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Leading the battle Naval Action has already introduced several important innovations and “firsts”: wind backing force, proper tacking, carronades, long guns, short guns, realistic ballistics, mortars, leaks and many other things that make our game one of the most advanced Naval Warfare games in the world. Today we will talk about one feature that could further expand that lead. Leading a fleet is a hard task. Winning a battle requires a great admiral and a group of captains who are willing to listen to orders. Most naval warfare games provided a very shallow command and control structure before. We plan to change that in Naval Acton. Progression in Navy and Privateer Fleets (or other organized Naval Organizations) will depend on the following simple rule: Obey the Admiral. If you don’t obey Admiral or Squadron commander orders, you won’t progress in rank. Here is how it will work. Assigning commanders Every battle (depending on size) will have 1-4 squadrons commanders. Commanders will be automatically assigned based on their win/loss ratios, battle rating and rank. All players will be allocated to commanders (unless they are already in a group). Giving orders We plan to borrow an interesting mechanic - tactical arrows - from our first game: Ultimate general Gettysburg. Kotaku named this mechanic - one of the most important innovations in military games.The unit follows the arrow exactly as you want it to. The commander will draw movement orders on the map. Not only subordinates will know what to do, but they will be provided with a path they could to take for better results. Commander will always be able to track positions of his/her squadron and adjust orders accordingly. You might say that all this can be achieved more efficiently by voice. Well we played POTBS too. Voice is inefficient when you command more than 5 players and need to describe the best approach to target to everyone. In NA we will give a visual tool letting the admiral give an exact order; like Nelson would do it on a tactical map before a battle. Orders will have a time delay and sometimes will be received too late. Recognition and commander skill will reduce delays. Small ships and light frigates will play a crucial role in recognition of targets and will further reduce order delays by passing them between commanders (automatically) and distant squadron members. Small ships also could project bonuses over distance. This system will also let our AI to become deadly without significant investments into coding - because players admirals will give commands to NPCs. Some admirals would prefer AI ships to players in their fleets. Orders Orders will provide bonuses. Of course players will be able to take initiative, but fulfilling the order would be ideal course of action. Following a path drawn by admiral will provide a speed boost, firing at a marked ship will increase your damage and accuracy if you are in range from the command ship. Losing commanders in battle will be devastating. Motivation Many games already provide bonuses for getting orders done. Battlefield 3 and 4 for example. In Naval Action players will receive AP (admiralty points) for getting orders done. AP points will help rank growth and will open access to Navy edition ships, guns and upgrades. ------ We will add more info as we get more questions, ideas and comments. Discuss.
Problem: - Screeners attack Port battle fleet in the goal to disturb it making it loose time. It's not the problem. The problem is that this fights are not fun because screen are juste kitting and not really fighting. It's mostly suicide squad of 5-10 ships. - Many battle occures around the PB but most are unbalance due of screen crushing together, group of 5 counter screen attack largest grou of screen wich then disband and form smaller group leading to small unbalance battles. - The port battle are unorganised because we don't get any tools to organise them before they start Solution: - Introduce "Admiral Flag". Admiral flag can be buy in port for 1 million doublon. The guy purchasing the admiral flag can make a group of 25 people. If people of the group in open sea stay near the Admiral Flag it gives the group a bonus on BR or it changes their ROE making them not attackable by group than not get at least 75% of their BR Why: - The flag can be purchased by everyone. It will make the groups sticking more together. - It will not forbid screen but will organise it to get real fight. We won't see any more 5v25 but if the screen success 20-25 at least. - Counter screen will stop suiciding in screen. We see many 5v10 5v15 where the counter screen has just to purpose to kite the screening fleet to let the pb fleet past. If screener use admiral flag, counter screen has to be organise to attack them making more big battles in open sea. /Discuss