Jump to content
Game-Labs Forum

Navalus Magnus

Members2
  • Posts

    566
  • Joined

  • Last visited

Posts posted by Navalus Magnus

  1. @sterner

    Dear Devs,

    imo you’re doing a great job with the game so far!

    As I understand both campaigns are finished in terms of the number of missions they contain, right?

    Is there anything more content to come until release (e.g. new ship models or gameplay features or types of battle implemented)?

    Or do you intend to focus entirely on fixing bugs and smoothing things?

    • Like 1
  2. @sterner

    After the recent update I noticed that the British campaign doesn’t feature the Battle of the Saintes.

    That’s a pity imo!
     

    I‘d like to have it ingame as a sort of happy end to the lost American Revolutionary War - a final reckoning with the French, concerning thier support to the USA so to speak.

    I think that such a mission could be done similar to the Cheasepeake of the American campaign:

    - story line:

    after the evacuation of Savanna our chosen admiral to be sails to English Harbour (Antigua). There he stays with the british fleet to fight Compte de Grasse in the above mentioned battle.

    - gameplay / mission:

    let us attack the French vanguard or rearguard with the fleet we have accomplished to muster during the previous missions ...

    and add a few SOL to our command temporarily to get this mission accomplished (this would be similar to the Cheasepeake gameplay, just on a smaller scale)
     

    What do you think?

    • Like 1
  3. @sterner

    Just noticed that there is a Santi and a Victory class 1st rate to chose from, when you want to do a custom battle line fight.

    What about the l‘Ocean class?

    You’ve already implemented it into the US campaign, couldn’t the l’Ocean also be included into the custom battles?

    • Like 1
  4. @sterner

    Do you intend to bring the Barfleuer into the game as it was - see the posted pics above?

    That would be awesome!

     

    But If not - because of causing too much extra work for instance:

    What about using the classic Victory or the Christian model from NA as Barfleur class than?

    Imo that would be better than staying with the Bucentaure model, because they represent a closer match (3 decker instead of a 2 decker).

     

    • Like 1
  5. 2 hours ago, Captiva said:

    This is not entirely correct. Having the weather gauge is when a ship has any position upwind of the other vessel.

    And therefore has the initiative:

    Those who are upwind can decide if they want to get to gripps with the enemy, stay at a certain distance or even try to run away.

    • Like 2
  6. With flags coming back, they could be used to balance the cost of RvR a bit I think.

    You could tie the cost of flags to the power of a fraction:

    - increased cost for nations with a big population / decreased cost for those with few players

    - increased cost for RvR high ranked fractions (places 1 to 3 for example / the better the more cost) / decreased cost for those at the end of the ranking (last 3 or even 5 places)

  7. 1 hour ago, lunario said:

    Yes IMO both the enemy AI and friendly AI need to be smarter.

    Especially the friendly AI.

    Just finished the independent war of the US.

    In later battles there're too many ships. If I let ships controlled by AI there'll be chaos and many of my ships get hit on the stern and sometimes just running around can't hit anything.

    While when I control everything it's just too many ships, especially in the mid-late stage of the battle as both party's line breaks.

    You anchored and AI anchored you leave your ship there and attend other things for couple of minutes, switch back and find the AI sail infront/back of you and free shooting.

    Can't leave anything unchecked and had to play on normal/half speed for almost 2 hours to win the last battle.

    It's fun to beat the game once but I probably won't do it again especially the later battles.

    Yeah, without the pause key I would lose many battles I fear.

    But I kind of enjoy it to be able to get an overview every now and than, and act accordingly.

    It‘s like a mix of real time and round based strategy game this way.

  8. 49 minutes ago, lunario said:

    I'm now playing the US campaign to where I've got 5 3rd SOLs.

    My main tactics is:

    1. Lure the enemy with my best armored ship, with sails down and shooting each other side by side on mid range;

    2. Other ships go to back of the enemy line and wreck the hell of their last ship in line at it's back.

    3. Repeat until there's only one left.

    This tactics worked as the AI now is quite stupid, the whole line of ship will stop as the first ship of line stops and entering the duel with you. 

    The last ship in line will get off the line when it wavers, just gang on it till it surrender or sink.

    My other tactics when the enemy ship is too powerful:

    1. Cross T with your faster ships and destroy the frontal enemy ship's sail using chain shots;

    2. The whole enemy line will run at slower speed;

    3. Other ships trail the last ship of the enemy line and turn to port/turn to starboard and back, hit its stern till it waver;

    4. gang on it till it surrender/sunk.

    5. repeat 3.

    @sterner

    It would be cool to have the ai made more clever, concerning the above mentioned cases - at least at normal or hard difficulty!

    PS: Thank you for the great work so far though - the game is very promising and even now fun to play!

  9. In NA we are able to set different amounts of sail, like ships actually had back in the days.

    But in NAs recent state it usually makes no sense to use other settings than full sails with or without staysails (depower button): Manual sailing allows for slowing down, stoping and reversing a vessel.

    I‘d like to give the other settings and especially battle sails sense and importance by the following measures:

    - Setting more sails -> increasing the chance of catching fire when firing canons or being hit

    - Setting more sails -> more crew necessary to handle them / less crew available for manning guns and doing other tasks

    - increased speed -> increased turning circle

    ->> These measures should be ballanced in a way, that battle sails provide the best compromise of speed, manoeverability (turning circle)  and chance of catching fire, while providing the best fighting power (optimal number of men at the guns / fastest possible reload).

    Thus battle sails would be actually useful - like thier name indicates: the best choice for battles!

    Besides full sails would still be a viable option for chases or riskier but quick moves in battles.

    • Thanks 1
  10. 2 hours ago, Bonden said:

    And why reputation is lowering when the player buys ships to admiralty ? 

    You need to rely on your reputation at the admiralty to get the prizes you conquer - if your reputation isn’t good enough they won’t grant you more ships.

    To get more ships you need to build up more reputation.

    • Thanks 1
  11. @Bonden

    The icons on the left side show you all news (the scrolls), missions (crossed swords) and side missions (questionmarks) available at your stage.

    It doesn’t matter which mission you do first, but don’t do any sidemission until you completed every mission, because otherwise you might lack the ships to do the missions!

    The circles on the map indicate the maximum amount of ships you‘re able to deploy.

    Blue circles indicate the need for  warships, green ones the need for troop ships (landing operations, land battles). This however is more like a suggestion, because you‘re also able to place warships on green circles and troop ships on blue ones.

    The numbers above are important for the sidemissions: Every vessel has a certain rating, you can check in it’s stats on the rightmost side. The above mentioned numbers display the limit for the deployment of ships. The sum of thier ratings is not allowed to be higher than the side mission‘s number.

    • Thanks 1
  12. Repeated the battle of Yarmouth and had problems with boarding again, although beeing right beside the enemy ship, both sails down.

    My ship just wouldn’t grapple.

    I was lucky that the enemie vessel (HMS Lenox) surrendered to me, otherwise it would have blasted my potential boarding ship to pieces.

  13. @sterner

    I lost the battle of Yarmouth, after sinking or boarding all enemy ships.

    The only ship I couldn‘t board was the Minerva - why I really don’t know, because I was right beside her and both vessels had thier sails down (send an f11).

    I tried to grapple her again and again and all of a sudden the battle ended and I lost.

    Now I have to go through the whole lot of that battle again, face the Lennox aso. 😕

    Please make boarding / grappling smoother, because it is not the first time that it doesn’t work.

  14. 5 hours ago, admin said:

    Perhaps those who care about new ships did not update the reviews should do so if they are interested in de Ruyter as crafteable.

    Don’t get me wrong, no offense intended, but that sounds a bit childish, a bit like „gimme this, or you won‘t get that!“, don’t you think!?

    5 hours ago, admin said:

    Right now there is no point to add it as it seems nobody wants it. If players wanted it they would appreciate it in reviews.

    Sorry, but at least I also didn‘t know that i am requested to write things i want into positive reviews - it hasn’t been in the buy contract of the game, has it!?

    I just thought you wrote on forum, that the AdR would be a craftable ship and was looking forward to that. And I read other peoples posts who also seemed to be excited about the prospect of beeing able to craft this vessel.

    In other words: Yes, we (at least some players) want the AdR - craftable!

    Some of us might even have updated positive reviews because of our first crafted AdR and told the steam community / world of that beautiful vessel!

     

    • Like 1
  15. @admin

    Do you consider the limited availability of the Admiral de Ruyter, it's random portboni and wood combinations crucial to keep a certain balance between the 3rd rates?

    If so i'd rather vote for a nerf of the ship's stats than it staying non-craftable.

    Changing the gun setting would be the easiest way to nerf the ship.

    And in my opinion that would also be quite reasonable, because i can't believe that having 36pd and 32pd batteries could have been afforded weightwise - wouldn't the vessel just capsize in bad weather because of too much wieght dragging / pushing at the upper ends of the hull?

×
×
  • Create New...