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Fletch

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Posts posted by Fletch

  1. A lot more could be done with the AI, there could at least be notable NPCs sailing around that are aggressive to players, famous Pirates or Famous pirate hunters these NPCs could be rare spawns and remain on the open seas until killed by players they could drop decent loot and only spawn outside the capital areas. 

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  2. The weight issue will just restrict the number of battles people can fight before docking, Im not sure that will be helpful. Whats soul destroying is people repairing ships mid battle while sailing off into the sun set at full speed. Maxim repair should occur when the ship is stationary, if the ship is sailing at full speed and fixing sails at the same time then if anything a big chance of causing more damage should arise. Slower the ship the more repair, want to repair at full speed then you gain very little for the repairs. Leave the weight as it is thats my 10 cents 

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  3. My biggest gripe with repair is the fact it can be done at full speed.  Fixing sails while sailing at full speed is simply incredible . Are all the crew supposed to be up in the rigging with a needle and thread? Sails should have to be dropped to fix them.  Hull repairs are also way to much while the ship is still maintaining full speed and fighting battles  Repairing a ship in the middle of a battle should have more negative effects.  A broadside fired at a repairing ship should kill at least twice or 3 times the crew of a normal broad  side making repairing risky.

    I agree with the poster  above the current system is like some magic heal potion

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  4. We all know it reinforcements only work if you know how to use them correctly,  If you know what you are doing you will stay close and always bring the reinforcement ship into play. Most people though will try and run and the reinforcement ship will be stuck upwind miles away from the action

  5. You wont have any newbies left before long witch is why I guess more PVE content is being added to get some back. 

    For too long everyone has listened to the PVP brigade about green zones and how it should be easier to kill new players. Who you going to kill when there are no noobs left?

    Oh yeh it will be like the PVP patrol zones , you know the place PVPrs were meant to PVP yep empty.  Instead of constantly trying to get people out the green zone why not look at getting more people into the pvp zones.

    • Like 4
  6. The game is gorgeous, but a bit too elitist in my opinion. Its as if new players are simply needed as fodder  I think pvp marks conquest marks and other currency simply excludes people who refuse to be forced down a certain play style road. It should be fine to forge a non pvp career on the pvp server, by that I mean trading exploring and of course defending yourself when needed without feeling forced to go out kill for the sake of it. Different nations could offer rewards for different play styles. Would like to see rare loot only drop from rare  NPC spawns like named mobs in other games rather than sell in some pvp mark shop. So good game for me but I would like to see more content added rather than constantly messing with the existing stuff.

     

     

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  7. I would say the problem lies with the nature of the this game, it constantly stacks the advantage on a single elite player being able to wipe out an entire fleet of noobs, New players don't understand that they don't have a chance until its too late, and when a fleet of 6 or 7 of them gets wiped out by one guy who even if they do get close to sinking can suddenly repair his ship back to almost full health and kill another 6 or seven more its not surprising many throw in the towel. Any perk or ability that enables new players to have any fighting chance against more skilled players gets nerfed or removed in a very short time.

    • Like 4
  8. 17 minutes ago, Slim McSauce said:

    The problem lies in boarding and grappling itself, BECAUSE grappling is instant you're immediately grabbed and locked into boarding which is a fail and the reason DD exists in the first place. EVERY boarding action should be hit or miss, not just the first one, not because of some arbitrary perk, but because you outskilled or out maneuvered your opponent amongst the grapple fight (which doesn't exists in the current game) 

    I've already made a suggestion on this, a simple grapple mini-game would suffice to keep boarding realistic and varied and not cheesy and 100% all of the time.
    Problems like this need to be worked bottom up, a perk is a bandaid fix that still shows its scar at the end of the day.

     

    How about when you attempt to pull a ship its a percentage chance of success witch is rolled. While the number of crew on each side are factored in. Thus less chance for a successful pull when outnumbered. If the pull fails both sides should take a few crew casualties, If the fail was a very poor roll the attacker should loose quite a few crew representing them getting beaten back. Level of prep could also be factored in. If the pull is a success then its played out as it is.

    • Like 4
  9. 30 minutes ago, z4ys said:

    Sorry for confusion I mean bigger = more crew.

    Why crew is the factor that determines if pulling is successful or not. Can a smaller ship that still has full crew not defend the ship and deny boarding?

    Its done to stop it being abused not for realism. Its the same principle as using BR on pulling ships into open world battles.

     

    40 minutes ago, Captiva said:

    I'm re-submitting a suggestion that I posted a week or so ago because it addresses possible changes to boarding that may, in the end, also affect DD.

    Admin's response was that only after the completion of 'localization', will they then address changes to boarding mechanics.

    So if (hopefully) they use a version of their combat engine for the Ultimate General game and use it as a basis for a turn-based resolution to the boarding scenario, then maybe DD will function as a short term, but hard fought delaying action in order to achieve numerical parity or advantage in the initial stages of boarding. Below is my original post. Thank you.

    ...................................................................................................................................................................................................................................................................

    Over the years, many players have wished for a change to the boarding mechanics in Naval Action. Game-Labs already has a combat engine for their Ultimate General game. I'm wondering if something similar could be implemented into the boarding aspect of Naval Action. 

    I've attached a screen shot from a strategy game by the developers of 'Pike & Shot' for illustrative purposes only. Imagine the crude outline around the combatants as representing their respective ships.

    1. The boarding battle would be turn-based, with the attacker going first.

    2. Each player would have a set amount of time to move his various troops, including their facing, before his turn ends. The timer is needed to keep the pace of the boarding action from bogging down - similar to a timer used in chess matches. This would also help to mimic the frenetic, chaotic urgency of close combat.

    3. The result of each players turn is auto-resolved by the game until one of the players wins the boarding. As they do now, all boarding upgrades will have an affect on the outcome of each players turn (boarding ladders, barricades, muskets, marines etc.).

    The goal of this idea being, to improve on the current "rock, paper, scissors" gameplay.

     

     

    Naval Boarding.jpg

    How can you make boarding turned based when the rest of the battle around the two ships is in real time? Might be 20 other ships in the battle that can sail up and sink you while your involved in a turn based game.

  10. 12 minutes ago, z4ys said:

    I have a question.

    Why a bigger ship can always board a smaller one. Are boarding nets and other preparations always useless on smaller ships?

    If the answer is no why DD doesn't consider that?

    Unless I got the wrong end of the stick. Determined defender has nothing to do with the ship size, its dependent on the number of crew, You couldn't board a cutter in a first rate if you both had the same crew. I don't see much of a problem with it if I am honest although I think it could be 20% more crew needed to board,

  11. I don't see the problem with it. You only get 5 perk slots, 

    1 hour ago, Oberon74 said:

    The whole ramming thing is weak.  If a 4th rate (or higher) rams a 6th or 7th rate (90degrees or "T-Bone") the smaller ship should be destroyed.  If the smaller ship rams a much larger one, it should be like hitting a wall, with all damage (or most) on the smaller ship.  Ships of the same rate who ram should both receive damage commensurate with their angles of impact.  Demasting should be a near certainty when ramming results in a sudden stop.  major leaking should also be common. 

    It used to happen in game, ships would sink from ramming or suffer very severe damage, I used to enjoy it but I have seen friendly ships sink each other in battles and stuff. I guess it got removed because they don't like the idea of a low skilled player in his chip shop frigate  ramming the elite pvpr in their solo pimped up seal clubbing mobile. Would be like having unlimited chain all over again.

    • Like 1
  12. Boarding was being abused though, A boarding action was being initiated with no chance of success, but to hold the bigger ship in place while friends graped it down. So it was used simply to lock a ship down. Determined defender simply says your crew would be beaten back by  the bigger crew on the bigger ship before it made it over the side.. I would like to see it taken further, pulling a ship should incure casualties on both sides in proportion to crew size and preparation, If you try and rage aboard a ship with determined defender it should cost you a lot of crew to pull it.

    • Like 3
  13. 23 minutes ago, AeRoTR said:

    @Sir William Hargood you can do it alone, in a second rate. Just save your final broadside when you are in a position to kill and loot. Only problem will be the 6th rate and smaller enemy ships, as the may sink quicker.

    Easier way is big ship plus a suprise, belle pule friend in your team.

    This is a guide for attacking ai fleets.

    http://bccnavalaction.freeforums.net/thread/58/obtain-books-upgrades-attacking-fleets

    Your right, but how many new players have a lost a ship by being boarded after approaching a ship before it was fully sunk. 

  14. On ‎4‎/‎24‎/‎2018 at 5:30 PM, SKurj said:

    Not likely when you can only tow one ship/day.  Lets say you login and the action is near your other outpost where you have no ships... do you sail the hour+ to get there or do you logout and do something else?

    The teleport system should be enough  on its own. Its bad enough people can port around at will but I get the fact it might be needed with a low player base. I don't agree with ship towing though even if it is once a day.

    • Like 1
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