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Destraex

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Everything posted by Destraex

  1. Question about the kickstarter: a) Will only the American faction be able to use the American ships? I would love a yes even though I play English b ) Will the old constitution model still be available to the rest of us? c) Will this mean the premium ship packs ships will have unlimited lives?
  2. I suggested this a loooong time ago. I am guessing it will come hopefully when the interface get's an overhaul before release. I am really hoping the game comes into it's own when the interface is prettied up.
  3. I like most of those. But don't really use the economy so cannot say I dislike or like those ideas.
  4. Officer Perks will not be able to be reset so easily for new perks in the final game I don't think.
  5. I think rather than sails though flags would be more in order as long as a national flag was still in evidence somewhere on the ship.... probably leave the main flag as the national flag.
  6. My idea a while back was to limit the amount of X ship per instance for each faction. The servers constantly checking to see if the quotas were full or not for each ship model. Thus hard limiting the rarer ships. But then if you owned one you would be mighty upset if you loaded the game and somebody had sailed in one simply to reserve it as soon as the maintenance period was over. Or perhaps you could limit it to a percentage of time per player. You get 4hrs a week in your victory (or perhaps 1 day a week).... but if you managed to stay online and at sea with it you could stay in it. But go to port and it tells you like a truck driver that your time is up. The more common the ship the more time allocated for it. Obviously very common generic ships would have no limit. People with ALTs could of course abuse this by trading ships with their time limited account.
  7. I want enough ships to lock them by faction..... (runs and hides)
  8. imho escorts should be limited to 1 per two ships. Especially if merchant fleet ships can carry cargo. I hate that currently their is no cost to lugging around a fleet of warships to protect a single unimportant merchant probably carrying nothing more important than cotton.
  9. lol Polish... 120 is great for most games I play from Australia. Unless it's a peer to peer game or a local server. Local servers are fairly common for games that are very popular AAA or instance based rather than open world. For example Battlefield1 and Red Orchestra 2 have a lot of Aussie servers and also community paid servers for custom games. Games like MWO struggle to have Aussie servers and until recently did not, but now do. MWO has a low population which is why. Until recently my other Aussie friends had to play on American MWO servers with 2-300ping minimum. The results were predictable... a lot of lag and people hating Australian players because hit registration and rubber banding were prevalent. Per captita the Australian gaming population is fairly large as well.... we are apparently one of the most active gaming populations in the world... might have something to do with our isolation from the rest of the world. If Naval Action Servers somehow had an interum server that did none of the high end stuff but simply handled half way latency in different regions could this possibly alleviate the problem while allowing the main servers to stay in europe?
  10. PolishMartyr I have to say I am Australian and have only ever played for 5 minutes on the US servers. There just was not the population on the US servers. Plays ok for me in the European servers... but may not be the case for all Aussies. Better ping is always welcome though.
  11. I consider the open world to be the means to the ends... the open world to the realistic battles. Nothing more. The problem came with the people that came after the Open World implementation that think the OW is the core of the game and not the battles.
  12. I guess with real fleets they went with what they had and could not simply build the perfect ship of the day because all others would not be competitive. Perhaps we need a system where people cannot simply build replacements so quickly and only own one of each ship type at a time. This way it would force people to use the non-perfect ships. Say a 4 week cool down on SOLs lost. You can build one and dock it but not sail it until the manditory replacement time is up. In the mean time you have to sail an alternative right? I dunno... how else do you make inferior but interesting ships worthy.
  13. I was thinking that perhaps to reduce sailing times that their should be a high volume area where each nation has a permanent uncapturable port that every person in a nation has for free. Thus apart from the capital everybody has a second port just for PVP action. Allowing short travel times and quick battles? Perhaps this area has a permanent battle that is always going in the centre of the area to join. A perpetual battle of nations. So essentially you login and sail to the furball to have at it if you feel like some quick action. Because now if you rarely login, by the time you do you have to spend time moving to ports closer to the front line and then finding where the enemy actually stays.
  14. I always see talk of balancing ships with regard to this game because people are so used to all the other MOBA\MMORPG games on the market. I would like to suggest that balance is boring and leads to boring gameplay that is much more akin to playing sports than fighting a war. I keep saying that the ships need historical thicknesses, armament and all the rest of it according to how much planking they used and type of wood etc. THEN they need to be balanced in game in other ways. For example: 1) Ship cannot be dry docked for repair in most ports - connie 2) Ship replacement parts or time taken to repair cool down harder to find so that she remains in a persons dock rather than at sea for longer after a battle 3) Ship consumes more supplies at sea 4) Ship is subject to national missions and therefore cannot just sail around picking off targets as an OP ship. If she is sailed against these orders then the captain will become a pirate. This means that people will not sail them as often because they will have to do national missions because they are national ships in a big navy first. This of course still favours those with buckets of time on their hands. I guess paying an exorbitant bribe should be able to circumvent these missions, if the person is a member of a clan the bribe will go up correspondingly to the active members in that clan. Leaving a clan has a cooldown of 1 month for re-entry. This starts to get really complex. 5) Take all ships considered game breaking but historically accurate and put them in an admiralty pool to be distributed by the admiralty as naval commands. Hero ships if you will. These hero commands should be rare drops and very expensive to maintain once again according and in proportion to active clan membership. 6) Ships taking on these ships get triple points and gold for damage. Because they will damage less. In this way smaller ships will be more efficient to make money and the captains will be more willing to face OP but historically accurate ships. I could go on and on. But in the end as you can see their are many other ways than nerfing a ship to balance the game. You don't nerf the death star!!!! That is not fun that is just boring like all the other MOBA balance games out their.
  15. Lannes, is the new ship gold? May your rear be protected by it and the Scarlet Pimpernel not infiltrate the French intelligence network. Merry Xmas all. I look forward to seeing this game mature and become something really special in the new year.
  16. So in naval action we zoom to the side of the hull and see the interior of the ship.... so much work for each sailing ship though. Red orchestra 2 had the same problem with tanks. Way too much work on the interiors to release tanks.
  17. Ok maybe not a serious suggestion. But imagine if naval action had cut away crew management like this? Long sails would be much less so and you could start playing as soon as you left harbour.
  18. Can we get clarification that this can be used for trade and combat. To cut the sailing time for traders without adding too much risk?
  19. Good idea if well implemented. Might be the time saver that sorts out the sailing time sink. Can we have a built in alarm that alerts of attack? A clear for action or sail on the horizon email alert perhaps?
  20. Any word on increasing the speed of the open world sailing game for those that do not want to spend their life waiting. With trade currents or any other time compression or speed idea?
  21. Please don't give "special rewards" to the top 10. This just gets things back down to the elitists who play 24/7 getting the best stuff and creating an eventual huge slant in the gear long term. I think challenges like WOWs have are better. Everybody can participate and get the same rewards if they do the same missions. Get 24,000XP in 2 days and get X reward for instance. You know what you need to do and you go do it and get your reward. Done.
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