Jump to content
Game-Labs Forum

KSN

Ensign
  • Posts

    2
  • Joined

  • Last visited

KSN's Achievements

Landsmen

Landsmen (1/13)

0

Reputation

  1. The night cycle is too short to be anything more than a gimmick. It should be extended to the appropriate length from around 8:00 PM to 5:30AM which is generally Summer Solstice night time hours for the map area of NA (give or take my rough estimation). Players should be encouraged to use night cycle mechanics for game play evasion and port trade running of enemy ports. With enemy identification relying exclusively on line of sight visual confirmation, a longer night cycle could allow player shipping to attempt passage at night, and allow defenders/coast guards to attempt to picket and locate - but there being the chance that someone, on either side of the game play mechanic, fails to visually identify a ship. This can increase emergent game play. *(Also Night needs to have gradations of darkness, and not always an artificially illuminated night lighting - would be great to see moon cycles become part of the game eventually, as well as high and low tides)
  2. As a new player to Naval Action, and veteran gamer, one of the first things I noticed is the lack of Lat/Long lines on the map. Coming from a history of playing sandbox games, I wanted to second the return of the Latitude and Longitude lines, as either a toggle in options, or permanent but with transparency controls on how dark or light or near invisible the lines are. The more tools you provide your players, the more creative and emergent gameplay they will create on their own. For Example: I'm in Savannah My Friend is in Georgetown We both are on Trade Runs We want to meet up, and convoy We want to avoid the gauntlet between the east Florida coast and the Grand Banks and meet in open water, and approach our destination(s) together from the east. Without Longitude or Latitude measurements, or a immersion breaking visual way-point system (this type of meet up is near impossible, as they are coming from two different directions and compass bearing will only be able to get them so close. With Long/Lat lines, we are able to set our meetup, arrive in visual proximity to one another, while still making efficient progress on our envisioned route towards our destination(s) Leaving players to 'guess' where they are relative to each other is unnecessary, when the Long/Lat lines can be a 'choice' for the player to utilize. In closing, one of your best assets to allow players to create their own emergent gameplay, is to give them LOTS of relevant tools, and let them do what they do best - figure out how to break your game
×
×
  • Create New...