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  1. To more accurately represent battle line formations I propose the following: Accuracy penalty when under fire. This represents increased stress under combat conditions. This incentivises the targeting of every ship in a battle line. The targeting of every ship in a line is historical. Ships in a battle line will target the closest un-engaged ship first. Perhaps there could be the potential that the wrong ship is targeted based upon captains skill and luck. The above have precedent in the battle of Jutland.
  2. Hello, every time i enter the combat mode in PvE i receive the message "connection lost- you will be disconnect from server" and i have to re-enter the game. During the time my opponent is obviously not freezed so i receive damage and have not the possibilty to defend myself or attack the enemy. Has someone a solution for this? I also reported several in game bugs for this topic but haven´t not received an answer, yet. Thanks in advance
  3. Hi devs! Question: Ratty can tag privateer, but privateer cant tag Ratty. Same is for the 3rd rates. Is it possible to fix this?
  4. 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 in
  5. Everyone knows how frustraitig it is when AI keeps doing its turning cycle to your stern making him usually die to upwind. And if you are in group there is many enemies around, you just dont have time to loot any enemies before they go too deep. I suggest you can "Retrieve" loot in battle by button sending "longboats" to the shipwreck (add drop down menu to choose shipwreck). This would lock your ship at place for lets say 30 Seconds? And after that loot from the ship you have selected, it will open in trade window for you. You would need to send the "longboat" to all the wrecks inviduall
  6. I know simulating collision damage was tried and failed, but with our current unrealistic boarding capabilities or sometimes lack of (determined defender), perhaps it’s time to relook at some options. First, I don’t know if it is always possible for the game to determine who rammed who. I also don’t if the game can determine the speed of the collision. But... Here are some options: Damage and leaks to both parties, the lighter ship sustains worse damage. Possible immediate rigging shock as well. But even more important and perhaps easier to implement. A use for the BRACE CO
  7. So we have thickness that determines whether a ball is deflected, how about an additional stat - absorption. Wooden ships were built to absorb projectiles to prevent them from traveling across the ship and causing havoc within. This additional stat would determine whether a projectile will travel through the ship and create a large exit hole on the other side of the hull (possibly creating leaks), kill a large number of crew, knock out cannons and would help deal with hugging ships, for example. For this lack of absorption effect to occur the difference between the caliber of the project
  8. I've just been inspired by @King of Crowns and what his gang did last night. The devs should create a type of "Treasure Fleet" mission which rewards the sale of items (or it could be based on the amount of currency generated) at an enemies capital within a specified time, starting when the first person in the battlegroup drops it off. A with B to F forms a battlegroup. Person A picks mission up at Fort Royal (FR) and their mission is to sell 30 Parisian furniture to KPR (they don't have to leave from FR). Only one mission can be taken per nation per 4 hours and it can only be taken w
  9. To present a valid option to a sect of the playerbase than loves the game for the duel ( mainly frigates, master and commander style ) I suggest the inclusion of a Duellist Perk. - costs 10 points - enables 1v1 always, automatic closes battle ( no countdown, immediate start on tag ) in the following conditions: player is tagged player is not tagger both ships are same navy rate eg. 5th rates - player cannot be tagged by different rated ships - Duellists can see each other's info ( small flag UI for example, or added text in info box ) and can att
  10. Currently, the random fire mode has no apparent practical purpose besides frustrating captains who accidentally use it - it offers no advantage over the rolling broadsides in any situation. However, I feel it could be made useful with a very minor change: Random fire mode now fires the guns twice as fast as the other fire modes. Rename Random Fire Mode to Simultaneous Fire Mode. By "fire twice as fast," I mean that the time it takes between the first gun and last gun to fire is half as long as the rolling broadside modes. It will have no effect on reload time, accuracy, etc. This will turn Ra
  11. I know that cannon loadout, mods, and build quality (color) are not reflected in your AI fleet ships' combat capabilities but what about wood choice and regional trim?
  12. Twice I have tried to start combat using the cutter. Each time I'm facing the wind with no sails and no speed through the water. Impossible to get under way and fight. Have to sit there and be slaughtered. Must be missing some trick to fall off the wind. Please tell me
  13. Currently, experience is provided to players based on the hull hits they score on a killed target. This entirely leaves out players who score primarily sail or crew hits. This is a major flaw especially for sail hits because there are many situations and strategies when playing alongside friendly ships wherein a captain may legitimately maximize their effectiveness by focusing on rigging or crew damage, and as of now they receive zero credit for it. Even further, the task of dedicated rigging attackers is best suited to smaller vessels that are commonly captained by newer players. It is v
  14. Opinions appear to vary on this but it seems like sailing into the scenery should be potentially costly. Speed dropping to zero after hitting shallows/shoreline could initiate a five-second countdown timer. If the captain has not gotten clear within that period a battle window opens where three things happen. 1) You've run around and a damage mechanic goes to work on the hull. 2) A button appears to refloat the ship. The amount of damage done, and whether you get refloated would be probability calculations based on whether the wind is onshore or off, the amount of cargo in
  15. Increased join timers — due to OW travel speeds — gives a chance for everyone to receive reinforcements. It allows battles to grow bigger. Obviously, depending on how that particular battle plays out, that can be a good thing or suck. You’re holding your own right when 6 enemy ships join and turn the tide against you. That sucks. You’re barely hanging on and the cavalry arrives. Hooray! Numerous good and complex suggestions have been made on how to deal with the whole revenge fleet, gank, or other problems associated with unrealistic OW speeds and battle join times, most of them dealing w
  16. http://www.nelsonandhisworld.co.uk/forum/viewtopic.php?f=1&t=1679 Make cannonballs bounce, it supposedly even extended the range. Likely considered to be measure of gunnery excellence.
  17. We still struggle with problems caused by the difference between OW speeds / time compression and battle instance speeds. Here's a new (I think) idea. In port battles, attackers already have to be inside an outer circle while defenders join inside the inner circle. Could we use an expanding outer circle idea in OW? The first circle represents the tag and immediately after. Players within the tag circle are pulled into battle like they are now. Players outside the tag circle need to be within the outer ring (but not inside the inner circle) to join the battle. Obviously they will be j
  18. Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
  19. I find it really injust that if you manage to run away from your enemy (trader example) succesfully, or have to flee after causing major damage to enemy but also take fatal damage to your self that there is 0 reward for this. After you have given your very best and fought till the end you should get reward! It is frustrating that after 30mins of fight you might need to run and get no rewards at all, its not often this happens but when it does its like wet rag to your face. Also there is no xp for traders that are bullied / chain pulled to battle that they escape succesfully. There should
  20. We can't capture the ships, but at least allow us to remove cannons for later use or sale from AI combat ships we successfully board. It's not going to make anyone rich but it would provide a bit of income to pay for the crew and ship damage we sustain in combat.
  21. Am I doing it wrong? I thought we were now aupppsed to be able to remove some cannons from AI we successfully board on the test bed? After boarding more than a dozen enemy AI combat ships, I have yet to see a cannon in the hold when I'm removing loot. Is there a button or screen I'm missing?
  22. I've given this more than a little thought. My thoughts are predicated on two assumptions; that crew kills are determined by shot striking hit boxes designated for crew, and that crew hit boxes are flagged on or off depending on how men are distributed to tasks. If these assumptions are wrong this should still be adaptable. First, we need to add a few crew hit boxes into the rigging at fighting tops and various other bits of rigging, which are enabled when men are either sailing or set to boarding, to mark the location of either crew aloft in the rigging or marines in said fighting tops. Trea
  23. On the test server, I noticed that If we get into a boarding action (By choice or unwillingly) we get NO REWARD despite all the cannon fire exchanged. Historical Context: The nations of the world considered it preferable, by far, to capture an enemy ship. It was taken as a high achievement of skill and courage. The capture of vessels was preferable, and well rewarded, because the ship could be refit for use ti strengthen the navy, or striped for vital materials, to save cost on other ships. Why then do we receive "No Reward" for capturing a vessel in combat? It makes no sense to
  24. This might only work in conjunction with a reputation system, but what if players could craft and trade Letters of Marque. They would temporarily assign the creating nation's flag (with its restrictions on who is an enemy) to the player holding the letter. There are a few options how this might be interesting: 1. Only Nats could make them and only Pirates could get them. 2. Or since alliances are being "turned off" perhaps one Nation could give it to another Nation's player. They would not be free to make and presumably whoever accepts the letter will want some sort of payment a
  25. Only stupid question is the question not asked, but this one may come close... Despite the name, do Mortar Handbooks assist with deck guns? It says they affect: DECK_CENTRAL CANNON_DISPERSION_PER100M, CANNON_DISPERSON_VERTICAL_PER100M AND CANNON_DISPERSION_REDUCTION_SPEED
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