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Cannonball

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Everything posted by Cannonball

  1. I really like this concept of wait for the opportune moment to fire. This usually spawns the counter discussion of "magic" skills. I think your idea is a great alternative to "magic" skills because it is chance coupled with a bit of skill. I am sure they are working on mechanics that add flavor to ship combat, because let's be honest spacebar hammering OR aligning "magic" skills in order (key 1 key 2 key 3) is boring and tiring. These ship combat mechanics should use a little of everything but above all strategy, much like chess over checkers. -Cannonball
  2. I've been reading the game forums for the past 8 hours. Lol I am very pleased thus far.
  3. Simple question, probably a complex answer. How will Naval Action deal with ship loss? If ships can be captured that presents an even more complex situation, additionally which game mechanics they chose to go with. Will 100% cargo be lost? Can players capture ships? Will a Captain spawn at the nearest friendly port with nothing but sea turtles lashed to their feet and no ship? I am all for hardcore game loss I think it sweetens the victory. Thoughts? Thanks for reading. -Cannonball
  4. I absolutely love the idea of owning or managing a company or a storefront. Let me explain, -Player Built Buildings and Structures: This one is important to me. Having a guild or a player build physical structures that is a business and other players can interact with is very important for breathing life into the ports. To regulate this there can be limited number of building zones in a village before it grows into a bustling port, in which it will unlock more building zones. If players fail to log in within X amount of time the shop closes, fail to log in X amount of time the structure is demolished and the building zone is available for purchase again. I think this is a fun way to sort of claim ownership to a zoned portion of land in a port, not just a screen that pops up saying "this is your business." Interactive interface with a business is important, a physical shop where you have a guy stitching sails or hammering out a ship fitting would be ideal. A store front with your guilds flag or fancy vanity items such as lanterns and fresh paint because business has been good would cool. Great idea. -Cannonball
  5. -Bounty System: Players can pay a port fee and post on a wooden bulletin board for Captains to sink a particular player for a reward. To discourage spamming the Bounty System there are a number rules that can be implemented, they have to had sunk you recently, two or more players must collectively agree to post a bounty, or make the bounty tax an expensive fee. Players who successfully sink X amount of Bounties gain a tittle, reward of some sort. -Weather System: A randomizing weather pattern that effect ship sailing and combat capabilities is nice. A great example we see in cinema is fog banks being used to launch an surprise attack. -Vanity Upgrades: (Real money or In-game currency) Players can buy vanity upgrades for: Ships, Ports, and Captain clothes etc... Ships: a verity of ship figureheads, fancy lanterns, colored banners. Ports: Guvnors can purchase a verity of street lights that line the port, upgraded docks to look more presentable, proper structures and vanity items that a "well to do port" should have. Players or guilds that own physical structures can purchase the right to hang their guild flag outside their shop. Captain clothes: Nothing ground breaking here but a verity of hats, pants, boots, pets and so on. -At Sea: These are visual events that again, bring the world alive. There should be whales, dolphins, sharks and all manor of sea life swimming along side or nearby for common occurrences. As for the rare moments, sea monsters and even more rare, mermaids (I know in modern time this is fictional. However at the time period this game takes place it was very much common belief that sea creatures existed. Further more this can be done in a tasteful way so that when rare events happen they look and interact in a realistic believable way). So rare that players say, "did I really just see that?". -Crew Experience: Weather you have a crew of 30 or 300 it would be a great if you can follow the progress of your crew's experience in a log book. Each individual crew could have 10 traits rating from 1 through 100 in experience. As you sail and survive battles your crew gain experience, some faster than others and in particular areas. Players can shuffle crew around, promote and appoint them positions on the ship as Navigator, Gunner, Helmsmen, Sail master, Surgeon, Carpenter. These key leadership positions would only slightly effect the over all performance and efficiency of the ship so it won't be overpowering. But it would personalize the ships crew in a way to build a connection with gamer and the game. Of course there can be the auto manage option for the players less interested in these feature. -Ship Building Experience: If a player/guild has been building a particular item multiple times they should be able to build a ever so slightly better quality product than someone just starting out. For instance, if you have a sail crafter and he has been stitching sails many times. He should by common sense be able to create a better product than someone brand new to that craft. To keep this from being exploited you make the advantage very slight, and the experience gained painfully slow. Other examples of ship building XP would be the wood worker or the metal fittings worker, cannon builder etc... In the long run it would be rewarding to see someone sailing a ship you or your guild built. Furthermore, your guild being known for producing top class sea worthy ships. -Different Quality Of Material: Much like the ship building experience, this feature is sensitive to particular parts of the map. Some materials from different parts of the map are of higher quality than those from other parts. For instance, Oak from the Yucatan may have a sturdier thicker build then that of Oak from the Bahamas. What this does is gives incentive for players to explore beyond the popular location and looking for rare high quality material throughout the world. This would make that small Wood Farmer in the Yucatan competitive with the Wood Farmer in the Bahamas. Ultimately what you want is for ships to be sailing through the seas trading and transporting goods. I hope this isn't to long winded. -Cannonball
  6. Hello all, First off, I am so excited for this game. Saying I am a pirate/ golden age of sail enthusiast is an understatement . Last week I got married aboard the HMS Surprise in San Diego, we had a pirate wedding... I am very much an enthusiast regarding this genre. With that said, the many years and sleepless nights thinking about what a great MMO open world pirate game should have, these are some that spring to mind at the moment... -Deep ship combat system: This goes without saying and I wont get into the difference between using magical skills or simply negotiating wind to maneuver your ship to gain the advantage. As long as it is relatively realistic. -Day night cycle: This one seems simple but it's the little things that bring a game to life and this being one sometimes over looked. At night ships have a shorter view range, players can purchase better lanterns to make night sailing more efficient. -True sandbox open world: I understand there will be limitation given current CPU processors on how far the developers wish to go with this, but it would be nice to see more than a few prefabricated land segments available for exploration. -Player owned buildings and structures: This one is important. Having a guild/society or even a single player build physical structures that players can see and shop in is very important for breathing life into the ports. To regulate this there will be a limited number of building zones in a village before it grows into a bustling port, in which it will unlock more building zones. If players fail to log in within a week their shop closes, fail to log in two weeks the structure is demolished and available for purchase. The village's would grow into a city via the amount of trade, and infrastructure the "guvnor" . -Bounty system: In ports players can pay a fee and post on a wooden bullitonboard for Captains to sink a particular player for a reward. To discourage spamming the Bounty System -Reputation: This feature can effect many things such as which ports you can go in or who you can buy sell from. Many games have covered this game mechanic but some sort of reputation/faction is always nice for building -Weather system: A randomizing weather pattern that effect ship sailing and combat capabilities is nice. -Vanity Upgrades:(Real money or Game currency) Players can buy vanity upgrades for: Ships, Ports, and Captain clothes etc... These would be things such as a verity of ship figureheads, or fancy lanterns. players can explore and build villages/colonies/villages/forts/strongholds I could easily spend a forum talking about each feature listed and if it has already been discussed hopefully this sparks the imagination to revisit the topic. Please discuss and add insightful conversation to these "features / mechanics" that I listed. Thank you and can't wait for the feedback. -Cannonball
  7. I would like to tell you a story, Let me start by saying, if this game is what it appears to be, then thank you. I really hope it is because I will put forth great effort in the game suggestion discussions and other forums. With that said, I am a pirate/golden age of piracy/tall ship junky. My passion for this genre of game has kept me awake at nights dreaming since I was about 10. I'd make my own Caribbean pirate board game on cardboard and line paper and play it with my brother. A game where players can; sail, explore, do ship combat, harvest resources, build settlements then upgrade to forts and truly go where the wind took them. I have been planning on drumming up financial backers to make a sandbox pirate/golden age of sail mmo game. We all know of Sid Meier's Pirates, Pirates of the Caribbean the game, or Pirates of the Burning Sea which in my opinion came closest to hitting the nail on the head. However none really were what they could've been, limitation on exploring, no day night cycle and the sea's that felt dead. They didn't visually immerse players in the Caribbean setting were it felt like you were in a world that was alive and breathing. They did however knock some things out of the park such as the economy system of Potbs was deep and encouraged teamwork, or Sid Meier's Pirates being colorful, bubbly and eye catching. I hope Naval Action can pull the great qualities from those games and add many more features to create a beautiful immersive in-depth world for players to create personalized Captains of the era in a 360 degree environment. In closing as a testimonial to my passion for pirates (golden age of sail) I am currently developing a board game, British Vs Pirates. (I'll shamelessly put a link to the facebook page below). Additionally 5 days ago I had a Pirate wedding aboard the HMS Surprise where family members were not allowed on unless they were dressed accordingly. (Same ship Russell Crowe in Master and Commander), again I'll shamelessly attach a picture. My man cave is lined with pirate maps, flags, paraphernalia and other trinkets of tall ships and books of the golden age. My nephew once asked me, "Uncle pallo, why do you like pirates so much," my response, "there once was a time where you could be free" Since we can't time travel I hope you guys do your best at creating a world where people can be free, roam the seas and make choices in a non linear game. I am very eager to see and participate in the development of Naval Action as I will cheerfully be involved in discussion in particular the suggestion forum. Thank you so much for putting together what appears to be the game of my dreams. I can't wait to see where the tides take us. -Cannonball
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