In that case best realistic thing is probably: https://collections.rmg.co.uk/collections.html#!csearch;authority=subject-90352;collectionReference=subject-90352 https://prints.rmg.co.uk/collections/ship-plans If you are however looking for an ingame image of each ship we would probably have to put that together. Bear in mind that paint variety can on some ships seriously confuse less experienced players which this would be aimed at (there is a thread somewhere detailing all the paints for all ships) . I would however say, that the ship side view you get in the equipment window is probably your best bet to keep things simple.
  6. Sending captured ships home Currently playing the privateer/trader interceptor/ individual ship fights role is a very tedious job as your hold + second ship hold is full after one or two traders and everybody hopes more for doubloons/upgrades then actual resources. This means people engaging in this role will constantly sail back and forth dropping of ships or loot rather then staying out and fighting. After a successful boarding action, assigning crew and ending the fight allow us to send that captured ship with at least its minimum crew (min. crew counts are already available for all ships) but also its loaded cargo to the nearest owned port (or owned port of choice). The captured ship will spawn in the open world looking like any other AI ship (of the new nation) and sail to your nearest owned port. This will allow you to stay out much longer but also allow people to intercept/recapture these ships if caught in the open world. It will also be historically accurate as frigates that captured ships would send a small crew compliment to sail them back to their home ports. If coding/server load allows maybe the ship should also retain its battle damage/crew count which would become obvious once drawn into battle. If balancing demands a more permanent impact the total ship crew could lose a permanent 10% per ship sent home. This penalty only gets removed once docking in a port. This will make it a tactical choice as to how long you stay out and what types of ships you attack after the third ship is on its way home.
  7. @admin you get a good review when positive things and/or content people would like to see is in the game - not when it might potentially come if we rate you nicely!
  8. @Ink My bad I am not on the forums that often anymore - switched keyboards since so now it would be the insert key - as always once each time I wished to change the camera settings - I got 2000 hours in the game so I know how to start, change and stop the free camera. This was clearly bugged as the camera also turned into a fish eye when zooming in and out.
  9. @_Alucard_ I have no clue what you are on about?!?! I never was too active on the forums and I have like 1600 hours on the PvP server...
  10. I did press home - no change
  11. In our Road Town Port Battle yesterday I activated the Free Camera towards the end of the battle. It suddenly started zooming in and out (in fisheye mode) when trying to use movement controls and I was no longer able to exit the free cam or even control the ship in that camera. F11 was also not possible so no ingame report available. Video of the port battle: Issue starts at 35mins20secs Also from 32mins onwards you can see a beached ship nearly taking off as well as two 1st rates whose fires turn on and off randomly.
  12. Oh please no. Dreadfully "empty" coastline and the map looks nothing but deserted - if you dont want cannons shooting you dont hunt in french waters or wait till they are far enough away.
  13. the ultimate version of "end task"
  14. Currently (for two days now) on the PvE server joining into a mission or battle initiated on the open world does not drag in the rest of the group even when everybody has spent several minutes outside of the port and is within the circle. Every single time the rest of my group had to join the battle via the swords after i already went in. This error has been reproduced with other group leaders as well as trying it in a regular and battle group.
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