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About DFIL3

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    Ordinary seaman
  • Birthday 01/03/1984

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    Sailing, naval history, naval combat, travelling, languages, music, cinema, cooking

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  1. Отлично продумано и написано! Я надеюсь, что разрабы внедрят хотя бы что-нибудь из твоих предложений
  2. Ты все правильно пишешь и я подозреваю, что нет системы, потому что вместо нее есть конфликт интересов разных игроков, потому что у каждого свой стиль игры ,- кто-то хочет открытый мир, а кто-то в нем скучает и требует ускорить путешествия в 20 раз Соответственно, наши друзья разрабы пытаются "угодить и нашим и вашим", - т.е. прийти к какому-то компромиссу, чтобы учесть пожелания всех хоть частично. Но практика показывает, что частичное удовлетворение пожеланий никого не удовлетворяет.
  3. You might want to use this one: http://www.navalactionwiki.com/index.php?title=Player_Ranks
  4. You 're not just outlaws, guys, you're outlaws who know Latin:)
  5. No, I don't hit the key except for PVP. And I'm sorry but the trader tool has nothing to do with realism because it works as a radio-beacon system but there was no radio in the 18 th century. What is more related to realism is sextant in fact. And I don't quite understand why you need F 11 if you have sextant, which is exactly the same.
  6. I do with the trader tool and feel perfectly fine. F11 is only for unprofessional captains who don't understand anything in navigation:) And sextant should be left for those who really need it, like new players for example.
  7. At midday and midnight, as in real life:)
  8. I strongly agree.
  9. Yes, nights in the Naval Action Carribean are very short and curiously the sunrise is around 2 am which is exactly what happens in June in Northern countries, which are located North of 60 degrees of Northern latitude: Scandinavian countries, Russia, USA (Alaska) and Canada. The more you go to the North, the shorter is the night. But in the game this can be explained by the fact that time is compressed: otherwise we can't sail across big distances very fast. In real Carribean the sunset is around 6 pm and the sunrise around 5 am and the nights are "normal". Please correct me if I'm mistaken with the exact time.
  10. The developers could introduce a limitation: no ganking is possible if the attacked captain doesn't have the rank/xp making him able to command a 5th rate. Under this rank he should be considered a newbie and he has to be given time to learn. Otherwise, the war server will be limited only to 200 veterans soon.
  11. Yes, thank you Surcouf! I agree that when you are leeward, you have the smoke flying to you, even in Naval Action, and it closes the vision, it blinds you and it makes things better for the enemy on the windward side who can see you quite better because he doesn't have the smoke but you do. But if you fire at very close range, the smoke doesn't matter:)
  12. Hello guys, I would like to add my small contribution to the debate. Concerning the gunnery: being upwind means that you have to aim lower, and being downwind means that you have to aim higher than usual. This seems quite evident. Concerning the rest: a)The positive thing about windward position is that you have more maneuverability and thus more time to turn than the opponent. However sometimes I do fire from leeward side because in this position it takes a square-rigged ship much less time to bear down ( = to go downwind) from the adversary and to gain speed fast and to sail away for another turn. b) So I would say that having the weather wind is better when the distance between you and the adversary is big because you can maneuver easier, even outmaneuver him. But when you are giving him a full broadside at a very small distance, having the leeward side gives you more chances to turn away faster, showing only your stern to the opponent's return broadside, and to sail way faster and to outmaneuver him afterwards On the contrary: if you sail upwind just after your broadside, then your speed will be falling very fast and you have more chances to get hit by the opponent in return. What do you think about it?
  13. And what do you do in real life if you don't like your president or your prime minister? You emigrate to another nation or you just form an opposition party and wait for another election and you vote against. The second choice is about your civic commitments. In fact it's all about diplomacy, guys: we have to decide once and forever WHO CAN ENTER INTO DIPLOMATIC RELATIONS - a clan or a nation? I agree with the fact that cities should be controlled by clans and let the clan exist - no problem. But a nation state in real life makes sense only because a group inside this nation ( a clan, a business company, a political party etc) must respect the diplomatic decisions taken by a nation in the name of all the nation. It has been like this in modern history since 1648 ( Westphalia treaty). But if a clan can enter into diplomatic relations with other subjects, then there is no nation at all. Then each clan = a particular nation. So who can enter into diplomatic relations: a clan or a nation ( even if some clans disagree)? As soon as we answer this question, all the problems will be solved.
  14. I totally agree with you: this clan system is completely useless because clans are often in disagreements with each other and at the same time 1 clan is not enough to win a pvp, save some exceptions like HAVOC, BF, REDS.. In fact a clan can oppose itself to the decisions of other clans and this disrupts the national cohesion in general and because of only 1 clan all the other clans and the nation in the whole can suffer. It would be simpler to have a Governor indeed or a President elected for a month that would be entitled as well to deal with diplomacy, foreign affairs, to conclude alliances etc.
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