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Tom Farseer

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Everything posted by Tom Farseer

  1. I was at the Octaflip defense (where we defended all three of the ports, we chose to defend btw) and it was the same guys in those PBs as always. RSC at the time never filled a 25 ship PB alone. No clan in GB could. But seriously, can we let that shit go sometime? Having the same arguments over and over again is tiresome. As is defending the same port against the same people every other day. Especially with how broken PB pay-to-kite-to-win mechanics are at the moment. So maybe back to topic?
  2. In reality stuns'ls ( or Studding Sails) are used to gain more speed while having low wind speeds. With the static wind speed as we have it ingame they make absolutely zero sense. As I said in my previous post on this thread: The speed of any object within a fluid is limited by the shape of its surface. Thus a square rigged ship that goes 10 knots while sailing at a broad reach in 8 beaufort wind will not get any faster by setting additional sail. It will only start to heave more.
  3. And? The orbital system is wrong, too. Or rather "inaccurate" would be the better word. Bohr's model still finds use to describe phenomena for which it's accuracy is adequate. Almost every model that is actually used in practise, be it mathematical or chemical, is flawed in some way. The important thing is to find a balance between low complexity and high accuracy. Personally I'd be fine with the model @z4ys proposes here. My idea would have been to halve the positives on both standard and elite rig refits while adapting negatives individually. So for example: pirate rig refit: Jib + 7.5% | Square -7.5% elite pirate rig refit: Jib +15% | Square -10% ( instead of -15% to give the expensive elite refit a bit of an edge) Enhancing sail force by 30% has always been pretty absurd in my opinion. On most ships that additional energy would dissipate in a higher bow wave instead of extra speed, because the speed is hardcapped by the form of the hull. So you don't get faster, your sailors will just get seasick. 🤢
  4. While I agree with Greg on the basic problem, the proposed mechanic could easily be exploited. Just bring a few fast frigates (e.g. Hercs), sit in a circle around the hostility mission and wait for the poor fuckers to leave. Tag'em in OW and sink'em.
  5. Chapeau! Definitely one of the better troll posts out there 🤣 Let's hope the truth behind it gets adressed by the Devs.
  6. How do you indentify the average Naval Action Player? . . . . .
  7. Answered about the "beating" in PMs. No need to muck the thread up further about a misunderstanding aon choice of words. Which is exactly my point. It might not, with an appropriate player count. It is as it stands at the moment. My suggestion was for trying to find your "happy medium". SNOW only holds one port right now. We pay for a timer. The spanish flipped it, both sides get content. Yes sometimes the PB Timer is 11-14 again. We don't have the numbers to keep up every day, every week. Other GB clans don't have the quality (Some have. Not dropping names.) The alternative is spain fighting either AI or noone in Little Cayman. What a blast that would be.... We have lives, instead of a prime-time set in stone. Get over it.
  8. Anyways... Rant finished, let's get back on topic: I actually concur with your statement that with a higher player count the cost would be much more manageable, maybe even equalized by higher tax earnings. Alas that is currently not the case, resulting in Ports running without timers which will get night-flipped (happy PvE-RvR), or clans with low numbers grinding endlessely to keep strategic resources. Suggestion drop timer cost to 150k. (250k max), then see how it unfolds.
  9. I am not gonna go into the whole Bahamas thing.... True in part, over exaggerated by both sides. But that statement is utter bullshit. We had the timer in prime time and gave the spanish a beating as they were trying to flip it the first time. After that the had to get the help of a heavy russian fleet. After managing to flip it and getting their full PB fleet in, they were beat with a player commanding the British fleet who in relation to others is still fairly in experienced at commanding battles (Me, in case you are wondering, was my first PB at the helm....). Not saying I did it flawlessly (hell, no I didn't...) but the spanish certainly are not the superior force here. I'd say we are about even and who wins depends on daily form (as of tomorrow we'll test it again) and british numbers on the server (not counting those that chose GB because it says "Easy" on the selection screen).
  10. Care to elaborate how the player in the slower ship is supposed to turn and fight, when being kited by faster ships? If the attacker is significantly faster, more than one retag is unlikely to happen and the battle won't last long. If the speed is close between both the Counterfleet, Revengefleet or Gankfleet, whatever you want to call it, should be able to close in and get the kill. If they can't manage that, why keep kiting? It's no fun for all parties concerned.
  11. A single Indiaman filled with Versailles Terracotta (not even the most profitable AI trading good, by the way) will give you a NET PROFIT (assuming the usual 10% tax on buy and sell) of around 480k gold. Make that three Indiamen and you are close to 1.5 million in profit with around 500k spent to buy the stuff and 2 million made on selling it. No fairytale here. If you can find cheap Teak/White Oak/ Live Oak Logs (bought for less then 800) you can sell them in most capitals for more than 2000. with their minimal weight compared to trading goods, the can make you millions in a single run. If seen 30 million Wood trades get done with a single fleet. (Also a sign of hoarding being a bit of a problem. The rich guys don't spend enough of their dime to keep things balanced. Then again, what is there to spend it on?)
  12. Die Seite war ziemlich veraltet, als ich das letzte mal drauf war. Es gibt einen englischen Thread der auf ein google spreadsheet verlinkt. Das wird soweit ziemlich aktuell gehalten. müsste das hier sein: https://docs.google.com/spreadsheets/d/1hfF3vMSeVFMJVX392y6guaGFVKh404vx7qaKYlcGywI/edit#gid=1282085938
  13. True. But it's engine (Nitrous, if memory serves) is specifically tailored to enable efficient multithreading. Unity 5 on the other hand isn't. For the depth of simulation Naval Action has, it runs quite well, tbh. A lot of Flight Sims (similar both in being somewhat niche and demanding on the CPU) run much worse. If I remember correctly, all 4 cores of my rather dated i5-45something were at roughly the same load. My guess is a relatively modern 4 core CPU with around 3 Ghz should run the game just fine. No need to spend fat cash on a high end Processor. Notebooks can quickly run into performance trouble, though. Mine will barely reach 15 FPS on minimal settings. Bottleneck here is the GPU on my end. So to get back to the topic of wether or not buying a cheap notebook to play it: Would not recommend. A 500-600 € Desktop-PC (German shop prices, self-built, no idea how that translates to other nations/markets) however should do you just fine and will also have enough Juice to run most modern games at 1080p with a decent framerate, albeit not always at max settings. For NA noone needs 60 fps, espiecally if your ping is above 100ms. Might not look as good, but it's hardly a fast paced shooter, anyways 😃
  14. Hachi has a point here. The problem with spreading complex issues like, for example AI behavioural scripts that adapt routing/wayfinding in a game level, over multiple threads is that whatever happens in one thread needs to be relayed to the other thread(s). This requires synchronisiation and locking of memory spaces, so that one thread does not disrupt calcultions of another, which results in interrupting of calculation because threads have to wait on each other, so to speak. So depending on the type of algorithm and the complexity of the problem you can even lose performance by trying to force multithreading. Also, the Unity Engine in particular can be a real bitch for running stuff on multiple threads. I know that from personal experience...
  15. Sorry for the late answer. Was away for the weekend and couldn't test until now. Works fine for me, too.
  16. Yepp. Sounds probable... Didn't think to ask for help, either I'd guess. Some people just need someone to hold their hand permantly. Not the game for those people....
  17. I just bought the Admiralty Connection and Hercules DLCs. Applying the Admiralty went fine, although I didn't check number of dock spaces, yet. Some people seem to have problems with that, though. After Restarting the game I tried to redeem the Hercules. I had passed the final exam a long time ago. Since I sank my Herc a few days ago and have no notes in warehouses either, technically I should be able to redeem one. The "REDEEM "button in the redeemables menu seems to be without function though. Whenever I click it, nothing happens. Restarting the game OR Steam had no effect. F11 report was sent ingame as well. Does anyone else share that problem?
  18. It's probably the Steam authetication servers choking because of the summer sale...
  19. Eh... I have seen battles won against much worse odds, no premium ships involved. Just look at KPR these last weeks. (And before you ask: No, I do not have screenshots at the ready , I am playing the game, not making a documentary .)
  20. Then those dedicated players might just find another game to play, because their dedication is no longer worth much. It is frankly quite frustrating to put in effort for something only to than have someone with a bigger wallet get to the good stuff without lifting much of a finger.
  21. I don't think we will hit the bullseye on the first go. If it's not enough, adjust the BR further. Tbf Herc provide a much bigger target than Niagaras. With 32pd Carros you can wreck a Herc's side fairly quickly. Personally I find getting every shot in with the Hercs broadside more challenging than Rattlers or Niagaras, because of it's slow firing cadence.
  22. That may be true. Yet on a level playing field in terms of skill, in a 2k BR PB (arbitrary number just for the example). 25 Hercs will pulverise 25 Heavy Rattlers with minmal losses. (or 21 each if you count in some princes and a mortar brig). I'd say if you want the Herc in PBs make it's BR at least 110. Still would give you 18 Hercs in that example. Making the battle somwhat even. If the BR were set lower than 110 I'd suggest reducing calibre to 12-pounders on the Herc. Getting steamrolled by experienced players in the beginning sucks, but it sucks the same for everyone. Getting stomped by other noobs just because they sail premium ships is a different thing.
  23. @Ink recently closed @John Sheppard's post about his ships being lost, stating that it is not a bug. However in the initial post John states the following: " when i finished the screen suddenly refreshes and all my ships have dissipated from everywhere ! Not a single ship in any of my outposts even the ones that i didn't touch " Does that mean he lost ships that were in other outposts as well? If so that certainly sounds like a bug to me.
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