Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'crafting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Age of Sail Historical Discussions
    • History
    • Shipyard
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Ultimate Admiral: Age of Sail
    • Ultimate Admiral: Dreadnoughts
    • Forum troubleshooting
  • Sea Legends
    • General Discussions
  • This land is my land
    • General discussions
  • Game-Labs Forum
  • SealClubbingClub's Topics
  • Pyrates and rovers's Literature & Media
  • Pyrates and rovers's Gameplay / Roleplay
  • Pyrates and rovers's History - ships, events, personae
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Rekrutacja
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's Discord Server
  • ROVER - A treatise on proper raiding in NA developed by real events's The Rulebook
  • ROVER - A treatise on proper raiding in NA developed by real events's Tactics (methods)
  • Ship Auctions's Topics
  • Creative - Captains & Ships Logs's How to...
  • closed's Topics
  • Catalunya's Comença la llibertat !!
  • Port Battle History's Topics

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar
  • United States Continental Navy's Pearl Harbor Day

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 123 results

  1. Is there any chance we can get the Tools Blueprint so that we can start to craft them ourselves?
  2. Hello, as far as i remember it is possible to build deep water ships in shallow water ports, but you have to tow the ship to another port to sail it. is it still like that or can you these days only build shallow water ships there? i just like to know it before wasting at least 35k doubloons to test it... thanks in advance for any helpful answers. PS. why is a gros ventre in shallow water NPC raids? it's a deep water ship as far as i remember...
  3. As more crafting opportunities arrive with the new seasoned wood, I would be happy to purchase an additional "industrious crafter" DLC. This should allow you to have 5 additional crafting buildings + the possibility to upgrade your lvl 3 shipyard further with 5 extra "dry"-docks as additional dockspace in the port, where the shipyard is located. Ships have to be moved in the drydock and taken out, it is not just simply increased dockspace. A nice addition would be 2 additional outpost, but the first points (crafting buildings + dockspace) will give a nice DLC I would be happy to buy.
  4. I have crafted numerous ships now (mostly Lynx out of Fir and Oak) and I have not gone up a crafting level from 0 to 1 yet. The wiki shows that you need 55 XP for level 1 which I should have surpassed a while ago. Am I doing something incorrectly?
  5. Like the title: Hull Port Bonus 4 doesn't apply to Hull HP even if described as All Armor HP. Thickness is applied to Hull thickness. Basic Hull Refit Upgrade with All Armor HP description is applied to Hull HP. Is this a bug or choice? if choice description should be edited Noticed this making a ship configurator that i may publish sooner or later
  6. [UPDATED] - 9/15/2019: Streamlined the chart display system. Now instead of updating every 5 minutes, the charts should update instantly. They should also be more friendly to mobile users. Basic Idea: The idea behind this is simple. You submit your buy/sell order using the google form. That info is then automatically processed in g-sheets and loaded to a website where anyone can view the items/ships up for sale, or crafters can see who is requesting which ships/item. When you use the google form, you are required to enter a 4 digit pin. Once the order is filled, you can go to the g-sheet, enter their pin, and the order is hidden and removed from the website. Want to see whats been posted, or want to submit something yourself? Take a look at the website (link below). Everything is easily accessed from there. Website Link - https://sites.google.com/view/namarketplace/home Link to the google spreadsheet https://docs.google.com/spreadsheets/d/1O1M6aMs-mlMLpOG2nhZBXQycJOQYDTLNKX-BhMIHchM/edit?usp=sharing Give it a try! Everything is ready to go. I currently cannot get in-game to advertise, so if you like this project, feel free to help spread the word. I would suggest directing people to this post, or to the website itself.
  7. Warships in the age of sail are nothing more than gun platforms. ( let's exclude trader vessels for the moment being ). They were designed with usage of certain guns in mind. So the framing, planking and woods to be used all were focused on being able to transport into battle a certain set of guns. My proposal is this: - tie the structural strength of the ship - mainly the woods used can reflect this - with the size of the guns than can be equipped. For example, a USS Constitution built of Live Oak and Oak would be able to carry the heaviest guns for her - the 24's and the 42's. But a Fir and a Teak construct wouldn't be able to carry that heavy armament. Just an idea of how variety in regards of wood choices may also balance the broadside weight. Ships were weapon platforms and built as such. That's why some models that tried heavier armaments didn't go too well and had to downgrade them, IRL. ( carronade introduction is a good example of trying to upgun ships that weren't built to carry heavy broadside guns ) And is all about woods chosen in the construction. So the effect would be: - we can still choose whatever woods we want with the limitation of the gun sizes the final ship may carry with success.
  8. @admin Last year, Game Labs announced that crafting ships away from home capital ports improved chance of crafting an above average quality ship. Blue 4/5 - purple 4/5 - purple 5/5 - gold Question - Does this improved chance still exist, and on the PVE server, does it include Neutral ports like La Navasse?
  9. Why do we only get xp for crafting ships? We should get xp for making cannons, repairs and mods too. I'm not saying it should give you a lot, but what if a crafter isn't a ship builder? Than shouldn't he get xp through other means? The other thing is travel xp should go towards Ship knowledge of the ship your in. It's very little but when your using trade ships you don't really fight in them so they should gain a little xp. Why can't we get xp for crafted ships like we did a long time ago. This would allow dedicated crafters to gain a little level from people using ships they crafted.
  10. The introduction of elite ships as 'end game content' for veteran players was a good thing. You get mostly powerful ships with port boni and, more dependable, those tasty new cannons. However, I think nobody will contradict me when I say ship crafting got stalled this way. It isn't making sense any more. Which is even a higher barrier now as after release we are supposed to set up our shipyards again from scratch and heavily invest into them. Any ship built on player's shipyard, even in preferable woods, will be outmatched by a converted elite note ship. -- So I am proposing a reform for elite notes on PvE peace server. Not sure if PvP war server needs that too, they have their real port boni from... ehm... ports apparently. According to this suggestion, you would not loot an elite note which produces a whole ship, but only a 'port boni package' of unknown composition. And the type of ship you looted it from would determine if it is a "6-7th rate port boni upgrade" or a "5th rate..." or a "4th rate..." etc. Not tied to the exact ship model but to a class/rate. So a package from a Wasa can be used on a Bellona project, a package from an Essex on an Endymion project, etc. This package you bring to your shipyard and use it as optional ingredient for ship crafting. You may still build ships without port boni, they will result like the ones we are currently having. But you may chose to add a matching port boni upgrade when crafting - and you will get a random port boni composition with the new ship. This will ignite a new interest in ship crafting and crafted ships will surpass existing elite note converted ships in quality, like they should. -- In case the idea behind introducing elite note ships was also about enabling players to produce instant ships if they don't have a shipyard, make it so, that the player would have to add an amount in doubloons to his elite note and he will be able to convert it in the way it is done now, to a ship of same type, just without shipyard. But he can't chose woods, like it is now. This promotes the use of shipyards, but does not require them totally. So here it is not a class and free use within that ship class/rating, but an Ingermanland will always result in an Ingermanland elite ship, and no Wappen or Agamemnon, etc. Like: 6-7th rate elite note + 2000 doubloons 5th rate elite note + 4000 doubloons 4th rate elite note + 6000 doubloons 3rd rate elite note + 10000 doubloons 2nd rate elite note + 15000 doubloons 1st rate elite note + 20000 doubloons = convertible note = elite ship of same class with random wood composition
  11. Hi admin, all! I am returning after a year for release, and this is one change that I would have liked to see implemented in that time. Currently when you go to craft or redeem a ship, the default option is always Fir-Crew Space; this is probably due to alphabetical order, but it needs to change. Any experienced player knows that there is pretty much no reason to build a Fir-Crew Space ship; it's not particularly good at anything, and it's very weak. However new players definitely do not know this, and just redeem or craft the default build. I see way too many vessels crafted and redeemed in this way, and nobody wants them. When new players buy a ship DLC, redeem it in game with Fir-Crew Space, then go try it out in combat, they will think their $$$-bought ship sucks simply because of the build. I have a few ideas for default settings: Fir-Fir (good for traders, common wood) Oak-Oak (decent for fighting ships, common wood) Teak-White Oak (good all-rounder build, this would benefit redeemables a lot) Live Oak-White Oak (go full heavy, at least new players will have tanky ships) We could get really fancy, and have all built traders default to Fir-Fir, all built warships default to Oak-Oak, and all redeemables default to Teak-White Oak, which most people are probably doing anyways. Just my 2 doubloons, I think this would be a good QoL fix as well as a help for new players trying to craft or redeem ships.
  12. In my opinion, as of this last update the prices for Level 1 production buildings are FAR too high for the eventual release of the game. Whilst we can make a 250k real, 10k doubloon level 1 shipyard or iron mine work now, once release hits and no-one has high rank, high level crafting, etc. this will be incredibly hard. Level 1 production buildings should be viable and easy to obtain, allowing new players to get into the game and try out crafting and/or help their clan. As it stands right now, release will be even more DLC action than Naval action, as no-one will be able to build anything to be able to go out and capture the larger AI ships. I have no problem if the prices for level 2 and 3 are increased. IMO these prices for level 1 will turn away the new players you keep going on about that will be coming in. EDIT: As an addendum, you could make level 1 academy and workshop, where level 1 allows you to make basic mods (no book) and repairs/rum, and level2 allows everything. Level 1 forge could allow crafting of long guns<=18p and carronades <=32p, and level 2 (more expensive) allows all guns. Etc.
  13. After having a look through the API today I realised that the formerly uncapturable ports (e.g Belize, Nouvelle-Orleans, Vera Cruz etc) still have the parameter "ImprovedCraftChance" set to false. Is this just an update missing in the API file or are those parameters still the same ingame as well? If so, any chance this can be remedied with the coming patch? Thanks in advance 😀
  14. Hello everybody, Anybody knows what happen with the new Consti? It will be a crafteable ship? Or maybe a DLC ship? FLEKI loves you and loves Reverse. Thx for comments and your time
  15. This image is a great visual to see precisely how many ships require permits that are purchasable only via Combat Medals. It also shows which ships are out-classed by ships of lower class. Please answer the Poll that relates to this image. First section highlights which ships are not craftable without permits (denoted with *) or because they are DLC/Gift ships Notice only 2 of 4 4th rates are available; 50% - 1 of these 'uncraftables' being reclassified up to this class that has lower stats than the others Notice only 9 of 17 5th rates are available; 52.9% - 2 of them being Trader Ships, leaving only 7 craftable warships Notice only 7 of 12 6th rates are available; 58.3% - 2 of them being Trader Ships, 1 of them being only for Port Battles, leaving only 4 craftable warships Notice only 6 of 11 7th rates are available; 54.5% - 2 of them being Trader Ships, leaving only 4 craftable warships Remaining sections highlight which ships have worse stats than ships in rates below it. Categorized by: Guns Crew Broadside Notice how the 3 recently re-categorized ships fall significantly behind, not just slightly. This means that these ships are no longer usable in missions for these rates, means they are no longer usable in PvP Zones for these rates, means they are no longer usable in Port Battles because of their new BR. Frankly, it means these ships are worthless for anything but completing generic missions against lower rated NPC ships. Sure, they might be usable in PvP, but only against lower rated ships. Even adding the best buff mods you can, these ships will still under perform against ships of lower class with the same buff mods. An now with Rare Woods, these ships stand no chance if they are made of less quality woods. Add onto it the Crafting RNG that makes 90% of the ships only 3/5s. I suggest: Changing the USS United States, Constitution, and Indefatigable back to their respective Rates Making only 1 ship per rate uncraftable without a permit (except for DLC/Gift ships, of course) Decreasing the RNG effect as we level up in Crafting XP Getting rid of Rare Woods Making 4th Rate NPC capturable Discuss....
  16. This idea have been purposed many times but it is a logical, solid idea which in my opinion should be in the game already. In any port where clan has a warehouse (see additional warehouse for clans post), there should be dockspaces for the clan. I do not need to tell what are the benefits of this feature, it is obvious, a great quality of life feature and realistic approach. A clan/tribe/guild in this game, is a rich estabishment, holding ports around the map, crafting SOLs, capturing towns. So why a clan does not have a DOCKSPACE for crafted ships ? Works just like the warehouse of the clan, officers can take ships and give to others, or anybody can put a ship in. How does it work ? At the certain port, any clan member donates some of his dock spaces to the clan dock, and a clan dock is formed. It can be 2 slots for 1 clan dock slots or different, I do not care. Clan can have dockspaces where clan has clan warehouses. What happens, a clan will have 5-7 dock space at warehouse, speeding up ship crafting and distribution. I do not see any negative sides but only benefits. Please share your ideas...
  17. At this moment, I played exactly for 1 month on the PvE server, and I would like to share my experiences about the 'grind', many complain about. I hope that this will be an interesting read for both fellow (new) players, as well a useful list of suggestions to the developers (in italic). I played for 260 hours this month, please take that into account: this is a time commitment not everyone can devote to a single game within 30 days. Also I've played the game a bit back in the days (2016), but didn't get too engaged at that time. Humble beginnings 9 January, one month ago, I downloaded Naval Action and started with my career. However, first a few decisions had to be made. PvP or PvE? And which Nation? Having no clue, I used google to search a bit, and found out that as an Independent player, the PvE server would be the most relaxing experience. With that being chosen, I still had to choose a nation. This gave me quite a headache, as it is impossible to switch from nation once started. It took me 3 hours of reading and searching on Google before I took the decision, and started playing as a Brit. This worked out very well, as on PvE the easiest nation to start with is UK. You start next to an important trade hub (La Navasse), where you can easily trade your goods and start making a bit of cash. Once started, I looked at the nice port UI, and decided to take a look at the chat. Being a lucky guy, I got the chance to sell my Christian redeemable for 2 million reals immediately, giving me the ability to ignore the initial credit deficit, so I could focus on fighting. I did that, by doing the tutorials, which I can heartily recommend to everyone. After a single day, I finished all the exams up to the boarding exam, the next day I finished the Endurance Exam, giving me 155 crew and a Rattlesnake note. Another day of learning the ropes gave me access to the Master and Commander rank by finishing the Final Exam and a Hercules. Feeling a bit bored, with not knowing what to do next, I bought myself a Belle Poule with a part of the money I had acquired. Using the ship, I started doing some missions, hunted down some traders and got more and more feeling about the game. After 2 days, I bought a Pirate Frigate and switched to Open World hunt & search missions, and with 7 days into the game I earned enough XP to get 400 crew. Findings: I found out that the UI takes some time to get used to, but is perfectly fine. Slight improvements could be made by giving access to both a sail and tutorial button, as it was frustrating to find the 'Sail' button. A tough thing which stands in the way when getting started, is your initial wealth. You start with absolutely nothing but your free ship. This is harsh, as you can't even put cannons on the ships you got gifted for the exams, nor starting to trade with your basic cutter. I would suggest new players receive 10k reals for finishing each exam and an additional 50k for finishing the Final exam. This will give players enough cash to start trading, or buy a ship with some cannons so you can collect doubloons to sell. Furthermore, I found it hard to find accurate game information as a lot of wiki's are not up-to-date. Once I found https://na-map.netlify.com/, I got all the information I needed and asking other players did the rest. It would be nice however if there would be an in-game list of ships and modules, or a link to an external site. I think that information is absolutely crucial for anyone playing Naval Action as the game is not self-explanatory. Lastly, I think the game really needs something like a captain's dairy, also see my suggestion in this thread. This will help new players setting up goals, as well as being an ideal place to integrate data about which ships are in the game for example. The second week Being playing for a week now, I switched to play in the Indefatigable I captured from an AI. I bought a forge, an iron mine and a coal mine and crafted myself some 42pd carronades. I opened a few outposts around the Caribbean, so I could search for targets more effectively. I also discovered that the level of AI ships depends on the region you're in. With this information, I opened an outpost in the Upper Antilles, so I could hunt 5th rates much more effectively. I also enjoyed chattering in the global chat, which for me adds a lot fun while experiencing this game. You're making friends, helping others out and being helped yourself. This was also the time I started exploring. I sailed around Hispaniola, looking into different ports, and found a Sealed Bottle with a skill book in the wreckage. By asking in the chat I learned what they do, and decided to buy some additional books in the admiralty shop. After grinding half my way - 10 days in now - I got gifted an Agamemnon. Having this ship with 400 crew was a blast, and from now on, playing no longer felt like I was grinding, as she was a properly built ship, having a Cartagena Caulking Refit, strong bow/stern as well as being made from live oak/white oak. Fighting AI become now much more easier (and more fun). I started attacking larger fleets (of 5th rates), and even took on a fleet of 8 x 5th rates while still being under-crewed. I mastered the art of enabling and disabling guns (F5) and gun decks (F1-F4). Also, finding targets became easier now I could fight different kind of fleet sizes. Findings: I love the way skill books work. It's lovely to get those bonus effects, as well as giving me a long term goal to complete collections like the Gunnery Encyclopedia. Things I was having trouble with at this stage, was finding out where the AI ships were hiding. A common complaint heard on the PvE server. However, as soon as I discovered where I could find them, it no longer was a problem for me. I think the spawn rate of AI's is good enough currently, giving an believable view of the Caribbeans. When I was looking for ships, I could find them easily, but they weren't that abundant that I could go into battle without searching. I love the blend between just sailing back and forth, and fighting. For me, it was relaxing to sail around, without being attacked by the AI. However, It felt that nation's are a bit useless on PvE. You can attack all PvE ships, but that from your own nation, which makes up for a nuisance, as 30% of all ships sailing around on the PvE server are British. This means lesser targets to hunt. Furthermore, it's infuriating you cannot add players of other nations to your friend list. I met a lot of nice people, and I would love to add them to my list. Ship building and sailing a Victory At this point in time I started ship building. I bought the DLC, as I found out that without enough building slots, it is very hard to get all your buildings up you'll need for shipbuilding. As I love to play independently, I decided I need as much space as possible, and started crafting random ships here and there. The next few days are unremarkable, as I started sailing around to get resources, used my labour hours, while also fighting a bit here and there. 18 days into the game, I ranked up again and got 650 crew. I asked around who could craft me a Victory, and after getting a blue 4/5 one, I loved this ship. I made her a DPM monster, putting my poods on her, medium cannons and 68pd carronades, further improved by a -30% reloading buff by adding skill books and Extra Rum and British Gunnery Sergeant. On my other ships - I had already 15 ships at this point - I started trying to experiment with different kind of upgrades and setups. I bought the Forger DLC to switch to the Pirates, as this allowed me to attack much more targets, making gathering experience more efficient. By fighting I managed to complete the Gunnery Encyclopedia, which is nice as it further improves my cannon skills for the Victory. After 21 days, I made a big plan. I wanted to become a real ship crafter - level 50, that is. I started with gathering data, e.g. where to build the ships, what resources I need and where to get them. I decided Road Town would be a perfect location, as The Settlement and Spanish town are very close, and with those 3 outpost, I have access to iron, coal, oak, fir, hemp, stone, provisions and lignum vitae. This allows me to build everything I want. I also studied all the crafting recipes, and found out that I needed 6k oak, 7k fir, 4k provisions and some of the other goods. This allows me to build 65 trader snows (oak/fir) - which are the cheapest xp for each real, and it roughly equals the xp required to level up from 29 to 50. After setting the stage, I decided I was ready at day 23 and crafted all ships in one go, breaking them up again after crafting. This got me up to level 50 in a single day, or 4 days including the preparations. While crafting, I got 3 golden trader snows and quite some purple ones. Findings: from here on, I was totally engaged in the game, no longer doubting whether it was worth my time. I bought DLC's, and I had fun playing this game. It no longer felt that I was grinding, as I could do so much stuff now. I think the experience required to sail a first rate is fair, and is perfectly balanced. I learned enough about how to handle a ship to sail one. However, I think that's only true for me as I had a great starting capital. Having to start as a poor man, you'll have to trade, trade and trade again, which prolongs this period a lot. It's not hard to make a million, once you have 100k reals. But it is very hard to get 100k, if you got nothing at all. Money makes money in this game, that's for sure. I love the way crafting quality works. I think it's a great system to have a random chance on a great ship, while alway ensuring a 3/5 ship. This makes crafting gold ships a long term goal, which is nice on the PvE server. It engages me to craft a lot of ships, which fuels the economy, and allows me to sell the basic ships to new players, helping them out on their first weeks. Continuing playing From here on, day 24, I kept playing, and came into the stage of slowing down. I started trading for reals and for Live and White Oak, so I could craft 1st rate ships. I created my own private clan as my warehouse was getting filled. On day 26 I leveled up again so I got access to 1000 crew, allowing me to sail all ships. I helped a few other players out with some cheap ships, I found rare books, crafted rare upgrades and used my time to enjoy Naval Action to the fullest. Now I'm settled, I love the relaxing atmosphere of the PvE server. So far I don't have the feeling I miss any content, however I imagine that some RPG story quests, as well as having collectibles would be a nice enhancement. Currently, skill books are the collectibles that keep me engaged. After that, I might want to get a gold ship of each ship type, but most likely I'm having too little port slots, which sucks (30 max with DLC). Things I would like to see prioritized in development, would be the addition of some more PvE content. For example PvE blockades, port raids and PvP duals (suggested here). Other nice things would be the Captain's Diary mentioned above, as well as some better trading mechanic - which I understand is already being developed. I also suggest that the new player experience should be reworked a bit, I think all new players should start in the Bahama's as a neutral faction, giving them the chance to fight 6 and 7th rate ships right in their harbor, as well as giving them time for deciding which nation would fit best. But above all: I love this game as it is (that is, if you have enough money and above 650 crew). I would like to thank the developers for making this gem of a game, and I hope they'll further polish it into a masterpiece. Thank you all for reading this far. Disclaimer From my experience, a lot of PvP players look down upon PvE players. From time to time however, PvP players join the PvE server, asking people questions like: "what are you doing here?", and "isn't it boring to play against bots?". To you guys, I would like to tell you that Naval Action PvE is a great game, relaxing in nature. I love to be able to be independent, not being forced do adapt every day to ports that are stolen under your countries nose, nor being obliged to defend your ports. I love how I could casually build up my belongings, collecting all kind of ships, books, without having unknown risks to lose them. In the current state of the game, I think the PvE server perfectly could hold up on her own.
  18. I dont know if it was intentional by the Devs, but Tar resources is totally blocked by one nation, currently Sweden, since it not an open town, you cant place contract if you're not swede, that town gives the tactical advantage to be able to craft Cartagena Caulking Refit for the nation. I think unique resources (available only one port) should be in a free town
  19. In my opinion there is an issue with doubloon prices regarding crafting, permits, and everything else. They are too high. What do you think?
  20. Dicussion thread for econ and crafting changes made on the testbed (and to be added onto the live server in the future). 1. Piastries/reals/gold (whatever we call it, i'll call it silver from now on) and doubloons Hard to say because we still get rewards lile we do on the live server. Just a change really and i'm fine with it. 2. Materials wiped and only resources left. Good change in my opinion, it allows crafting to be less clicks, made more understandable for players to know exactly what they need. I will give praise to the devs where it is due in my opinion. 3. Mission rewards as an economy change. Are fine by me, and variety is a good thing. 4. Lineships costing a TON of doubloons. A good change, I support the decision to make larger ships cost a lot more. Specifically that a player is still able to craft all craftable ships, but lineships are now rightfully more expensive. The part I dislike is that I can only compare feedback with rewards we get now when we have been told it is changing.
  21. I'm putting this suggestion here in hope it will get a Developer's attention. I can't stress this enough; I and numerous L-50 crafters in our Clan all feel strongly that WE need to be able to craft higher quality purple and gold ships, please consider taking the drop-by-chance out of the mix or increase it. I suggest a recipe of an extra "something" will give the crafter important satisfaction to making a special ship. Maybe a specialized additional permit from Admiralty stating "This is to be applied to one exceptional quality ship" (purple) and a more expensive permit for Gold quality.
  22. TL;DR - I propose Labor Hours become "Real Hours" or "Real Time" in that we do away with Labor Hour generation in-game and instead setup functions where you want X to be built or extracted. So it'll take Y time to finish (i.e. I want a lynx to be built, it takes 32 minutes to finish a Lynx being built. so When I click "create," 32 minutes later a Lynx will be finished and I can then "finish the job" and bring it into my shipyard.) How Crafting and Resource extraction is currently setup In order to Craft or take resources out of a building you need to wait until you have the required amount of labor hours. Labor hours generate at a rate of roughly 42 labor hours fr every hour. I am proposing that we get rid of labor hours and in it's place we add "real time." This would very much be similar to how you craft ships and materials in Eve Online. Explained further below. In Eve Online, there IS NOT a labor hour limit, but there IS a limit to how fast things can be created. Something as small as a Frigate in Eve Online could take 20 minutes to finish building, whereas a Super-Carrier or Titan can take 2-4 Months of real time to finish being produced. I propose that a player should be able extract resources from a building whenever they want and however much they want BUT it would take time to do so. similar to an assignment you may hire a contractor to re-model your kitchen or bathroom and they would come back saying "it should take about 2 weeks." FOR BUILDINGS every resources would have an "extraction rate" for example, for ever REAL hour spent in life, you would be able to extract 200 Iron Ore from an iron ore building. You may only have 1 Job running per Building you own (so you cannot have 5 different jobs of extracting Iron Ore from a building, they would do 1 job at a time). 1. You setup your Iron Ore Building 2. Through a game function, you request X amount of Iron Ore to be extracted from the Mine/Building. In my example of 200 Iron Ore is extracted for every 1 Hour of real time. a player can request the Mine to extract 3,000 units of Iron Ore, the game would prompt the player that in order to extract the 3,000 units of Iron Ore it would take 15 hours to fully extract. the player could adjust the amount of iron ore they want extracted, resulting in less time to wait or more time to wait. 3. Once the "contract" is accepted, the player waits until the job is finished. You could stop, or delete the job but you would not get an reimbursement, or partial extraction, you must wait the time of the job to finish. 4. Once the job is finished, you would "redeem" the job after paying the "labor costs" from the building, and the Iron Ore would jump into your warehouse. Essentially what this would do in the game is allow folks to Request for "Long jobs" to keep on going if a player does not expect to be online. A player could say "Hey, I won't be able to be in-game for a couple days due to real-life circumstance, so let me create a job to extract some resources while I'm gone, and by the time I come back I should have X amount and be ready to craft a ship or mod once I get back home and playing Naval Action again." FOR CRAFTING You have resources as we do know, but instead of waiting for the right amount of Labor Hours to generate, you now wait an X amount of time for the construction of a mod, of Cannons, or a ship is created. This could be of varying times and I definitely don't have the answer for what times would be best, but i'll place some examples: A. It could take 15 minutes to craft a Spanish Rig Refit B. It takes 1 hour to craft 10 - 12 pd Cannons C. It takes 5 hours to craft a surprise Crafting would be similar to how extracting resources would work, you'd wait for the job to finish and then be able to take the item or ship to your warehouse or docks once it is complete. There are a few differences though. 1. You can have as many Jobs created for different tasks. I.E = you could have 4 module jobs, 6 Cannon jobs, and 3 Ship crafting Jobs happening at once OR you can have a numbr of jobs happen at the same time up to a limit of (lets say) 10. 2. Labor Contracts could "speed up" the process. Before you start the job, there could be an option to "increase job productivity" and you would input X amount of labor contracts to speed up the job process. Not sure by how much, but for an example, each labor contract could decrease the time it takes for a job to finish by 5-10%. 3. Current player-owned port enhancements could further reduce the time it takes to make items or ships I believe there is both pros and cons to this method. Pros - --Allows players to extract resources on their terms and on their schedule. --Allows the player to know that they will get exactly X amount at a certain time. --During extraction a player can be doing other activities in-game, such as sailing, trading, battling NPCs or players. --A player can have ships and equipment being built while they do other activities Cons - -- European Trader would most likely have to go, be erased as a mechanic, or changes to also be a "Real time wait" - being able to instantly get resources now from the EU trader I feel is a "cheat" to get past the irritating Labor Hours limitation and it just covers up an issue with how crafting works. --May make resource extraction and equipment/ship production feel "longer." It may make people feel that things take longer to make instead of being able to click "craft" and done. (we already sort of wait anyway) --Further on players having to wait, it may make lineships take a long time to finish. it could be that a 2nd rate "job" would take 10 days to fully complete. --It is possibly a waste of Dev time to convert to this method as overall it doesn't make crafting "faster" it just changes the method of how materials and ships are crafted. I.E. = Now we wait for labor hours and then craft, this method would be that we craft and then wait for the job to finish. Overall my goal of this suggestion was considering those who believe the Labor Hour generation limits crafting in a negative way as well as players considering Labor Hours to be "more useful" when used in one way instead of another. I want to promote the ability to not be limited to a particular "resource" that forcefully limits players from building or crafting certain things. Instead (and I know it may be ironic) I am promoting the ability for a player to be delayed (or not delayed) by time BUT be able to crafting anything they want on any day with the only limitation being the resources they have in their warehouse. My other goal was to "level the crafting playing field" and promote players who play more casually or "not everyday" to be able to run extraction or crafting jobs and not feel like they are "wasting" valuable labor hour generations. if someone hasn't played in 5 days, and we assume they are level 50 crafting, they have "lost" a possible 3,000 labor hours to work with, whereas someone who has played everyday for 5 days is ahead of that plays by roughly 3,000 labor hours. Maybe that is alright in some people's eyes, but I believe it creates a growing gap between these players and then is further exaggerated when a "casual players" loses a ship versus a hardcore everyday player.
  23. Greetings, all you wonderful members of this forum! My name is RadicalEnigma (most people call me Rad or Sean, I don't have a preference), and I'm here to present to you all a new kind of clan: The Honorless Order of Twinkies! While our clan tag is indeed [THOT], I assure you we are not here simply to troll or badger our opponents. We do, however, outsmart our opponents, dodging patrols, evading capture, and even dishing out punishment in an effort to keep the US nation's trade running strong. Originally started in the early days of September of 2018, it started as a small group of friends who wanted to do missions and boost other friends who were new and were scared to venture out because of the constant siege of the U.S. suffered. We run missions with the new players, helping them rise up in rank and acquiring new ships, as well as giving fresh combat advice. We are also one of the leading crafting guilds in the U.S., albeit with only two of our members doing the crafting. We supply Charleston and other ports with cannons, resources, upgrades, and soon we'll begin producing ships in a much higher percentile. If you want to join the U.S. side and become part of our order, shoot me a mail, and I'll be sure to read it! We always love to have people around. (We'll be primarily using Discord instead of TS, primarily due to complications we've had with TS in the past. Discord will be required once the server is developed, and this topic will be edited with the link soon!) Nation: US Clan / Clan-Tag: [THOT] The Honorless Order of Twinkies IGN: RadicalEnigma Forum-name: RadicalEnigma http://forum.game-labs.net/profile/28666-radicalenigma/ Second Language: (If Applicable) I do speak basic German, however this will increase through time as I will be attending college beginning in January. Membership: 3 (will increase to 6 by the end of the month due to other friends joining us)
  24. Are there ports that are better for crafting or have a crafting bonus? If so, how are they identified.
  25. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvE and PvP, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. You can Contact us in game: Felix Victor, Pompeyck, Captain Woodpecker, AeRoTR, Yellow Allien, Bandy. nation teamspeak: 62.104.20.137:10073 website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF BONUS Training Tutorials and Guides: https://bccnavalaction.freeforums.net/board/20/naval-action-guides
×
×
  • Create New...