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  1. I was recently wondering how exactly the process of spotting and identifying an unknown ship on the high seas worked during and prior to WW1. I imagine lookouts were stationed on the masts, reporting smoke pillars on the horizon etc. However, how would a crew go about identifying a sighted unknown vessel? Especially in poor conditions or long range, where identification / national flags would be hard to see? Did ships carry something akin to an encyclopedia, like Jane's Warships at a glance? Were they general issue?
  2. ok here is something dreadnought need 4 of each hull types like 4 destroyers 4 destroyers leaders 4 light cruiser 4 heavy cruisers 4 battlecruisers 4 battleships 2 older destroyer and 2 modern destroyer and 2 older destroyer leader 2 modern destroyer leader 2 and older light cruiser 2 modern light cruiser 2 and 2 older battlecruiser 2 modern battlecruiser and 2 older battleships 2 modern battleships for each nation in 1930 to 1940
  3. NOTE: table is only current as of 5/30/2020 NOTE: If you find an error please let me know. Also, if you are looking for a specific ship try using ctrl-F. UA:AOS Stock ship loadouts and Gun stats: Stock ship loadouts: 1st Rate Santisima Trinidad-class (144 gun): Crew: 900 Top gun deck: 40 X 9lber Upper Middle: 36 X 12lber Lower Middle: 34 X 24lber Bottom: 34 X Long 32lber Max Speed: 7.6 Acceleration: 6.8 Turn: 3.1 Bow: 31” Broadside: 39” Rear: 15” 1st Rate Ocean-class (126 gun): Crew: 800 Top gun deck: 26 X 9lber Upper Middle: 34 X 12lber Lower Middle: 34 X 24lber Bottom: 32 X Long 32lber Max Speed: 9.4 Acceleration: 7.1 Turn: 3.5 Bow: 25” Broadside: 31” Rear: 12” 1st Rate Victory-class (112 gun): Crew: 800 Top gun deck: 20 X 9lber Upper Middle: 30 X 12lber Lower Middle: 30 X 24lber Bottom: 32 X Long 32lber Max Speed: 8.9 Acceleration: 7.2 Turn: 3.7 Bow: 27” Broadside: 35” Rear: 15” 2nd Rate Berfleur-class (90 gun): Crew: 700 Top gun deck: 26 X 18lber Middle: 32 X 24lber Bottom: 32 X Long 32lber Max Speed: 9.6 Acceleration: 7.1 Turn: 4.2 Bow: 25” Broadside: 31” Rear: 12” 3rd Rate Bellona-class (78 gun): Crew: 650 Top gun deck: 22 X 6lber Middle: 28 X 18lber Bottom: 28 X Long 32lber Max Speed: 8.4 Acceleration: 4.5 Turn: 4.9 Bow: 22” Broadside: 28” Rear: 11” 3rd Rate Ardent-class (68 gun): Crew: 500 Top gun deck: 16 X 9lber Middle: 26 X 18lber Bottom: 26 X Long 24lber Max Speed: 8.1 Acceleration: 4.5 Turn: 5.2 Bow: 20” Broadside: 25” Rear: 10” 4th Rate SoL (68 gun): Crew: 500 Top gun deck: 20 X 9lber Middle: 24 X 9lber Bottom: 24X 24lber Max Speed: 8.5 Acceleration: 5.3 Turn: 6.2 Bow: 18” Broadside: 23” Rear: 9” 4th Rate Constitution-class (60 gun): Crew: 450 Top gun deck: 30 X 6lber Bottom: 30 X 24lber Max Speed: 10.4 Acceleration: 6.6 Turn: 6.4 Bow: 22” Broadside: 27” Rear: 11” 4th Rate 1794 Razee-class (48 gun): Crew: 350 Top gun deck: 22 X 6lber Bottom: 26 X 24lber Max Speed: 9.6 Acceleration: 5.8 Turn: 6.6 Bow: 20” Broadside: 25” Rear: 10” 5th Rate Leda-class (54 gun): Crew: 260 Top gun deck: 26 X 9lber Bottom: 28 X 18lber Max Speed: 9.8 Acceleration: 8.0 Turn: 6.4 Bow: 16” Broadside: 20” Rear: 8” 5th Rate Endymion-class (52 gun): Crew: 340 Top gun deck: 24 X 6lber Bottom: 28 X 18lber Max Speed: 13.0 Acceleration: 7.0 Turn: 6.7 Bow: 17” Broadside: 22” Rear: 8” 5th Rate Dedaigneuse-class (40 gun): Crew: 280 Top gun deck: 12 X 6lber Bottom: 28 X 12lber Max Speed: 10.2 Acceleration: 8.8 Turn: 6.0 Bow: 15” Broadside: 19” Rear: 7” 5th Rate Daina-class (40 gun): Crew: 280 Top gun deck: 14 X 9lber Bottom: 26 X 18lber Max Speed: 7.4 Acceleration: 6.6 Turn: 6.3 Bow: 15” Broadside: 19” Rear: 7” 5th Rate Hermione-class (46 gun): Crew: 200 Top gun deck: 20 X 6lber Bottom: 26 X 12lber Max Speed: 9.9 Acceleration: 7.4 Turn: 6.5 Bow: 14” Broadside: 18” Rear: 7” 5th Rate Unity-class (44 gun): Crew: 240 Top gun deck: 20 X 6lber Bottom: 24 X 9lber Max Speed: 8.1 Acceleration: 7.3 Turn: 6.5 Bow: 15” Broadside: 19” Rear: 7” 6th Rate Porcupine-class (30 gun): Crew: 140 Top gun deck: 10 X 6lber Bottom: 20 X 9lber Max Speed: 9.3 Acceleration: 7.3 Turn: 7.0 Bow: 10” Broadside: 12” Rear: 5” 6th Rate Sloop-of-War (28 gun): Crew: 130 Top gun deck: 10 X 6lber Bottom: 18 X 9lber Max Speed: 9.5 Acceleration: 8.6 Turn: 7.7 Bow: 8” Broadside: 10” Rear: 4” 6th Rate Cerberus-class (30 gun): Crew: 195 Gun deck: 28 X 9lber Max Speed: 7.4 Acceleration: 6.1 Turn: 6.6 Bow: 9” Broadside: 11” Rear: 4” 7th Rate Snow-class (26 gun): Crew: 120 Top Gun deck: 10 X 6lber Bottom: 16 X 6lber Max Speed: 10.7 Acceleration: 7.6 Turn: 7.9 Bow: 7” Broadside: 9” Rear: 3” 7th Rate Armed Sloop (20 gun): Crew: 120 Gun deck: 20 X 9lber Max Speed: 8.7 Acceleration: 7.5 Turn: 7.0 Bow: 8” Broadside: 10” Rear: 4” 7th Rate Brig (18 gun): Crew: 110 Gun deck: 18 X 6lber Max Speed: 11.9 Acceleration: 6.9 Turn: 8.2 Bow: 7” Broadside: 8” Rear: 3” 7th Rate Brig (14 gun): Crew: 120 Gun deck: 14 X 6lber Max Speed: 9.0 Acceleration: 5.7 Turn: 6.9 Bow: 7” Broadside: 8” Rear: 3” Unrated Cutter (12 gun): Crew: 50 Gun deck: 12 X 6lber Max Speed: 13.1 Acceleration: 8.0 Turn: 8.5 Bow: 5” Broadside: 6” Rear: 2” 7th Rate Sloop (12 gun): Crew: 55 Gun deck: 12 X 4lber Max Speed: 12.4 Acceleration: 8.3 Turn: 8.7 Bow: 5” Broadside: 7” Rear: 3” Rough gun stats table: Legend: (B)=Brass; (L)=Long barrel; (S)=Short Barrel; (C,S)=Carrone Carronade; (C,L)=Congreve Carronade; (C,M)=EIC Carronade; lber=pounder All penetration numbers are eyeballed estimates of in-game penetration graphs, Armstrong cannons used for iron cannon values, for accuracy the lower the number the tighter the base shot dispersion Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 4lber 3 86 950 3 24 20 14.5 8 3 1.65 4lber (B,S) 3 72 700 2 22.5 15 4 3 2 2.25 4lber (B) 3 80 950 2 24 20 14.5 8 3 2.6 4lber (B,L) 3 94 1300 3 28.5 26.5 23 16.5 10 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 6lber 5 107 950 7 28 24 15 9.8 5 2.6 6lber (S) 5 89 700 5 25 15.5 5 3.5 2 3.35 6lber (L) 5 133 1150 9 29.5 27.5 22 16 9 1.35 6lber (B) 5 86 950 3 28 24 15 9.8 5 1.65 6lber (B,S) 5 75 700 3 25 15.5 5 3.5 2 2.25 6lber (B,L) 5 100 1300 4 29.5 27.5 22 16 5 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 9lber 7 129 1050 11 29.5 25 19 11.5 5.5 2.6 9lber (S) 7 99 800 7 28 20 8.5 5 2 3.35 9lber (L) 7 145 1250 11 34 32 28.5 20 12 1.35 9lber (B) 7 122 1050 8 29.5 25 19 11.5 5.5 1.65 9lber (B,S) 7 97 800 7 28 20 8.5 5 2 2.25 9lber (B,L) 7 142 1250 11 34 32 28.5 20 12 1 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 12lber 10 150 1050 15 34 29 21 14 6.5 2.6 12lber (S) 10 129 800 13 29 21 8.5 5 2 3.35 12lber (L) 10 175 1250 16 38 37 32 23.5 13 1.35 12lber (C,S) 10 70 700 3 29 19 5 3.5 2 3.7 12lber (C,M) 10 75 800 4 34 27 15 10 5 2.95 12lber (B) 10 129 1050 11 34 29 21 14 6.5 1.65 12lber (B,S) 10 106 800 9 29 21 8.5 5 2 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 18lber 12 172 1150 19 38 27 25.5 17 10 2.6 18lber (S) 12 149 950 17 32 26 14 8.5 3 3.35 18lber (L) 12 200 1400 20 44 40 37 27 20 1.35 18lber (C,S) 12 79 700 5 32 23 6 5 4 3.7 18lber (C,M) 12 92 800 8 38 32 16 12 6 2.95 18lber (C,L) 12 106 950 11 44 40 28 20 11 1.7 18lber (B) 12 150 1150 15 38 27 25.5 17 10 1.65 18lber (B,S) 12 122 950 13 32 26 14 8.5 3 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 24lber 14 193 1150 23 44 37.5 30 20 11 2.6 24lber (S) 14 168 950 21 38 30 14 10 4 3.35 24lber (L) 14 224 1400 24 47 45 40 30 20 1.35 24lber (C,S) 14 106 700 11 38 25 8 6 4 3.7 24lber (C,M) 14 110 800 12 44 35 19 12.5 7 2.95 24lber (C,L) 14 131 950 14 46 44 31 21 12 1.7 24lber (B) 14 172 1150 19 44 37.5 30 20 11 1.65 24lber (B,S) 14 141 950 17 38 30 14 10 4 2.25 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 32lber 17 215 1400 27 47 43 37 25 15 2.6 32lber (S) 17 188 1150 25 44 37 23.5 13 6 3.35 32lber (L) 17 248 1600 28 54 52.5 49 37.5 32 1.35 32lber (C,S) 17 119 700 14 44 27 9 6 3 3.7 32lber (C,L) 17 150 950 18 54 52 36 26 15.5 1.7 32lber (B) 17 193 1400 23 47 43 37 25 15 1.65 32lber (B,L) 17 213 1600 24 54 52.5 49 37.5 32 0.95 Gun Damage Reload (s) Range (yds) Weight Pen@0yd (in) @250yd @500yd @750yd @1000yd Accuracy 42lber 20 236 1400 31 54 50 42 30 17.5 2.6 42lber (S) 20 208 1150 29 46 40 26 15 8 3.35 42lber (C,S) 20 136 800 18 46 33.5 14 9 4 3.7 42lber (B) 20 215 1400 27 54 50 42 30 17.5 1.65 42lber (B,L) 20 213 1600 24 62 58 54 47 36 0.95 68lber (C,S) 24 154 800 22 54 38 16.5 12 7 3.7
  4. So i read a bit about they way that your ship classes work and what are they composed of. I have question however. Will there be any possibility of designing or playing with predesigned auxiliary vessels like minelayers and support cruisers? Also will we be able to give roles of those vessels to our ships. For example could i create destroyer-cargo transport hybrid (like destroyer usage during WW2 Pacific by Japan) or give cruiser/destroyer ability to put minefield (something like what orp Gryf was) I assume that tender ships both as a repair ship and as a support seaplane tenders are very hard to implement not to mention make them designable - and therefore will not be the case, am i correct? I also asume that we will be able to create cruiser that has some asw capabilities?
  5. Just wondering will it be possible in the future to have ship prefabs for the campaign, naval academy and custom battles. By prefabs I mean ships you can save for later use, or ships already "built in" such as a prefab of Mikasa,Gangut, or St Louis. (would also be interesting to have the St louis C-20 Hull). I think it would also be interesting to re-create the battle of Tsushima for a naval academy mission/s, as the battle of Tshushima was the last major pre-dreadnought battle before the launch of Hms Dreadnought. Playing as the Russians and trying to win would certainly be interesting, provided the Camchatka gets lost somewhere and finds actual torpedo boats.
  6. I was going to suggest opening the game to a bit of workshop magic, aka letting some of the modder/technically savee players help build out some of the different ships from history. Soleil Royal, Sovereign of the Seas, Dutch, Italian and Portuguese ships all come to mind as nice, pretty ships that would add depth to the game. Obviously these would have to get flushed out by the development team but how it sails and how the moving parts work together could be built by the community to help streamline the introduction of more ships to the franchise.
  7. Since we cannot create own scenarios we have to improvise a bit. Hope people find this little design challenge interesting to participate in. Might be interesting to see what kind of designs we come up when it needs to face multiple challenges. Setting of the scenario (very hypothetical): Russo-Japanese war, July 1904 As part of Weltpolitik policy and deep racial prejudices against Asians, Kaiser Wilhelm II, who had encouraged Tsar Nicholas II towards the expansion in East, become worried whether Russian would succeed in their war with Japanese. War itself, according to Wilhelm II, was also an opportunity to drive further a wedge between Britain (ally, although a passive one, of Japan) and Russia, convincing the later to join the alliance with German Empire. As an attempt to give the Nicolas II a practical support in the ongoing war and also convince Russia that Germany is a reliable partner, Kaiser decides to send one his newest armored cruisers, lunched year ago in 1903, under captain Stresser to aid Russian naval force. Japanese are well aware of the approaching German cruiser and plan an ambush, planning on using a destroyer to lure the heavy cruiser in waiting trap consisting of part of Admiral Togo's fleet in Yellow Sea. However, the destroyer fails to find the german cruiser and instead the german cruiser chances upon a Japanese pre-drednought battleship and two armored cruisers, both part of Japanese 1894 purchase from Britain shipyards. Convinced on the superiority of his crew, officers and ship instead of disengaging Captain Stresser orders fire. Unbeknown to both sides the battle interacts the path of 4 Japanese torpedo boats. The task: Post your heavy cruiser design, with ship details section visible, according to the limitations outlined in this post. Limitations: 1902 CA design (heavy cruiser, I am setting design year 1902 since the ship was launched in 1903) Range must be set to very long Max cost : 5,300,000 $ You will be fighting two battles 1: vs 1 BB and 2x CL of 1894 (battle distance 5000 meters) 2: vs 4 TB of 1903 design (battle distance 4000 meters). In other words ship must be somewhat multi functional and able to face different kind of enemies.
  8. Hello everyone I was wondering if the shiptype availability at the docks of the admirality is pure coincidental or if the level of available ships rize according to your rank or level of mission? As always thank you for your information.
  9. I know folks have said a Xebec trader would be nice in game. I was thinking a DLC trade ship that can be redeem pretty much any where would be great. Maybe just have it with 2lbs on front and side decks and no other guns and half the crews (125 still high) so that it won't be easy to just rage board, like other shallow trade ships. Being able to just redeem one a day will keep folks from having fleets of them too.
  10. Hi, I recently bought into the EA, following the release of the british campaign, skimming through most of it, but I did play the first mission to the death trying to get the feel for naval combat. As for the experience I am basing this feedback on, I played both UG games, but more importantly I played Naval Action going all the way back to the Sea Trials. Also, unsurprisingly, I am a military history nerd. But to the point. 1) Sailing I find the current implementation of sailing more than servicable. So much so that I do in fact have only major issue with it and that's the ships inertia, changing sail is nearly instant, on which point alright, fine, but the change feels far too quick to affect the ship. Shortening sail from full to almost none will make the ship stop on a dime, and that just doesn't sit right with me. That is, however, a debate on arcade vs sim and I don't know how far you intend to go in either direction, so I am simply gving feedback, hoping to hear back for future reference. Minor annoyances include lack of control over which sails are actually being set (I would at the very least love to see a dedicated option for combat sail and an option to shorten all topsail to reduce list due to wind effects) and the inexplicable enthusiasm of the AI to get itself stranded in the wind. 2) Combat Now I am regrettably not a happy camper in regards to this one. I am impressed by the mechanics regarding ranges and pentration, little can be done to improve that, accuracy of the gunners gets the job done, though at times I find them perhaps too good at their job. Particularly at range. Using Richmond as measure, at a range of 5 or more ships length, absolute majority of the 18 pounders will remain dead on target, which I don't find particularly realistic, considering the size of the ships involved and the level of experience of their crews. My main concern though, lies with the damage model. Like I said, I played the first mission to the death, I tested every angle, every range, every type of shot. First of all what kind of mythical heroes am I playing against here? I have the enemy sloop to my leeward, he's stranded in the wind, armour stripped, I am raking him bow to stern, he lost his mizzenmast, most of his guns, is taking on water and yet he will not strike. While I certainly applaud his bravery, it just seems a little too much. Is this an intentional mechanic to force players into aggressive boarding actions rather than playing it safe with a ranged engagement as a tactic for capturing enemy ships? If so I am certainly no fan of it. If not, it needs significant adjustment. If a ship takes a broadside that shaves away over a quarter of her armour hitpoints, I certainly don't want to see her just sit there and take 8 more like it. More work on the morale meter perhaps, reflecting the overall state of the ship, her crew, her sails and her armamament, as well as the time period in which this damage was dealt to her. Perhaps not to make her outright strike, but to make her susceptible to do so, ie. half-hearted defence of a boarding action, striking after suffering another artillery shock, or striking when suffering further critical damage (losing a mast, taking on water, rudder etc.) In any case, I shouldn't feel like the more predictable result of a gunnery duel is blowing the enemy up rather then surrendering him. Which gets me to, i suppose hitboxes? Or more accurately on hit effects? Now the first hits simply stripping planking I understand, a game mechanic, a good one, it works, I like it. But when the armour chips away there follows a mess. The effect of round shot on ships components is somewhat satisfactory. The damage reflects the angles of impact well and I can say that when I did feel like I've managed a good broadside, I also felt like I was adequately rewarded with good damage. To the ship. The crews, on the other hand, appear to be bulletproof. I'm not expecting to be killing dozens here, but when I pull of a very steeply angled shot, all but raking the enemy ship, with the shot actually going out the other side, so clearly fully penetrating, well when such a broadside takes 5 guns and only 4 enemy crewmembers... something ain't right. When another broadside smashes into the enemy on his uproll, below the waterline, blows a water pump, hits ammo stores, hits a mast, takes out two guns and takes out one crewman, that's just plain wrong. I can take my ship yardarm to yardarm with the battered and now unarmoured AI, load canister, and blast it in from so close his men might as well lean over to try and snuff the fuse, and when that barrage kills a grand total of 0-3 men, something clearly needs to change. This was not a one off. I did this multiple times, tested out different ranges and angles too, different states of armour. The results were always identical. No more than 6 men killed, quite often none. Canister is in fact so ineffective, that the musket fire from the on-board marines does multiple times more damage to crews, and not just over time, but per volley. At point blank ranges, being blasted through with 12 pounders, I would expect the men on those sloops to drop in double digit numbers. Perhaps this is something you deem too extreme for the purpose of the game, in which case I would have to disaggree, perhaps this is something that plays out far smoother on larger ships I have yet to test. At any rate, during my tests in the first battle, these mechanics felt entirely out of tune. 3) Land Combat I haven't done enough of it to comment on mechanics, but one thing I will say is, can we please have more music? Meaning pipes sounding orders, drums for marching, more marching songs... and so on and so forth. I know you already have it present to a degree, but I would like to see it more pronounced over the sound effects ie. the sound of footsteps feels far too loud in comparison to the drum etc. That's about all I have now. I suppose I'll be making more posts as I progress.
  11. Hey devs! Since having personal flags or banners, other than those provided by the DLC, might be impossible, cause the difficulty to implement the high variety of choices by players wanting personal stendarts, wouldnt it be possible to simply add personal names on the stern space of the ship? With maybe a coupe of fonts to choose from and a limited number of charachters.
  12. would be nice if we in age of sails could have a drydock where we could look at ships of all types in a 360 views
  13. So I've noticed that Cruisers, destroyers, and etc. are faaaaar too weak. Their guns dont nearly deal the damage or have the accuracy they should. I feel Cruisers and Destoyers need a massive buff, because a battleship of practically any kind is worth almost a fleet of smaller vessels, where in reality it wasn't this severe. Advanced battleships also are a bit too extreme compared to dreadnoughts. It makes sense for Dreadnought vs Pre-dreadnaught but I feel it's a little bit extreme with Dreadnought vs WW2 era Battleship.
  14. I would like to raise a thread regarding the economy, including all its sub-branches(crafting, hauling etc..) and the effects of every aspect translated into open world game play, particularly, but not limited to the Realm vs Realm aspect of the game. I will be taking experiences from previous games in which I have played quite a bit, and which have influenced this post; Pirates of the Burning Sea and Eve Online. Economy vs Open World/RvR/PvP Balance The developers at Game Labs, as we know, have been working on the crafting system, they plan to merge it along with the current market system and upgrade it into a fully operational economy. So far so good, but I would like to stress areas which have lacked in previous game economies, rendering game-play less fun. The system Pirates of the Burning Sea had (Initially, before they completely messed it up) was a very good balance in terms of realism and game-play necessity, what I mean is that the economy allowed for relatively easy production of frigates and 4th rates, but got exponentially harder as you tried to produce 3rd, 2nd, and 1st rates. If pirates had gone for a more realistic approach, (understand I am not a history expert) we would have probably all been sailing in even smaller ships then frigates for PvP as it would've been too expensive to take a frigate to PvP constantly. Very few people would have 1-4th rates and frigates, especially of the caliber players liked to run around with constantly-- in PvP. So I go back to the topic of balancing, between realism and the necessity of keeping the game-play fun and refreshing, because nobody would like to sail in small schooners for a long time and nobody would like constant open sea fighting in 1st rates. This is why, in my opinion, Pirates of the Burning Sea excelled at having such a great pvp atmosphere. Open sea combat, throughout almost the entirety of the game, revolved around frigates, easily disposable if you were a great captain, and not that big of a loss if you were a newbie. Which finally brings me to my 1st suggestion; 4th, 3rd, 2nd, and 1st rates should be exponentially harder to make, requiring your organization/society (whatever you like to call it) to work together to produce it. Where building a 4th rate wouldn't be that much of a hassle, transition to a 1st rate, and you've got some work to do. Sticking to this idea, when designing the economy, will keep more frigates in the open sea and increase the value a 1st, 2nd and 3rd rate have in major operations, ex: Port Battles, nations will be more reluctant or more daring when choosing to summon their beastly weapons of war. Capturing Ships- NPCs My next suggestion, and keep in mind, I have not heard anything regarding this, so it could be outdated already, and yes, I am ready to dodge fire balls just in case. Players shouldn't be able to capture NPC ships, the contrary worked fine in Pirates of the Burning Sea, but only because NPCs sailed weak frigates in comparison to what players actually used for PvP, and even then, you could not capture any 4th, 3rd, 2nd or 1st rates from NPC fleets. Yes, I know players in Naval Action would eventually be able to craft better versions of ships which NPCs used but it still would not out-weigh the fact that the open sea and port battles would suffer a massive inflation of rate ships, which I strongly believe would turn the game dull and less immersive, not giving it the dramatic feel of loss. Games such as Star Wars: The Old Republic advertised open world pvp, and it ended in massive disappointment simply due to the fact that when you died you lost nothing, you could just respawn and go back in. This mechanic strongly resembles any mainstream arcade FPS shooter out there, NOT an open world MMO. There needs to be a risk, and there needs to be hard work to acquire those ships, not essentially a grind, but still. I say this, and I do understand there would be a money loss in regards to the ship upgrades when you died in a captured ship. If we allow the capturing of ships, the devs would need to balance the cost vs loss ratio in order to make both options equally monetarily viable, taking into account the durability of bought ships. It would be a massive headache and only cause drama among the players, plus, it would make ship prices go either down, due to ship builders trying to make whatever minimal profit they can or way up in order to make a decent sized profit from the minimal sell orders. The prices could also fluctuate heavily if the developers failed to balance the cost vs loss between both methods of acquiring ships. Either way, it would discourage people from manufacturing ships. So I strongly recommend the end of capturing NPC ships, for the sake of keeping the game strictly supply and demand, based off of an economy ran by econ players and defended by PvP players. It worked well in Pirates of the Burning Sea and EXCEPTIONALLY well in EvE online, there is absolutely no doubt about it. I see no issue with capturing enemy PLAYER ships though, but I would suggest putting a very minor cap on that like PotBS had, where you could capture one ship every couple of hours. The Cycle of the Economy In an open world game like Naval Action, it is essential you follow certain rules, rules that keep the cycle of the game running. Haulers/traders and manufacturers produce ships, consumables, upgrades --> PvPers (the main consumers, who die all the time) buy the ships and equipment ---> ? D: How will players who love to PvP make a living? Once again, PotBS had an answer, not a historically realistic one, but one that kept the cycle going, and that was Marks of Victory/Trade/War. These marks were rewarded to players after killing an enemy player, the player could then sell those marks for quite a bit of money. If you haven't played Pirates of the Burning Sea, you may ask, "But who would want to buy those marks, what was their purpose?" well, in Pirates, the Marks allowed you to obtain special ships or equipment at your factions admiralty, players who didn't PvP or were simply bad at it, bought those all the time, there was a big market for them. But I am not suggesting the same should be true with Naval Action. What I am suggesting is we have a similar mechanic in place, possibly more realistic, or immersive than the one PotBS had. I am not a particularly creative person, so I invite you, if you agree with this idea, to suggest a possibility, but just for the sake of an example; players could get a document/certificate for sinking a ship which could be turned in at the admiralty for different prizes. This document/certificate could be turned in for a prize which could benefit various other play-styles; explorers, haulers, PvErs, and especially the econ people, which could turn those certificates into something that would allow them to craft better ships/equipment (Mastercraft and such) by bringing in materials from the mother country. Why would I bother suggesting this? Certainly, a PvPer could go do some econ, or grind NPC fleets to make money. Well, the one simple answer is that, each and every one of us has a play-style and I personally would hate to grind for money so that I could PvP, I'd rather do what I love and get paid for it. This has been my suggestions post, I would like to invite people to add to these if they got any ideas from it and I am completely accepting of constructive criticism. Also, sorry if some of the paragraphs turned out to be walls of text, I tried separating them as best I could. -Morgan Lacerda
  15. Ahoy there! After much studying of the ships' various speed profiles, I realised that I could use these, together with their default speed values, to calculate how best to escape enemy ships attempting to pursue you. It turns out that almost all ships can escape almost all others, or at least outrun them rather competently on at least one point of sail. Here is a link to the Escapomatrix; my attempt at illustrating these points, unfortunately only going so far as to include the ships available at Master and Commander. I will add more as I progress.
  16. can there not be clan shipyard? works like the can warehouse, deposit ships instead of materials?
  17. It's simple. Wasa it's actually slower than a Bellona, that makes no sense. At least it should have the same speed as a Bellona.
  18. What I'm lookin' for, is a list of average PvP marks you'll get when sinking a ship. I know this is calculated including the amount of damage you do. But there must be a average of basic amount of pvp marks you'll get per ship. Is there someone who has such a list?
  19. USS Lexington, 16 Gun Brig of War The Lexington belonged to a small fleet of merchant ships, which were hastily converted into war ships in Philadelphia in 1775/77 during the war against England. Under captain John Barry’s command, the Lexington was successfully engaged in battle on April 7th, 1776 against the corvette Edward. During the same year, the Lexington was captured by the British frigate Pearl. The crew re-captured the boat again in a daring action and returned it to Baltimore. During the following year, the Lexington sailed to France and, together with other ships, took part in various battles in the Bay of Biscay, the English Channel, and off the Irish coast. A number of English ships were captured. On September 20th, 1777, on its return trip from France, the Lexington was captured by the English cutter Alert. After a fight of more than three hours the Lexington ran out of ammunition and had to surrender. Thus, at least the lives of the crew, already decimated by enemy fire, were saved. Another great addition to NA fleet family. One fierce little boat. Plans
  20. When i happened upon Naval Action, I was ecstatic, I love age of sail games and all of the fun from bringing a full broadside of guns to bear to going toe to toe on deck of boarding to hammering/getting hammered by a city port or fort, when i joined i loved all of it, the beauty, the semi realism, the semi true sailing, and all that. now that being said the pvp is a little over kill, its great and all but really annoying when people just camp outside the capital for new players just to get their pvp marks and getting those marks gives them an almost unbreakable edge over anyone without. so here are some suggestions that might make all happy and would be willing to actually discuss things in farther if warranted. 1. first off to the pvp thing, make it so if you are in the capital port (Charleston for US) that you get capital class ships to protect you (I.E. 3 - 1 st rates depending on strength of enemy). everywhere else, unless you are tagged by a capital ship you only get up to a 4th rate and it matches the strength of the attacking ship. 2. now adding to the historical aspect that would really put a fun twist to the game and give you a little more national pride. Players can only CRAFT ships of their country (US gets the Connie and other US based ships) and ai fleets will only spawn with their nations ships (spain wouldn't spawn with a connie) and by ships of their country i mean the country that originally built the ship. - note give ALL nations a baseline ships for example: 7th rate - Cutter, sloops 6th rate - brig, schooner 5th rate - frigate 4th rate through 1st rate - ships of the line now the 4th rate would have about 50 guns with a crew of about 400(max) 3rd rate would have around 74 guns or less with a crew around 650(max) 2nd rate would have around 80 - 90 guns with crew around 800(max) 1st rate would have about 100 guns with crew of around 1000(max) from there you add in your l'oceans, essexs, and all the other ships/ ship types would be nation dependent. 3. PVP marks, #2 would factor heavily into this category, your pvp marks instead of giving game breaking upgrades instead, give out notes for ships of different nations but instead of making it 15 marks make it harder to get certain ships for example: 7th rate - 10 marks 6th rate - 15 - 20 marks 5th rate - 40 - 50 marks 4th - 50 - 75 marks 3rd - 75 - 100 marks 2nd - 100 - 125 marks 1st - 150 marks but on the side note make it so these notes could not be used to craft one out White oak, teak, or live oak. 4. Both of those now would make this possible and give the ability to capture 4 - 1st rates again because you would have to try to capture other nations ships from AI but make the AI fleets to spawn in out of really crappy material so that capturing them isnt necessarily a big win. Overall I feel this would help greatly in bringing your game population back up, adding new players because there isn't so much seal clubbing but you can get respectable pvp action outside of the capital harbours. it would also give a new feel to the game because Port battles would have to be won by the skill of the nation using their ships or stolen ships and you would have to plan around your nations strengths. now it would be easy to navigate around this feat simply by having multiple alts in different nations, but to counter it and make it a little more challenging and rare to see a quality 1st rate or 2nd rate (instead of 50 WO/LO or similar in a port battle) make them a little more difficult to craft something of that caliber like i said this is observations that i have seen while playing and i feel that all the player base would enjoy these updates and would bring your population up greatly as well, and like i said if you would like to discuss this more, i would be happy to in teamspeak or discord or just through email, and anything i could do to help this i would
  21. Hello everyone. Lately many players have been complaining about lack of content and how there is not much to see on the sea and islands other than water and trees. Also lack of Events and other things are making this game more like pvp smash with trading than interesting game with bigger amount of content. This is why i would recommend game developers to create some thing that would make us feel like we are surrounded by naval creatures like dolphins and whales or have some events happening that make it interesting to watch the seenery like on land conflicts when town is being under attack when port battle is going on or has ended. Suggestions: - Add sealife like Dolphins, Whales and maybe even sea moster like Kraken. - Add random events like Ghost ship that change weather to foggy when its close and from sinking this ship you can get rewards and rarest (1% chance) would be ghost ship paint. (example in photo) Seeing this ship would be rare even tho you would get to foggy area since the fog makes ships hard to see like in lightning storm. - Add more action on land during port battles. - Add captain on board during battles. At the moment we have crew with animation but no captain to lead the crew. - Add bigger transport ship: Clipper. This would have 8000 hold and would be fast due to the sail area. Would be harder to craft and needs 800 crew. - Add daily missions and rewards with them. These changes would help this game a lot since then players would have more stuff to do and to see. This game isnt about just killing and sailing, This game is about experiencing the naval action of 1700- 1800 era. Also it would help if you would advertise this game somewhere. If the game creator team can't do it, make players do it and give revards for doing so. Im sure many players are ready to do something to help this game to rise up. At least i would like to. Wandering Ghost
  22. Hi everyone. As the header says, my suggestion would be to make skins little more common. I loved the skins for Bellona and Endymion but now those have been the only skins ive seen and even those are very rare. I hope that dev-team will bring ship appearance customization with the new port UI. This would create new purpose for crafting and new crafting items. Or the skins can be achieved by doing certain things. Flags on top of masts could be part of skin too. Skin achievements: - X days on the sea: Traveller - Your ship has sunk X times: Defeated - You have sunk X amount of enemy players: Demon - You have visited X amount of ports: Been there, done that - You have sunk friendly ship: Betrayal - You own X amount of gold: Gold lover These are just some examples what i came up with. The skin looks would be related to what you have done. I don't want this to make ships look like they were made out of gold or that there is suddenly Pirates of the Caribbean ghost ship sailing among realistic wessels. I want skins like Endymion had and Bellona had.
  23. To mimic catastrophic change of authority upon a colony, I suggest that a Port goes under the following when it is conquered. 1. all ships being sold in the port are removed from the lists. They are not "stolen", they simply removed. Original owner can retrieve them. Kind of a "ship impounded" situation. 2. all Contracts are automatically removed from the lists with correspondent partial item quantities being "fulfilled". Example, a contract for 1000 Bananas that is yet at 300 out of 1000 will be removed from the lists and the contractor will be informed his contract has been partially fulfilled with the 300 units. These must be claimed, same as a fulfilled contract. Pros - new owners of the port hostile trade "take over" - more fierce defence of clan holdings Cons - ship business away from Safe Zones and Free Ports
  24. I sent an email however as of late I have not been getting responses through that medium of communication, so instead for the sake of certainty and public dispute I'll be putting this idea up on the forums and see if anyone agrees. I've been thinking of this for quite sometime and have decided that since it'll be easier than having to create an entirely new ship and instead the devs will be using assets that they already have on hand and will have to make minimal adjustments to it (Depending on the way they implement it). Instead of the "Wapen Von Hamburg" there would be a new cargo ship renamed the "Reichtum Von Hamburg" this is of course fictional but it would be a reasonably accurate ship, the Wapen Von Hamburg is the closest thing we have to a galleon and in reality it was a ship built to escort trade fleets during Hamburg's time of economic prominence however it only did this twice, now wouldn't it make sense that this ship could theoretically be refitted and improved to be a cargo ship? It has a VERY wide body (Thus more cargo space) and sits considerably high in the water, by "Refitted" i dont mean a permanent upgrade or anything like that, I mean a completely different ship blueprint that would instead be named "Reichtum Von Hamburg" which in english means "Wealth" or "Riches of Hamburg" which is a fitting name for a cargo ship. At this point the name and fictional history and physical build of the ship seem to make sense, now how would the devs go about implementiing it? i see a few ways of doing this with the easiest way being this... 1. Recycle old Wapen Von Hamburg model in it's entirety with a few exceptions, I would have the gun ports on the two bottom decks closed or removed completely and keep the top two decks as defensive armaments while keeping the paint job and physical attributes. Or if you'd like to go balls to the walls you could keep the model but remove the bottom two decks worth of gun ports completely, remove the decorative gold whales and change the stern decorations to something more fitting for a merchant ship. Then you'd want to change the entire ship to a Bark brown color and insert a Green stripe where the gold stripe is (Which would signify currency/wealth) to keep a sense of individuality on the ship. Now of course with this ship would be a whole new set of stats to go with it and I have put some thought into this comparing the Wapen Von Hamburg's current stats to the Indiaman and Here's a very basic set I've come up with, all of this is up for scrutiny. Class: 4 Decks: 2, limits [6 - 9] Cannons per side: 11 Maximum Speed (Default): 10.00 Turn rate (Default): 2.4 Sides (Default L/R): 4800/4800 Thickness (Default): 55 KEEP IN MIND ALL OF THIS IS UP FOR DEBATE Bow (Default): 1150 Thickness (Default): 28 Stern (Default): 580 Thickness (Default) 25 Hull (Deafult): 2650 Sails (Default): 4500 Rudder (Default): 126 Pump (Default): 245 Crew: 415 (min. 260) <--- I was unsure about this one, Indiaman has 380 and Wapen has 470 and I really didn't know a way to put more crew on it than the indiaman but significantly less than the regular wapen. Hold: 32 slots, Max weight: 6000.0 <--- You'd need to change the Mark weight from 5000 to 10000, still not sure though if this is high or low enough. I really hope the development team takes this to heart because I would really love to see a ship similiar to that of the 17th century "Treasure Galleons" in the game, Galleons were a huge part of naval history (With race built galleons being the main composition of the british fleet during the early 17th century) and to have this huge bulk that players could use to transport even more goods and would be an interesting enemy in battle.
  25. Hello Everyone. I wanted to tell/ask something. The time frame of ships in-game/that are possible to be in game are ships that are build in 1690-1820. This means we will get lots of 18th century ships , gotta love them. Dont get me wrong , i love 18th century ships , they look awesome , the sailing is amazing. They all have something great. Gotta love those ships. But what i was wondering: Why not make the time frame a little...wider? With this "wider" effect i mean: 17th century ships. Reason: I personally love the 18th century ships , they are awesome in all kinds of ways. They are natural beauties. All kinds of 18th century ship-rates have their own benefit. Its great. But.. as some other people have explained in other Topics , lots of 18th century ships look the same. With this i dont mean the collour , but the design. Example: We got the L'Ocean , beautiful ship , i sailed with it and fought with it , its amazing. Its such a lovely ship. Then theres the Santisima Trinidad , same thing , i love the look of it , its great in battle , lots of cannons , amazing. But here's were my point joins in: the design of both ships is pretty simillair. Again , dont think i dont like the 18th century designs , i think they are amazing. But because they look so simillair and we have lots of those kinds of ships , i would love to see some other kids of designs. This is one of the reasons why i love the 5th rate ship of the line: La Renommee. It has kind of the same design , but the back is way different. And i think its gorgeous. Same thing with The Ingermanland , i love the ship even more because its a different kind of design. Especially in the back. Ofcourse , how a ship looks is not the only thing that matters , how their abilities proof in battle and in sailing is a very import example too. Ofcourse , 18th century ships were more developed , but 17th century ships are good in sailing. Looking at the fact of how a ship reacts on the sea , doesnt really matter in this case. But i would love to see 17th century ships in-game. I will take some examples to show you. Le Soleil Royal (1670) I choose the photo of the back , because the back is were it matters about most in this Topic. Just look at this ship. Its beautiful and very different from the ships we have in game right now. And for those who want a back story , its their too. Back Story: She was build in Brest between 1668 and 1670 by engineer Laurent Hubac. She was launched in 1669 and stayed in Brest harbour for years.She was recommissioned with 112 guns and 1200 men when the Nine years war broke out in 1688 as the flagship of the escadre du Ponant (squadron of the West). She was said to be a good sailing ship and her decorations were amongst the most beautiful and elaborate of all baroque flagships. The emblem of the "sun" had been chosen by Louis XIV as his personal symbol. One more example: Seven Provinces (Zeven Provinciën) 1665-1694 I got the same reason for the photo from the back: Matters the most in this Topic. Just look at her.. she is beautiful. The Seven provinces is my personal favorite ship. She looks stunning , has lots of cannons , and sails like she rules over the seven seas. But thats not all.. she has one hell of a back story too. Back Story: The Seven Provinces was a line ship of 'de Admiraliteit van de Maze' with 80 cannons on board , the name was also writen as: '7 provinciën'. The ship had a lenght of 163 foot and was 43 foot wide , and had a cavity of 16,5 foot. The men were with more then 420. The ship was build in 1664-1665 on admiral site at the 'HaringVliet' of Rotterdam. The builder of the ship was: Salomon Jansz van den Tempel. It began her carreer as flagship of viceadmiraal Aert Jansse Van Ness. After that it became the flag ship of luitenant-admiraal Michiel Adriaenszoon de Ruyter (1666-1674). She fought at 'de Vierdaagse zeeslag' at North Foreland (1666). She also fought at the 'Tweedagse zeeslag' (1666) , and at 'Toch van Chatham' (1667). And in the seccond English war. The ship also fought at 'Slag bij Solebay' (1672) , the 'dubbele slag bij Schooneveld' and at the 'Slag bij Kijkduin' (1673). In 1674 it went on expidition under controll of Admiral Michiel de Ruyter. After the death [ kiling of the Prince of orange] of Admiral michiel de ruyter it became the flag ship of Schout-Bij-Nacht Jan Van Brakel in 1678. In 1691 Johan snellen got the ship under controll. He died the same year on board. It also participated in the English/Dutch fleet in 1691 under the command of Edward Russel. In 1692 it got shot by the french and it caused a leak in the battle of Barfleur en La Hougue , the ship sailed back to port. After that it got sold in 1694. This is the reason i call her... unsikable , because she has never bin sunk . So why not 'wide' the time frame out to the 17th century?
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