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Ned Loe

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Posts posted by Ned Loe

  1. Now we are talking about magical items again Wind. Why would a necklass bring luck? I'd rather like to see "luck" as unrealized skill or a good guess at solving complicated firing solutions. It should be linked to achievments and or a skill tree of some sort. This would cover the "unrealized skill" aspect of luck. Then again, I'm in favor of a very long and complicated achievment/skill tree like what you would find in Eve but different. I also wouldnt mind a complicated skill tree set to mimic how you tier level in WarThunder where you choose a skill to level and all fights build experience that eventually unlock that skill. I want it to be long and detailed so that someone that has played for three or four years still hasnt attained all the skills. This would make every captain different and randomizes contests as well as keeps the game interesting.

    because you believe it helps, like a cross people wear. It will effect a person and a person will react more (aggressive or faster in this game situation), knowing a mythical force is protecting him... )) ex. I went to this weird island and a shaman offered me a mission that would unlock an option to purchase items from him (like in GW2, clear area from enemy and receive weapons from a soldier) he then sold me an item that supposed to protect me and my ship, crew during battle. (+5% crew defense +5% reload)..why not? why not make it more interesting? do not stick to 100% reality... we will have all types of players...

  2. Luck - bonus (+5% to all stats) for example.

     

    Luck can simply be added to each character (item piece) it will be triggered randomly during battle.

     

     

     

    ex. 

     

    Captain: Long Horn lvl 30.

     

    Gunnery: 3/10

    Speech:  5/10

    Sailing:   6/10

    Luck:      +5% (+5% to all stats once triggered)

     

    Luck can be obtained from : Avatar item(necklace, ring etc)  or ship item (figurehead, a statue etc)

     

    Good idea! I can see it in the game with no problems.

  3. point is:

    this is another 74 ship of the line. We actually have the typical prototype of a "modern" 74 gunner. The french invented them and the brits adapted.

    I would not be surprised if the plans from HMS Vanguard are the same than the plans for HMS Bellona since they are the same class of ships and build withing 17 years difference..

    TBH I dont like the Bellona model too much right now. But I guess she will be finished sometime.

     

    the devs dont want too many ships of the same kind. Not like potbs aparantly.

    Maybe you look for a 2nd rate or a beautiful old 3rd rate with 64 guns.

     

    Or you check ships for the upper end of the classification.

     

    We have the surprise, 28 guns. a frigate, 36 guns. 44 guns constitution.

    Maybe we need something in between (40 or 32 gunners)

    or even a ship like the Brigantine or bigger.

     I thought Vanguard was longer...Why they do not want many ships? On, the other hand, Potbs team is dumb, they could have made millions just on ships... I will pay for new ships and 100s will do too... same ship gets boring. I hope Naval Action will beat Potbs in ship quantity!~))

  4. Question

    how not to make wind a huge, frustrating hindrance to players. (obstacle)

     

    Let's discuss

     

    So far we have encountered the following problems

     

    1. In 90% of cases battle goes in one direction (direction of wind). If we have a wind to the north, fighting fleets most likely move into the direction of wind not using the whole map at all.

    2. With a semi-realistic tacking (turning through the wind) it takes time and after trying it once players usually stop doing that and move into the direction of the wind (returning to the problem 1)

    3. Maneuver with a realistic wind and semi-realistic turning us rarely used on medium or heavy ships, because 1 mistake with turning and you are either dead, or out of combat for longer time.

    4. Collisions with other ships or game objects (stones, land) its usually death of the ship (we need to think through a gameplay way to get off your ship from land or shoals and from collisions from other ships) 

    5. Land does not have any influence currently. We have made a nice demo map similar to venice harbor with lots of paths and islands. Players are still trying to fight in the areas that have space for turning and maneuver.Because wind mistakes lead to sudden death.

     

    what are your thoughts on wind and all this.

     

     

    1. Have wind shift its direction every 10-20 mins during battle. (lottery type, never know when it will change and how often)  This way players will have to change and adapt tactics and sailing direction. You can also, try to program it in your favor or the way you need all players to be. Have them start the with X wind and then slowly direct the wind using programmed timer to position them closer to a port etc.

     

    2. Turning through the wind is bad atm, it should be faster! We do not need long time and boring turns, we need action!

     

    3. Fine tune turn and make it more aggressive like in Potbs. Adjust armor with resistance and damage reduction? to keep the player alive longer?

    4. Ok you have to ask yourself, do I need collision damage or not? if yes it will be bad end of story. As I said before we are fighting and not watching what is under our ship. If ship gets closer to a land , simply add a slow mo effect where player will have to turn around to avoid running the ground (not using landing mode). Have ships bump each other , but not make damage. OR have very light damage since you got a friendly fire ON. If you want to land your troops on a land have a switch (landing mode) player will have to switch to that mode in order to land, same for boarding....

    5. Remove collision damage. ))

  5. test.jpg

     

     

    20 миль = 1 час игри 
     
    1 час игри = 2 минути реального времени 
     
    путь от Кале до Шербура примет: 7,3 игровых часa или 14,6 минути реального времени с хорошим ветром, и 21,9 минут с плохим.
     
     
    хороший ветер 7.3x2 = 14,6, где (1.0x7 0,3 = 7,3).
     
    плохой ветер 10.95x2 = 21,9, где (1.5x7 0,45 = 10,95)
     
     
    Для плохого ветра, я просто увеличел  20mi/час от 1,0 -> 1,5
     
    если есть шторм или плохая погода штраф к скорости в открытом море -10%.
    • Like 1
  6. Second for sure!

     

    Suggestion!!

     

    Why not combine all those icons into 1?, when same forces are close together. (This will clear up all this icon chaos on the screen). I call it molecule effect:

     

    2012-06-20-123.png

     

    Here is an example, Instead 4 icons have 1 big with small number next to it to tell a player how many squads are in there. Ever watched bubbles separate or combine? have same here with icons and total score combined.

     

    post_42_0_02885700_1387285857.jpg

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