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Found 10 results

  1. How exactly do you choose which guns are the best to use? This is probably one of the first things you think about when starting your design! This will be a pretty long post, but I've spent a couple of days (slowly) gathering the data and darn it if I'm not going to share! If this has already been done, my apologies! I'm going to split this into a few parts on this post, so feel free to jump around. CONTENTS: What are the stats that affect gun effectiveness? Which of those are the best guide for a designer? How can one test this? Conclusions and Suggestions for Ga
  2. When reading on the topic of coal powered ships I often read that coal quality was a big factor that determined the speed obtained for coal powered engines and the amount of service time the engines required. Furthermore ships powered by mediocre coal would wear down their engines much faster requiring quicker engine replacement. This was also one of the big advantages of oil powered engines, as fuels are less quality sensitive (appearantly). Will coal quality be an aspect in the game either by random events or so or actual sources of access on the campaign map? If uncertain, do you guys
  3. While many mock pre-dreadnoughts and dreadnoughts for having torpedo tubes there is actually a very good reason as to why they had them. Often times the gun technology was not up to date with the protection during this period, if two pre-dreadnoughts were to find each other and engage in 1v1 combat, neither would really be able to do much damage due to the emphasis on secondary arms rather than the all big gun design dreadnoughts are known for, as well as the fact that the armor on both ships would usually be enough to deflect any shells that came their way. This is the reason why at the
  4. I'm not trying to tell Devs what to do with this poll, but rather i want to see what the community thinks. What do you think about adding Multiplayer? For me personally, i would like multiplayer to be implemented because the option to play against someone else on the same terms is just too great compared to AI, especially with game like this, where you can apply your own naval doctrine and design your own ships.
  5. The sever population is high, RVR is fun. But RVR can cut morale, fun and population of a nation, that lost couple of ports and battles. It is also not fun at all to fight empty Portbattles. My question is: How to make RVR fun for both sides? I write this, because british players threat in forums, that their nation will depopulate, when they being attacked further. In the end of the discussion i want to summarize the suggestions and write them in this post.
  6. Open Forum Diplomacy needs to come back as part of RVR! Both RVR sides should communicate to each other about their gaols, what they intend, what is the impact etc etc in a declaration of war. And this is how it goes: Before or while attacking a region, someone on behalf of attacking clans do a formal war declaration here in forums. The info should include, what Clans and Nations will take part, and most important, what goals do the attacker have, for example: We take region A, B, C We demand you to stop reinforcing enemy screen fleet elsewhere We d
  7. Discuss... I just realized I should have made question 8 multiple choice. sorry
  8. I've seen differing opinions on whose navy was the strongest, and while the general consensus is Great Britain at the top, who comes after is usually hotly debated. I'm opening up a debate (not a flaming war for all you folks that lack restraint), as to who YOU think the 10 strongest navies were during Naval Action's timeline. Rules for posting your list are as follows: 1. Expand on your views as to why you chose the particular order you've listed. Don't just say "Well Subject A lost to Subject B, so Subject B is the best." 2. Provide at least one or two sources to supplement your
  9. I have liked this game from the start very much, when the armies you had to handle were small. However it got worse and worse with every add on and I stopped playing it eventually. Here are some reasons why I start it only rarely now: - enemy has always better equipment - I noticed that it does not matter if I play union or confederate guys - while not observed your units behave like morons, not like veterans - your men usually start heroic chase after routed unit right into enemy fire instead of holding the line at least theoretically. Real class act. In the end I just ended up stop
  10. Wanted to discuss the strength and damage rate or town forts after last nights embarassing debacle. On Tuesday The Spanish and French (25 ships ,1st-3rd rates)came to Kingston for a late night fight.Unfortunately England was only able to muster a small defence ,of mostly 4th-5th rate ships and 1 Black Painted Santisma. Forming a line at the harbour mouth.The Spanish/French waited till the wind was due north then tagged a passing ai force.England rapidly fell back towards Kingstons Forts.... However,the forts were sadly ineffectual,providing limited damage,and coordination a
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