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Ned Loe

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Posts posted by Ned Loe

  1. 8 minutes ago, Fluffy Fishy said:

    While I like the sound of the remodelling of the USS constitution is it really necessary that we have even more US ships? this game almost has a far over representation of the US navy and it would be a shame to focus time and effort on this project while there are so many other totally unrepresented nations and ship types currently lacking from the game. I would much rather see campaigns to see a much broader scope of ships than more from the USA, before long this game will end up having the entire early US fleet modelled, which seems a bit crazy judging how small and, and apart from their 6 super frigates, pretty insignificant the US navy was. I hope others agree but I would much prefer to see some more ships for Denmark Norway, The Dutch, Portugal and the Italian states see entry into the game than too many more US ships, while you can never have enough ships, comparatively we should really focus on the unrepresented nations a little more.

    Then prepare your wallet. 

  2. 5 minutes ago, Hodo said:

    Seriously, a Kickstarter?!?!

    For fixing a ship that should just be fixed anyway....  

    The rest of it I have no problem with but a Kickstarter to fix the Constitution, no, just fix it.  And have a US ships Kickstarter, and a Danish Ships Kickstarter, and a Swedish ships Kickstarter.

    It is funny isn't it?. Read what I posted before. I think the only Kickstarter we need is content kickstarter. 

    • Like 3
  3. 31 minutes ago, Pada said:

    This sounds terrible to me, why would you do that? What if i want to join a friend in a signaling battle and getting locked out because a npc joined instead. The player in the battle will be pissed, i will be pissed. The enemy is happy because it got easier for him, only the npc does not care.

    It will be all about skill now, how you approach the battle will matter. Spotting ships 'SAIL HO!' sound needs to be added to make life easier. If I hear the sound I will look for that NPC and try to avoid it or sail around it. Not too bad imo. In real life you could get intercepted on the way to battle anyway.

    • Like 2
  4. 7 minutes ago, Anne Wildcat said:

    Thank you thank you thank you for bringing back pirate vs pirate  

     

     

     

     

    I really hope smuggler flag isn't removed. Its used to get mats where they are more available, to sell goods when a trader is captured, and for trade missions to get into enemy capitals. 

    It says will be removed. We will see what happens. 

  5. How about user funded content? I would support Junk Loot with $$$ because I know it will help the game. Same with Outlaw class. I think Outlaw class will be very popular and I have many ideas to support it and make it epic. 

    I care less about ships because people sail only fast/maneuverable ships leaving everything else unused. For this to work you need to make ships that have same turn rates, close speeds and armor, but they would look different. For example Frigates. This way there is a variety with similar stats, not 1 ship with 3.7 turn and all other ones with 2.8. This is obvious that all will sails 3.7. You get me? In this game turn rate wins in PvP.

    P.S. Why in the world someone wants to pay for ship details? We have game that needs content. Something tells me people will pay for models that will eventually also end up in Naval Action 2 (Single Player Game) if you believe the rumors.

    Think About it. 

     

    Release Summer-Fall 2017?

     

     

    • Like 2
  6. 45 minutes ago, CSA Watkins said:

    With the above. For me it's to intrusive. The lines as it is now work ok   Agree it is hard to see, Cone in the terrain. I am for changing the color of the line, Blue Lines like above in Ned's first example.Minus the water n Wave. But Options would be nice with a couple choices of how the player wants there Game/setup to be.

    They are a mess. They get blued with ocean in some instances. With water quality on low they vanish completely. 

  7. 32 minutes ago, TommyShelby said:

    Noone knows the exact values ^^ Thats why you need to choose a ship and a trim (No regional trim bonus).
    And the way i see it, Crew Space is the best choice along with Teak Wood Type. Then when you compare all the ships you'll see the values (If there are hidden characteristics then they might not be exact values, one ship might get 1% HP bonus while another gets 5% HP Bonus. 
     

    I never understood why Developers never shared numbers? Wouldn't it help testing and tuning? If players know the data, they start to try things, things that can speed up game development. Or maybe I am wrong. 

    • Like 3
  8. 39 minutes ago, Fargo said:

    What im asking for is the definition of "profitable" and "decent profit", thats the point. 

    If they dont know how to find med kits, they will get to know that, its not that hidden. The majority is using med kits and the reason for crew cost was to make running larger ships expensive. If you balance npc crew to achieve this, med kits will negate the effect or end useless. Its pointless to have med kits when you dont treat them as a core mechanic. 

    If low rank rewards are too low, change the fixed mission rewards. Crew cost needs to be related to high rank combat.

    This can fix only half of the problem and info is hidden. Everything in Naval Action is hidden for new guys. Note that.  

    I would suggest Devs to add a warning window that would show players what they are missing before they set sail into the Open Sea. This can take care of major mistakes new players make and rage for no reason causing Naval Action huge damages in reviews.

    For Example -

    --------------------------------------------------------------

    Are you sure you want to leave XXXX Port?

    Yes/No

    You have

    130/250 Crew BUY

    25/25 repair kits, BUY

    0/25 Med kits, BUY

    0/1000 Ammo, BUY

    Suggested Officer Perks

    Doctor - Strongly Recommended, Learn

    Surgeon - Strongly Recommended, Learn

    (in case they add it in future and I see no problem with limited ammo(weight in tons), I only see more Econ possibilities and more players). 

    etc..

    --------------------------------------------------------------

    Now this simple message will make sure new players are ready to go into the wild. In addition, Gold rewards or Officer skill gain for 1st - 2 ranks must be boosted significantly. This not only benefit Nation switch for balance purposes let's say on monthly base after map Reset, but also make starting path easier and more understandable. 

    • Like 2
  9. On 1/16/2017 at 5:47 AM, The Spud said:

    What we should do as a better comparison, i'll try to do it myself too, is for the next 20 battles write down your crew loss and the money you made. Preferably not 20 missions, just PvP, screening and PvE combined (maybe not PB's), the battles you would normaly do. And then at the end make a comparison. If we take crew lost x 500 and compare to your earnings, we'll get a better average of how many money you can make from doing PvP.

    Obviously if you focus on making money like capping traders AI or player your profits should be nice.

    The best way to test this is to start New Character with 0 gold and xp and see how long it takes before you get Officer Skills and 2 first perks (Doctor+Surgeon). After that show us how much gold you have just from those missions. 

    In other games I was able to start making good money at low lvl in first 1-2 hours of game play. Same should be here. For new guys it should be an easy ride in 1st 2 ranks, before it gets more difficult. 

    In game Tutorial is a must if Devs want to keep healthy player base. Something like they have on mobile games, guided click here and explain tutorial. Quick and Easy. 

    In PvP it's a different story. If you are fighting an opponent who has better turn rate, you will get raked and it will cost you. This will force you to go pvp in same ships or sail as a groups. Sadly Devs did nothing to stop this or add skills that could counter stern camping. This resulted in half of their ships becoming obsolete and no one is sailing them. 

    ------------------------------------------------------------------------------------------------

    For example here how to easily win in PvP. Massive crew cost is unavoidable - Players will PvP less after this. Eventually you will see no PvP at all. Crew cost is the Foundation of the problem, mods come next. 

    Get a gold mod for Raise Sails speed, Get Gold Mods for turn, Gold mod for Sail HP.. etc..

    Get Prepared perk, so you can do +1 broadside and get yourself a head start. Load Chain in stern and front guns. Load ball on sides, when you get close switch to all chain. Tag them with favorable wind position, so you have a clear shot from the start. 

    Drop it all on Surprise with speed. Add Marines+Muskets. Now, here is a trick - start demasting people in ships with less turn rate and camp their stern. Before they fire hide your canvas, 80% of their damage will be wasted on your sails with only 20% hitting. Since they do not use the gold mod for Sail Raise speed they are doomed. It's all about time now. You can flip on a dime and do x2 broadsides to their 1( 80% less since you hide canvas) and do pure damage to their sails while they try to do the same, in this case you already won the game. Eventually you will be able to eat through any ships sails, rake them push them into the wind and board them. Use Marines and Muskets to quickly sweep the deck. You just caused the Guy 150-200k in crew damage for Frigates and double that for Sols. 

     

  10. 11 minutes ago, Yar Matey said:

    There are plenty of ways around paying the exorbitant 500 gold per crew member cost.  You can buy small medkits and spam them for 10 min until you are full on crew and it costs like 50 gold per crew member.  Or if you choose press gang perk and have the right boarding setup and do a few missions, you can get plenty cash to buy crew that way as well.  

    How long does it take for a new player to get 2 officer skills? I am talking rank 1. Or how many battles? Let's say we can't purchase Medkits at certain ports. Do you think devs should introduce NPC that would exchange something for Medkits if Shop got 0 on sale?

     

  11. Just now, Fluffy Fishy said:

    I personally don't find crew costs too bad for general combat but they are extortionate for boarding, I used to enjoy a good game of underdog rock paper scissors back in the days of free crew but now its horrible, when you compare the value of the ship you capture is much lower than the value of sinking a ship thanks to damage its just unsustainable, it makes no sense historically or in gameplay terms to incentivise sinking a ship over capturing it. Although having balanced but worthwhile ship capturing may be a hard tightrope to walk in terms of design.

    For us high ranks it's ok, but think about new guys without officer skills. 

  12. Commodore Mission - 5000 Gold. 

    Using Bucentaure and Endymion NPC. Battle starts, I order NPC to run and I start the fight. I then spend about 40-50 mins in fleet battle, kill everyone and get out. I get rewarded with 175363 Gold + 5000 mission gold, I lost 287 crew on my 2nd rate. 

    Let's look at the numbers

    No Officer Skills

    175363+5000=180363

    180363-143500=36.863 For spending 50 mins, with 5 kills made and 1.5k damage etc... 

    Rear admiral with no officer skills. 

    With Officer Skills

    Doctor (Recovers 70%) or saves me 100450, 

    Medkit+Surgeon Skill + 10%. - maybe another 30-40k, but you have to craft them or purchase them. 

    This means new players must invest tons of time to make a coin and lvl up Officer before they can benefit from missions. Isn't it dangerous? where half of them will just say **** it it takes too long and quit. I suggest you to make gold reward at low lvl greater and decrease it as player rank rises. Reward players with more gold per damage done at low lvl if you want them to stay. 

    or

    Make First 2 officer promotions cheap as hell. Maybe 1st - 100xp, 2nd - 250xp,  3rd - 1000xp, 4th - 2000xp?...

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    • Like 4
  13. Looking for more info and plans by Francis Sheldon

     

    Tre Løver, 1689, 68-74 Guns (24х24pd, 20х12pd12х6pd), Crew 529.

    ???

    http://threedecks.org/index.php?display_type=show_ship&id=18324

     

     

    QGugLq2.jpg

    SlNiV7J.jpg

     

    Elefant, 1687, 24 Guns (18х6pd, 6х4pd), Crew up to 90.

    ???

    http://threedecks.org/index.php?display_type=show_ship&id=17905

     

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    Let's keep going

    Dannebrog(1850)

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    Unknown 5th rate?

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    zk9U0We.jpg

    Bellona 1830

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    Rota 1822

    t4jZ9dp.jpg

    gyldenløve 1669 

    yTXuLMt.jpg

    Gyldenl%C3%B8ve_(ship,_1669).jpg

    hukkert 1760 
     12x4pd

     Fq3IWbB.jpg

    LziAFoJ.jpg

    HVIDE ØRN  1798
    30 Guns
    24x8lb
    6x8lb carronades
    Crew 180

    NwI5HqI.jpg

    fdPGReq.jpg

    brig ØRNEN 1842
     28 Guns
    16x18lb
    12x1lb

    Crew 70

    gtI2Y0U.jpg

     

    brig SEALARK 1843 
     12 Guns
    4x32lb
    8x32lb carronades
     

    llj8564.jpg

     

    • Like 2
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