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Leviathan

Naval Action Tester
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Everything posted by Leviathan

  1. Leviathan

    u tube heros

    This sums up the mood in this thread
  2. Would have to be US for my first choice since it's never been an option before. That doesn't mean I wouldn't like to capture some ships from other countries though. Maybe throw France in as a second choice.
  3. You're welcome. My laptop only has a GT 540M and it runs medium decently so I think you'll be okay.
  4. I think you'll be able to run it on medium with no problem. The game still looks very good on medium.
  5. Yes, the devs monitor and actively post/reply to messages. This is their forum after all. Sometimes they miss a post due to the high volume of questions and responses. I don't think much has been mentioned about a long term campaign but some of those details have yet to be revealed. Right now they are deep in this next patch trying to get it out to all the pre-orders for further testing.
  6. I'd almost say I prefer the Spanker. Then I think about that sentence and how it sounds and suddenly the Toucan seems like a great idea.
  7. It's a loyal cat with great dexterity for water spritzing. Also, the wheel will be surrounded by water so no choice but to stay aboard. There's always catnip if extreme coercion is needed.
  8. I'm debating about building a wheel to use for Naval Action and teaching my cat to spritz me with sea water
  9. Yes it does. You can neutralize the sails as you said and the ship will level out basically. If you rotate them it will then begin to heel again.
  10. I'll be happy if we get something by Halloween. One thing is for sure they won't just slap it together and send out something that is inferior, even if it means taking a little longer.
  11. I'll have to try it again but I know several times I have swiveled them to allow me to get a player in range in relatively little time. Again, i'm going from in-game experience. As for actual performance and knowledge of it I defer to you as you're much more knowledgeable than I am about the topic.
  12. Do you foresee any changes to graphics and physics with the release of Unity 5?
  13. In my experience swiveling does do this very well with the current mechanics.
  14. The current system provides enough hands-on elements to keep you entertained especially in the heat of battle. Though the current elements may be simple, when you add them all together (aiming, maneuvering, sail control, waves, crew focus etc) it makes for a good balance of game-play. Keep in mind you are more than just the captain giving orders, you are controlling everything. Now once we reach the open world and need to traverse large areas of ocean I could see some additional options being implemented to make it more hands on, but we'll see how the devs handle that when it comes. So far they are doing a good job, in my opinion at least.
  15. Pretty much what Mirones said. Nothing to compare between the two really except that they are both age of sail games. The combat, graphics, and overall gameplay are very different. Everything is based on skill and strategy (as it should be) instead of buffs, magic, and winning builds.
  16. Yes, I don't want to see any indicators for range. Stick with the mechanics that we have now for shooting as it's one of the best features of the game.
  17. It's a good sign when the testers are excited. I can't wait for the wave of pre-orders to join the fun.
  18. I understand what you are saying. However, this exact system was pretty effective on pirates online. It was probably the thing that kept that game alive for as long as it did. Granted that game had very arcade sailing physics and combat, but many people played the game just to PvP with fellow crews or attack npc fleets. Several ships were full with gunners and people on repair or running back and forth to do both. I agree that for this to be effective the avcom and sword fighting would have to be as good as the sailing. It can't be an after thought as it was in potbs. Hopefully blackwake can fill this roll and further their development to do so. Lastly, I think Naval Action is fine as it is. The sailing and gunnery system is unique to this game. I've always been a bit of a solo captain and this allows me to be in control of every aspect. The gunnery system is by far my favorite part of the game.
  19. I don't see how this could work in NA at this point since there are no avatars, but I do feel this is an often neglected element that these games beg for. The ability to sail with a real player crew is something that i've only seen in a few games such as Pirates of the Caribbean Online, ArcheAge, and now Blackwake in the future. It's a very unique element and to me seems perfect for this type of game. It encourages teamwork and makes you work as a crew to survive and prevail. For instance, instead of hitting a button to repair, the repair work would have to be completed by players patching holes and pumping water. Also, like in Blackwake, those players can manually load and fire cannons. Then once the enemy is disabled you could board the enemy ship as a crew to try and capture it. Obviously, you could never require a full crew of real players to run a ship as it would be impossible in anything larger than a Cutter due to the amount of crew required. You could however allow 10-20 spots for real players and designate that only the top deck can be fired by the crew, otherwise they would sit dormant. The remainder of the decks would still be controlled by the captain as it is now. The bonus of the crew then being that without them the amount of firing guns is reduced and you can't repair your ship. You wouldn't want to attack a ship while solo only to get boarded and face a full player crew by yourself. This natural dependency of captain and crew would get people working together and make for some very interesting gameplay.
  20. I like the idea of paint buckets as loot or rewards to unlock different colors.
  21. All of the Taste of Chaos Ensemble covers of Mastodon are awesome.
  22. I like something upbeat while heading into battle
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