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Wyspa

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About Wyspa

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  1. Ok for starters let me say why i place that suggestion. During last few weeks I didn't have much time to play NA so i stopped, I heard from couple of sources that this is wider problem. Main reason that I stopped playing is that it takes just too much time to get things done. At the same time I feel like making NA more realistically is a good move. I like this game to be more believable, but at the same time I don't think that you have to make it at the cost of players time, like most simulation games do. Ok so what are those time consuming activities? crafting trading moving ships between outposts NOTICE: I did not mention any battle related stuff, since I think the time balance is there and it would not be fun for those things to take less time then they are already.My proposal is to introduce Order Letter Feature, what it would work like? Well basically you could invest Money and/or Labor Hours to order you men to complete different tasks off screen. So what you should be able to do? Action Orders: Place order for production of materials in your buildings remotely Place order for crafting remotely (given that you have resources at that outpost) Transit orders:Place order for ship relocation between outpost Place order for a shipment of cargo between outposts Risk of goods/ship damage and sinking during transport could be included, also you could lower the risk by paying for escortIn my mind it should take longer and cost extra, so doing those tasks personally would be cheaper and faster but at the same time you would not have to invest your playtime, just place the order and wait a couple of minutes/hours until it is completed (could be based on distance in case of transit orders). Also I think that this feature could be done through menus only, however could be expanded in the future so the Transit orders physically spawn AI fleets on map that can be attacked by other players. More than that I think this feature fits the theme and doesn't destroy the realism because it is only logical that given you have the resources you can order someone to do certain jobs for you. I would like to hear your opinions on that idea. Cheers!
  2. Ja sam ostatnio nie grałem, głównie ze względu na problemy z czasem... ogólnie niby podoba mi się to iż NA idzie bardziej w stronę realizmu... ale jak pisałem nie trzeba robić symulacji aby coś było wiarygodne. Zobaczymy jak to dalej rozwiną ale moim zdaniem twórcy powinni się skupić na tym aby ograniczyć wymogi czasowe w grze bo w tej chwili te są wysokie i dla każdej akcji potrzeba niewymiernie długiego przygotowania. Można przecież odwzorować czy wymusić realne zachowania innymi środkami jednocześnie nie nadwyrężając gameplayu... Brakuje w NA takiego rozwiązania jak np w Black Desert, które wręcz zbudowane jest na tym aby oszczędzić czas grindu gracza... przy jednoczesnym sprawieniu wrażenia realności akcji, o czym mowa? Otóż BD w dużej mierze opiera się na crafcie... do craftu podobnie jak w NA trzeba posiadać nieruchomości (w miastach) i ludzi (pracownicy). Pracowników i nieruchomości kupujemy za "Contribution points", te zdobywamy poprzez wykonywanie questów. Otórz mając budynki i pracowników wystarczy raz dziennie się zalogować wysłać pracowników do roboty i tyle... wydobyte czy wycrafcone towary zostaną automatycznie przesłane do magazynu danego miasta w którym są warsztaty... te możemy odebrać sami albo uwaga... przesłać zdalnie za opłatą... Dodatkowo podczas transportu jest ryzyko że towar zostanie po drodze rozkradziony (zazwyczaj określony % towary znika). Oczywiście praca robotników i przesył towarów zajmują określoną ilość czasu ale nie musimy robić tego osobiście, wystarczy sobie z wyprzedzeniem coś przesłać czy wydać odpowiednie rozkazy i po kilku h mamy co trzeba gdzie trzeba... osobiście więc jest szybciej i taniej no ale trzeba poświęcić na to swój czas gry Tego typu system jednocześnie jest wiarygodny i ułatwia znacznie grę... W NA przydałby się podobny system handlarzy... wystarczyłoby aby labor hours móc w jakiś sposób "zarabiać" a przesyłanie towarów i statków między portami zlecać za opłatą z jakimś % ryzykiem że mogą zostać przejęte. Można by to nawet rozwinąć i zbudować system tak że towary fizycznie przewożone są przez floty AI, gdzie np możemy dokupić w ramach usługi jakąś eskortę... jak taką fotkę wysłaną przez gracza ktoś przechwyci to trudno... tracimy to co w bitwie zostało przejęte Oczywiście druga opcja dużo cięższa do wykonania, ale w sumie ta pierwsza w całości do wykonania na menusach możliwa i mogliby od niej zacząć a potem ewentualnie rozbudować...
  3. Before and after patch each non-pirate nation plays by the same rules... If after patch you're unable to win battle it just proves you were not experienced, just had bigger SOL fleets and stronger economy, allowing you to Zerg using SOL fleets. Change in PB regarding all frigate PBs, makes battles for smaller nations more even because they can now fight, even if they have smaller player base and economy. I like those changes because now you just can't Zerg every port with SOLs and have to fight with underdogs on even ground In that regard Swedes just have a chance to prove their fighting skills, in my opinion they have it in spades as I have seen them in action during their attacks on Dutch ports and Haiti campaign. Good luck to our Swedish friends and let us show France and Danes that they should not meddle with our affairs
  4. Why bother taking any kind of cargo to the capital? They can basically just build shipyards and production buildings in Nicaragua and teleport warships straight to capital for later use... At least it is what I would do
  5. I loved this move Tbh as a player playing as Dutch I would gladly welcome Swedes in Panama. We are hardly using ports in the area and they could use it for crafting and supporting war effort around their capital. It must be quite frustrating for French and Danes that they really can't affect Swedish economy atm. Even if they manage to cap all ports around Gustavia
  6. True that, and that is the point I was making, however the solutions I posted are should be easy and fast to implement (I may be wrong, only NA devs know that), but they sure take away some of the players decisions. We can think about tons of complex and different solutions that would make players run away from battle or just surrender, but in the end it is up to devs to decide. Point is, with this new damage system players should have more incentive to run/surrender for the system to be viable ingame.
  7. In my experience with internet communities if you want to reach some kind of conclusion or compromise you should TALK not WRITE & READ. Written text is easly misunderstood and most times if there is not "friendly" but "neutral" or "hostile" vibe going around it will be misinterpreted. Basically what diplomats should do is to meet on TS, talk to each other and then when they reach conclusions they should write down TOGETHER some kind of ending statement and terms, that they reached during the meeting. I thonk most of the conflicts in Naval Action are the result of people not talking "face to face" (or mic to mic )
  8. Regarding this new model I like the idea that it is hard to sink a ship, however battles just take too long... For the new model to be viable in-game there should be other ways to win the engagement than sinking or capturing enemy ship. IRL If you ship was damaged enough you probably just had to run away because otherwise you will sink or be captured, but in battles with timers, when the timer ends you can just click out... So basically what is needed is some kind of system when heavy damage/crew loss will force player to run. Maybe ship should just auto surrender when crew/morale is too low or heavy damaged ships just can't click out of the battle or auto sink at the end of it if they didn't run away earlier (if damage reached some kind of threshold) Either way if players have no reason to run/surrender when their ships are not longer effective in battle, due to crew loss or damage and just can click out of the battle, then the more realistic damage system just makes no sense game-play wise. However I would like the new system to persist, just make it so it makes sense in-game.
  9. Honestly... trading would be not that much affected... i think it could be even easier... jou can now jum to any outpost at your lesure... witch means you don't even have to travel using ships to produce stuff or buy stuff, only to move it. So you can basically just produce/buy a tone and move it back to capital when it's safe...
  10. I find it quite silly to state that since It is preety easy to debunk. There were plenty of fair and even Pirate favored battles around that we won. It is quite natural that sometimes you win and sometimes lose, it is no reason to be disrespectful. If you want evidence here you have some PB with Pirates having greater BR Won by Dutch Capturing Enemy SOL ships with frigs, most were running away but couple we sunk I'm not that big on doing screenshots after battle but I'm sure more people from other Dutch Clans have some (Example from PFK topic). So please don't lie because Hispaniola was defended by pirate forces including SOL fleets of equal if not grater BR than Dutch Overall according to my knowledge even when counting yesterday loses (witch were big on Dutch side) we still managed to capture or sunk more SOL ships than we lost in Hispaniola. So once again congratulations on yesterday push, but please don't lie about earlier operations.
  11. Congratulations, looks like pirates can fight back. However read whole post: Personally I think as long as you won't visit us in the South America French problem and helping Swedes gets top priority... a little shame because we had a lot of fun in Hispaniola and it would be nice to hold on to ports there a little longer... but as long as there are Dutch ports there I think we can visit you again . It really depends if Dutch Council will decide to fight on two fronts or just leave Hispaniola.
  12. Dzsisiejsza Bitwa o Les Gonaives. Piraci zaatakowali licząc prawdopodobnie na to że Holendrzy zaangażowani w pomoc Szwedom nie zareagują, udało się jednak zebrać flotę fregat z PFK plus nasze dwie 3rd Rate. Ja i Prorok dołączywszy później, spawnując się na tyle Piratów, odcięci od głównych sił z pomocą 2 Consti wyeliminowaliśmy z walki 2 mortar Brygi co spowodowało że Piraci nie mogli efektywnie atakować wierz. Formacja Piratów udała się w naszym kierunku, jednak udało się ich wymanewrować na skraj okręgu, ponosząc spore straty w amorze jedna z Bellon zaczęła się wycofywać, a formacja Piracka się rozproszyła próbując uniknąć okręgu. Pozwoliło nam to dołączyć do głównych sił i nieco rozproszyć piratów. Po tym zdarzeniu nasza Flota pod koniec bitwy przycisnęła Piratów do zmniejszającego się okręgu, skutecznie wypychając ich poza obszar i zmuszając do ucieczki. Mimo przewagi przeciwnika jak widać Holendrzy nie uciekają i nawet wygrać potrafią
  13. Being constantly beaten by the cowards must be pretty painful thou... for now you are the ones loosing ground... just saying...
  14. I think Dutch are capable of fighting on two fronts as we did before. I would be more concerned for the Danes since pirates aren't really much of a threat in Hispaniola anyway (they are on defense for days now) so they won't help much. Also any attack on Dutch home waters can be taken care of pretty quick with good screening because of the distance. If Danes are just bored and are looking for some action I can understand this war declaration and I hope fun times are coming, but if they seek to gain anything by that... I don't really see that, unless they have some kind of ace up their sleve. Worst case scenario we lose Hispaniola ports and that isn't really a blow to our nation, best case we have a fun time and more ports in Hispaniola
  15. When the land comes into play I would like to see no Ship limitations based on port type, instead there should be a lot of shallow waters near certain ports with let's say just a narrow channel leading to the port. Capture zones then can be placed on those shallows so only smaller ships can get in. That way Larger ships can't get to the capture zones and it would be a task for smaller ones. 1-3 rates then could just blocade the port, firing from afar using open waters or try to attack using that narrow channel risking to be out manuvered. Basically it should be up to players what ship they bring in, however terrain near every port should be a huge factor in choosing attack fleet composition, even to the point when attacking some ports with huge ships is just impossible. I think this way not only the problem of too many large ships in PB can be addressed, but every port attack would require different tactics and would be unique experience for the players. I could see a lot of variety in that... lets say we have we can have different capture zones placed in deep or shallow waters, we can have ports where SOLs can attack from affar but can't get into capture zones, or they can capture one zone when rest would be a task for smaller ships or maybe they can get to one of the zones but the channel is so narrow that they couldn't really maneuver there... a lot of things can be done just by map design.
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