Jump to content
Game-Labs Forum

Commodore Sixty Four

Members2
  • Posts

    42
  • Joined

  • Last visited

Everything posted by Commodore Sixty Four

  1. Hi Team I have a question regarding the calculation for stacking of trim, port bonuses and upgrades. I'll use speed as an example but assume it applies to other measures, such as cannon dispersion, as well. If I have a ship with a baseline speed of 12.40 kn and it has the following applicable trim, port bonus and upgrade: Trim - Very Fast +3.0% Sailing Bonus 4 +3.5% Copper Plating +3.3% Are these each calculated off the baseline speed individually, e.g. Trim - Very Fast +0.372 kn Sailing Bonus 4 +0.434 kn Copper Plating +0.409 kn And then added to the baseline speed to give, in this example, a final speed of 13.62 kn (12.40+1.22 kn)? https://na-map.netlify.app/ suggests this may be the case but, as the calculation is hidden, and I'm keen to understand the underlying methodology, can you please confirm whether my understanding and calculations are correct or not? Thanks in advance!
  2. This is brilliant! @admin You guys are really on the right track with your most recently announced planned updates and releases, in my opinion. I think it’s going to be a much more historically accurate, nuanced game if the execution lives up to the intention. I’m looking forward to it, even if some changes negate some of the understanding of mechanics and “skills” I’ve developed to date.
  3. I have, Seasoned Fir and Seasoned Bermuda Cedar separately, from Imported ships that used them in the Frame or Planking. It occurs randomly and not very often so you may need to keep trying. I just wanted to confirm it’s not impossible, at least in my experience.
  4. Unlike some other players, as a Lieutenant Commander two-thirds on the way to Master & Commander (second time, first time was in Early Access), I’m actually very pleased with a DLC Trincomalee. I was planning to sail the Trincomalee after mastering the L’Hermione, as I have a soft spot for HMS Sybille, a captured Hebe class frigate, that the Leda class design was based on. Now, I won’t need to grind to add Trincomalee to my fleet. I don’t have an issue using DLC ships, as many of the DLC ships in Naval Action represent my favourite classes / ships of the period, including Concorde / L’Hermione (HMS Concorde); Leda (Hebe) / Trincomalee (HMS Sybille); Portland / Leopard (HMS Isis) and; Téméraire / Redoutable (HMS Donegal). Agamemnon and Bucentaure (as Tonnant class HMS Canopus) are the two others I plan to craft, other than potentially experimenting with some others like Indefatigable and Constitution, despite their seeming unpopularity in PvP. So thanks @adminfor Trincomalee from me.
  5. I’d like to request a paint scheme for Pandora to reflect this painting I found of her sister-ship Eurydice: https://hazelhurst.co.za/eurydice/ NOTE: I will find a better quality image, which I’ve seen before, but it’s evading my Google Fu right now. The Eurydice had the most interesting combat record of the Porcupine class ships, including being present at Saumarez’s action off Guernsey on 8 June, 1794 and commanded by Nelson protege William Hoste from November 1804: https://en.wikipedia.org/wiki/HMS_Eurydice_(1781) I would love to have a ‘Eurydice’ paint scheme for Pandora, to honour its veteran sister-ship, like you have (HMS) ‘Concorde’ for L’Hermione for example (it made my day when I saw that BTW). Thanks in advance for your consideration. UPDATE: Here's a link to a clearer version of the painting referred to above: http://www.artnet.com/artists/mark-richard-myers/hms-eurydice-off-the-coast-with-her-crew-making-V3muO6N5bJW6PTMafoDWEg2.
  6. Thanks @admin. I’ll no doubt give it a go if/when I obtain a Loki Rune. The mechanic is interesting, based on the premise that everything on PvP server is dangerous and has the double benefit of upskilling PvE players to PvP standard more quickly (albeit with a few hard lessons and tears along the way) and giving those in possession of Loki Rune the ability to enhance their PvP skills at little cost (the opportunity cost of time spent only). I may regret it if I lose my primary ship to a Loki but, as has been mentioned, that should still be difficult if you’re choosing a PvE target(s) of an appropriate BR. In the meantime I’m a fan of the “nasty surprise” element of this feature, unlike some others.
  7. Thanks, this is also helpful. I didn’t even think to look for an announcement in Combat News but will do so in future if I suspect I’ve fought and won against a Loki. Surrender is indicated by a white flag right (my detailed understanding of game mechanics is not deep enough here)? Because there was definitely that, but I just can’t remember how a PvE victory ends (presumably no white flag?) to confirm it was a Loki I defeated. If so, it was my first — if unwitting — PvP win.
  8. Thanks for this and @Macjimm’s previous answer. Based on this, I’m 90% certain I went up against a Loki Russian Traders Snow last night. I picked the juicy target for my Niagara but found myself in a full-on, twisting knife fight I wasn’t expecting, with repeated missed attempts at boarding from me. The Traders Snow eventually surrendered with zero crew, but my Niagara was badly shot up and I remember thinking “Wow, that was more aggressive AI than I remember encountering before. Either that, or I’m even more incompetent than I thought!”. I wasn’t looking for, and didn’t notice, the rank change but will keep an eye out for that in future. That’s the reason I was so interested when I started reading this thread this morning and your replies may have helped me put two and two together. Thanks.
  9. Streamline Port Bonuses proposal Reduce the number of Port Bonuses to 1-2 per port to force a decision on the qualities of ships built in that port and encourage port specialisation within nations. Currently ports have the ability to develop Port Bonuses along five axes: Crew; Gunnery; Hull; Mast and Rig and; Sailing. Ports are encouraged to progress as quickly as possible along all axes to produce the most powerful ships possible in that port. This encourages nations to develop ports with maximum bonuses (1-4) along all possible axes, ultimately reducing diversity among ports and becoming the de facto baseline for port-built ships. It also reduces diversity among ships, with the best ships having Level 4 bonuses across the maximum axes. It would be interesting to only allow specialisation along 1-2 axes per port to force port owners to make choices with trade-offs about the qualities of ships they want to produce in that port, e.g. Gunnery and Hull bonuses OR Mast and Rig and Sailing bonuses? There would be many permutations depending on the needs and preferences of the port owner and nation. It will also mean more diversity among ships engaging in PvP, depending on the port they were built in. It could lead to ships built in one port developing reputations for excellence in port battles and from another as open world commerce raiders, much like French ships had reputations as fair sailers and British ships as sturdy (deserved or not). It’s also reflective of real life where businesses and manufacturers develop competitive advantage and reputations in specialisation, Toyota (high volume, mass market) versus Ferrari (low volume, high performance) in cars, for example. I’m sure this was also the case for shipyards during the Age of Sail and could be reflected through this mechanic.
  10. Reading this thread about the Loki Rune has been interesting but I’m keen to understand from the ambushed player’s perspective, how do you know when your AI opponent has been “possessed” by a human captain, turning your PvE engagement into a PvP one? Is there any indication in-game, via UI for example, other than a potentially hard to identify change in opponent behaviour? I couldn’t find this mentioned in the thread and am intrigued to know, as I’m currently building up to PvP ability through a focus on PvE targets, so am more likely to encounter someone using Loki Rune. Thanks in advance.
  11. Gun ports closed in Open World sailing. Ships' gun ports are closed, rather than open, in Open World sailing. Currently, ships' gun ports are open when sailing in the Open World. Normally, while cruising, a ship of this period would have its gun ports closed to prevent ingress of water (which could ultimately cause sinking, e.g. Vasa, 1628). Default ships' models to closed gun ports during Open World sailing. There could potentially be an animation to open them (i.e. running out the guns) when you enter the range circle for the battle instance, but this would be a bonus rather than necessary. Gun ports should, of course, be open in the battle instance.
  12. Coastline artwork customisation. Introduce customised coastline artwork that better reflects the geography and vegetation of the real world areas and regions reflected on the map. In the current implementation, coastline geography and vegetation is monolithic and lacking diversity across the map and therefore relatively bland and uninteresting; integral to the game as a feature (you can’t sail on land) but not adding value from an immersion point of view. Develop differing coastline geography and vegetation that better reflects real-world locations. This would add immersion and appeal while sailing within visual distance of coastline as well as providing broad visual navigational cues from region to region and as you transition between regions. It’s not integral to the playing of the game (other than the minor navigational benefit above) so is a pure artwork request in that sense.
  13. The weather conditions in port reflecting those outside port in the Open World.
  14. The 3D model of the Pandora displays the swivel guns even if they're not fitted. I like how Naval Action shows 3D models of longs, mediums or carronandes on the gun deck(s) depending on your selection. It's pedantic but it would be nice if the swivels on the Pandora were shown or not shown depending on fitment.
  15. I agree. I was going to add this in "Little things you'd like to see" but I think the architecture, layout and (possibly) prosperity of ports could be better represented, with more customisation based on national styles and using drawings and paintings of the period as a reference (e.g. https://en.wikisource.org/wiki/A_Picturesque_Tour_of_the_Island_of_Jamaica#28). This could include a main road / track running down to the wharf and town and waterfronts that are spread out a bit more horizontally. Perhaps also some variation in terrain, vegetation and rock types across the Carribbean based on historical geography so that different regions look and feel different too. It would require research, art and development resource but result in a map and game that was more immersive and encouraged travel across the map for more than just resource collection.
  16. Nation: Britain Clan: Australian Squadron Tag: AUSQN In-game name: Commodore Sixty Four Forum name: Commodore Sixty Four https://forum.game-labs.net/profile/29201-commodore-sixty-four/ Language: English About: Australian Squadron (AUSQN) is a Naval Action clan established in May 2019 primarily, though not exclusively, for Australian and New Zealand players. It has one member and is focussed on recreation of realistic fleets, squadrons and tactics of the Royal Navy during the period from the beginning of the American War of Independence to the end of the Napoleonic Wars (1775-1815). Historically, the Australian Squadron of the Royal Navy was assigned to the Australia Station in Sydney and tasked with the defence of the colonies of Australia and New Zealand from 1859 to 1911. If you are interested in the Royal Navy of this period, speak English, and able to play Naval Action in the Australia and New Zealand time zones you are welcome to join. Please PM Commodore Sixty Four to inquire.
  17. Yes, which is the same as Basic Weighted Gunpowder, which is fairly common, and an alternative path to the same benefit using a permanent Upgrade instead of Knowledge slot.
  18. Thanks for this. I was asking myself exactly the same question. At the moment my Shipyard is located in non-capturable Kingston / Port Royal. To attract the increased chance of a special ship I need to relocate it to a non-capturable port, such as George Town for example, is that correct? If so, does anyone know, or has estimated, the increased chance of a special ship crafted in a capturable port versus the baseline received in a non-capturable port? This improvement in chance will determine whether I invest in moving my Level 2 Shipyard to a non-capturable port or not. Thanks in advance!
  19. Ouch! That's an expensive Upgrade, but thanks very much for confirming. It's less of a priority for me now.
  20. Thanks for the prompt reply. Is one treatise limited to creating one gunpowder or can one treatise create multiple gunpowder, based on quantity of available saltpeter? Thanks again!
  21. Hi Team I recently acquired the ingredients to craft Guacata Superior Gunpowder to obtain the benefit of its +7% penetration, including the relevant Note, Guacata Saltpeter and the Treatise on Making Saltpeter. As I hadn't made Guacata Superior Gunpowder before I didn't "Use" the Book as I would with other Books and add it to my "library" (or knowledge ) for future use, I simply retained it in my Warehouse. After I'd made the Guacata Superior Gunpowder I noticed the treatise had been consumed and was no longer available to make more Guacata Superior Gunpowder. My question is: if I'd "Used" the treatise as I would normally with other Books, and it became included in my "library", would it be available to make more batches or is one Treatise on Making Saltpeter needed for each batch of Guacata Superior Gunpowder? Or, another way of asking, did I limit my ability to make Guacata Superior Gunpowder by leaving the treatise in my Warehouse rather than "Using" it? I'd like to understand the process before trying to source and invest in (a fairly rare) Treatise on Making Saltpeter. Thanks in advance!
  22. A few changes that would improve the game for me immediately: 1) A way to remove Books from the relevant slots on ships rather than just overwrite them (this would retain them in your "library") and to delete Books from your library, even at the cost of losing the benefits provided (as you've already "Used" the Book). I guess this is like "forgetting" knowledge. My library has a number of Books in it that I "Used" early in the game when I didn't know what I was doing that I'd now like to remove to tidy up my library and simplify Book selection based on those that actually benefit my style of play. 2) More skins available in the Painter DLC, including 7th and 6th rates. The current selection is quite limited (good if you use the specific ship) and presumably relatively easy to produce artwork assets. It would make the DLC more effective and worthwhile in my opinion (I've purchased it). 3) A gradual way of identifying ships based on visual distance (e.g. taking account of distance, weather conditions, intervening terrain features and use of spyglass). This would reflect the historical reality that a ship would spot sails with the hull still below the horizon and need to monitor it to ultimately identify it as it came into range. A scale based on visual range parameters could be used like: Unidentified sail > Brig-rigged ship > Mercury > Russian Mercury. This would make players a lot more wary of unidentified targets until they knew what it was and its likely intention. Also, to be consistent this methodology should apply to AI and human players, rather than full identification of AI targets and no more than "Enemy Player" (and you have to identify the ship type yourself) that we currently have in-game. Cheers
×
×
  • Create New...