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Everything posted by Farrago

  1. Farrago

    Le Req with carros?

    @Licinio Chiavari in another thread you said "a Requin can lose badly to a bunch of smaller ships or to a single nicely geared and handled Privateer. Especially so stupid requin sailing with Carronades." I get the first part. But if you wouldn't mind, would you explain why you consider equipping the Req with carros to be stupid? I always thought the far superior damage of the carros would be desirable, especially considering the Req's manuverabily.
  2. Farrago

    Combat feedback

    The sailing characteristics and various damage outputs have evolved since then. 7th rate AI are a pain to kill. They are an unfortunate and necessary evil. Give yourself and the game a little more time. I know that is a lot to ask. All of us still playing have gone above and beyond the call of duty. Fair Sails, Captain.
  3. I agree. I am in favor of complete clan control over ports but it will only work if we have the capability of clan warfare.
  4. Being in California, I’m often playing during the hour before maintenance. There is still plenty of doubloons dropping.
  5. Farrago

    offensive tag

  6. Farrago

    Complete Upgrades Storage + Item Stacking

    Sure you can! I’m okay with them getting rid of ALTs but that’s not going to happen. It’s the ultimate expensive, pay-to-win DLC. What do you need to store that you don’t have room for? Would 80k logs hold you over if you don’t have room for 90k? Do you need to better manage your resources? Do you need to recruit more players to your clan to gain another warehouse? Do you need to work with another clan on this? I’m not trying to be flip, but we have the ability to create a lot of storage space as individual captains and even more working with others. How much is enough? Now if they wanted to create a warehouse perk which helped a player specialize in the storage market, that would be okay...
  7. Farrago

    Game inbalances or cheating?

    Yes. An occasion RNG refit to simulate that you sometimes ended up with a special ship but otherwise all ships should be 3/5. 3/5 allows for us to customize to our play style but 5/5 allows us to create almost an entirely different ship than designed. That’s not good.
  8. Farrago

    Complete Upgrades Storage + Item Stacking

    It seems like making items perishable, would be a database coding nightmare for the Devs and a logistics nightmare for players. Imagine how time consuming it would be keeping track of which wood needs to be used because it will be “rotting” next week. Would that wood’s value on the market be different than a new stack, or could the mechanic be exploited by “selling” it and getting it back. Yep, cool idea for ultra realism; wouldn’t work in game. Perhaps if there was less hoarding, prices of goods would be more affordable for casuals and new players. I’m against the OP. Hoarding should be discouraged, not made easier. And don’t increase the size of the magic upgrade chest. Get rid of it. All upgrades should have to sail to move around.
  9. Farrago

    Game is too hard to press play again.

    Still exploitable, but less so. I doubt it would ever get development priority but it would be cool if the escaped ships spawned at (Best Point of Sail Direction x Time since their captain was sunk)
  10. Farrago

    AI standard crew space removal

    Yes! This is a restriction that makes no sense.
  11. Farrago

    Game is too hard to press play again.

    As a few others have mentioned, one of the most unfair aspects of trading, especially for new players for whom losses can be catastrophic, is escaped fleet ships just wait for the captain’s original ship to be sunk and then the sunk captain must try to escape again from the original battle location. It doesn’t make sense that a captain would order his fleet to escape and then they just sit there in harm’s way. I know this change was made to prevent exploit by someone putting their valuable ship or cargo in a fleet ship and sailing on an expendable one but surely there is some other way to combat that exploit. Ideas? And I say this from the viewpoint of typically a hunter and not a trader.
  12. Farrago

    Join Time/Space Solution

    What I would like to see is players able to join the battles for a longer period of time (bigger battles good) but reduce or eliminate the sitting at the crossed swords waiting for the serial or revenge gank. 1. Ideally exit from battle would be based on position not on original sword location. Apparently this is a big coding challenge. 2. Increase invisibility/hyper speed time. After invisibility no join/attack timer for 60 seconds. 3. Battles stay open much longer but to join the battle after it starts you must be OUTSIDE the join circle (like Port Battle attackers must do). That join circle constantly increases in size up to ultimately rendering range of the swords. There could result in several small battles within one battle instance. Or reinforcements could be chasing the active battle. Or the prey could be running towards help.
  13. Farrago

    Satisfaction and Dissatisfaction at the Margins

    Yes. Keep knowledge slots as is, earned on a specific ship model and make all ships potentially 5 upgrade slots but the last two unlock with XP earned on that exact ship, those exact pixels. You’d simulate more, reward risking the good ship you’re “working” on. It’s extra value is to the captain developing its potential, but does not become a rarity that skews the market price for ships.
  14. Farrago

    Game is too hard to press play again.

    The trouble with this: I’m sure I’m not alone in that I learned this game and earned my rank by sailing with experienced captains. Just sailing around doing low level missions by yourself or even with a bunch of other newbs is a painful endeavor.
  15. Farrago

    Battle chat

    Why embarrassing? Didn’t you mean to catch them? 😜 But seriously, can you just click on a different chat tab such as combat news so you don't see their chat? (I don't know if this works or not.)
  16. Farrago

    AI legitimacy

    Could be part of it, but even more vital is make those goods that are being interdicted vital to the port that is being blockaded. #TieEconomyToWarIn2019
  17. Farrago

    Contracts are massive AFK

    Although I don't play the whole contract and trader game very often, I have done it enough to realize that it is flawed. Maybe that's why I don't do it. LOL Contracts should have a shorter expiration. I personally think 3 days should be plenty. You get emails when your ships sell on contract. Why not get an email when you are outbid or your contract is filled? Overbids should be by a minimum 10% above the current bid. The whole magic wallet thing is weird when it comes to ship refits. You can store plating for your hull in a magic chest that you always have with you... or a special mast?? Remove refits from the magic wallet. Refits, if they move, should have to be either inside or installed on a ship. This could discourage resource alts just sitting in a port, churning out cartagena refits, then never sailing them anywhere.
  18. Naval Action Legends was an attempt to forego open water and create a lobby based game. It received a lukewarm reception and (just my opinion) they did not have the resources to maintaining/developing it and the main game so if was put on (possibly permanent) hold.
  19. Farrago

    Battle Rewards on Maintenance

    So at 11pm in California or 6pm in Melbourne, Australia? We're hoping to someday have a decent pop at times other than Euro primetime. Eat an early lunch in Europe then log on after maintenance. Cheers!
  20. I agree that it would be no big harm to the universe. The universe will survive everything except possibly op musket mods. 😂 But it seems to me we shouldn't add anything else that encourages using bigger ships to beat up on smaller ships, especially when those 6th rates might be captained by newer players. In any event, we're all welcome to kill smaller ships with bigger but the game doesn't need to give a bonus for this "accomplishment". We can just disagree. Fair sails, sir.
  21. Farrago

    Crafting Recipes and 'How to'.

    Hi, let me see if I can give you a little help. I believe your access to specific ship blueprints is now solely dependent on your crafting level. As you go up in crafting level, you automatically gain knowledge of larger ship blueprints. I'm sorry, but I don't know of a reliable resource to find out what these levels are currently. But if while in one of your own ports, you click on Buildings/Crafting icon, then click on "All Blueprints" at the upper left, then filter for "Ships" in the Blueprints window, you will see all the blueprints. The ones that you have sufficient level to craft will be black, higher level will be greyed out. Click on one of the ships in black. You'll see the blueprint for certain builds. Notice it changes as you change Wood and Trim choices. You'll also see the Crafting Level required to build the ship and the Shipyard level required to build it. Shipyards are buildings that you build in one of your ports. If it is located in a "capturable" port (not in your reinforcements zone and not a free port) you odds increase to build a better than average ship. To build 6th rates and smaller require a Level 1 shipyard, 4th rates and smaller require upgrading to Level 2, 3rd rates and larger require a Level 3. Upgrading your shipyard becomes significantly more expensive so there's no reason to do it until you're ready to build bigger ships. As you'll see, ingredients have been simplified. We no longer make intermediate items like barrels, iron ingots, etc. Ships are constructed straight from the raw materials. The only ship ingredients for ships 5th rate and smaller are Oak Logs, Fir Logs, Hemp, Iron Ore, Lignum Vitae Logs, Stone Blocks, Coal, and Provisions + any special wood such as Teak that you may be using. Once you want to build 4th rates and bigger, you need doubloons as well. Doubloons are obtainable as loot from AI and players, Mission rewards, or purchasable from other players. 3rd rate and bigger ships also require Permits to build. You get those from the Admiralty Shop by paying Victory Marks. Victory Marks are obtained by participating in a successful port battle. If you participate in a successful port battle (defense or attack) you collect 1 Victory Mark per week until that port has another port battle. You are a Lord Protector of that port until it is attacked/defended again. If you participate again in that port battle, you retain your Lord Protector status. I believe if you are Lord Protector for several ports, you gain more than one Victory Mark per week but I do not know the exact numbers for that. Fair sails, Captain.
  22. Thank you, @admin and your whole team. And kudos to @Anolytic on the video. Merry Christmas to all. May your pains in the new year only be pixels.
  23. Farrago

    Yet another map: Naval Action map

    Your port battle planning spreadsheet seems to be missing port “La Tortuga”.
  24. So what you’re saying is it is challenging for one nation to have a port really close to enemy territory and the reverse, a nation would have an advantage launching a campaign against an enemy port when the preparation and sailing could be accomplished primarily in a relatively secure area. I see nothing wrong with this. Sounds realistic.