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  1. Artikel ist mittlerweile komplett gegenstandslos, daher gestrichen
  2. 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.
  3. 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?
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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 😀
  9. 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
  10. 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...
  11. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in future. If you disagree, please keep it civil. Nations [N] I understand the desire of many people to sail under the flag of a certain nation. I love being able to fly the flag of my mother country myself, something that I'm not able to do in a lot of games. Having said that, I'm enough of a history nerd that seeing the "wrong" nations present bothers me. I'd like nations restricted to their historical starting positions. See [OW2] for ideas on nations. Having said all this, if we get a Baltic Sea "area" implemented, and the Russian nation decides to sail over and occupy Haiti, that's fine by me. Each nation should have a national government which should be made up of representatives from each of the three organizations. [See N 4-12 for organizations]The national government should have the ability to decide national policies through a voting system incorporated into the UI. This system would enable a player to make a suggestion, with a time limit for his fellow members to vote yay or nay. A majority of yays would mean the policy could go into effect on expiry of the timer. National policies - A limited list of ideas for what these could include: Raise / lower national taxes on x goods by x%. Create / cancel trade tariff of x% on x goods for x nation(s). Declare war on x nation. Sue for peace with x nation. Accept reject peace treaty / alliance with x nation. Offer alliance to x nation. Announce blockade of x nation's ports, making it illegal for citizens to trade with x nation, and making neutral ships within x distance of each port legitimate targets for citizens of blockading nation. Cancel blockade of x nation's ports. Issue warrant for player x with a reward of x for his capture. Each nation should be made up of players belonging to one of three organizations; the navy, the merchant marine or private captains. Clans should not be limited to players of a certain type, but should be able to recruit all kinds of players. The Navy - The navy should have a rank hierarchy. To rank up would need xp gained from missions issued by the ai navy, or from fighting foreign navies, much like xp are gained in-game now. Each rank would allow you to command larger ships, just like it does at the moment. I would like to see a few differences though - each rank should allow you to add more and or bigger ships to your fleet. Also, a navy player should not be able to command the largest merchant ships, and the rank requirements for merchant ships should be higher for each ship comparet to a player in the merchant marine. The ranks would also determine a players ability to initiate port battles and conquests, with larger battles reserved for the higher ranks. Battle and other groups should be limited in size by a player's rank. Players of the highest rank would be eligible for election to the national leadership. The national leadership of the navy would be responsible for setting priorities for the AI controlled national fleet, issue contracts for ship construction, and send representatives to the national government. The size of the leadership would be determined as a % of the number of players belonging to the navy and updated at intervals. AI fleet priorities - These would dictate the behavior of AI warships, and would be set by the leaders of a nations navy within the limits set by the national leadership. They could include trade protection, defensive patrols in x province, blockade duties of x ship type [warships/merchant ships] in x province. The priorities could be set as a % of each ship type assigned to the various duties. The decisions would be voted on by the navy leadership at regular intervals, and decided by a simple majority vote. AI ship construction - The navy leadership would issue contracts for warships, to be payed for using the national budget as determined by the national leadership at regular intervals. The contracts would be open for a set time, during which player crafters could build and sell ships to the navy at the set price. At the expiration of the timer the contract would be filled by AI crafters according to crafting capacity, and assuming the navy leadership set a price per ship that allows the AI crafters to make a profit. Player crafters, of course, could choose to meet orders at a loss, should they choose to do so. Player owned warships - Individual players would acquire their ships by crafting them, buying them on the open market, or buying them from the navy. Ships sold by the navy should be offered at ai determined prices, forcing the national and navy leadership to provide them at a loss, thereby making taxes and tariffs etc more relevant. The Merchant Marine - This organization should have an appropriate name in each nation. For example, the British merchant marine could be called the Honorable East India Company. Ranks in the merchant marine should govern the maximum crew and fleet size, as well as how many and what type of commercial orders can be created by a player. Merchant marine players should not be allowed to command the largest warships, and the rank requirements for warships should be higher than for players in the navy. The highest ranked players would be eligible for election to the board of directors of the merchant marine. Their responsibilities would include setting the insurance rates as a % of the value of the cargo transported by captains who desire insurance. The money made should go into a central account from which any claims would have to be filled. Merchant ship building - Merchant ships should be bought by the individual players from AI or player crafters. Merchant marine escorts- The board of directors would be responsible for issuing contracts for the construction of escort ships to be allocated to AI escort captains or sold to Merchant marine players who wish to take on that role. The ships would be payed for with money made from insurance profits, if available. Private Captains - These captains are free to play what ever role they desire in the nation. There should be no leadership for private captains, apart from the national leadership. Ship availability and crew/ fleet size should be dependent on player rank, and players should be restricted from owning the largest warships and merchant-ships. Letters of marque - These should be available for purchase by private captains, and be required in order for a player to purchase any but the smallest warships. Import / Export permits - These should be available for purchase by private captains, and be required for trade with ports outside the player's own nation. A separate document should be required for trade with each foreign nation. Sailing without a letter of marque / shipping contract - Sailing in a warship without a letter of marque would classify a player as a pirate and make him liable to be attacked by players of any nation as well as AI patrols. Sailing without an import/export permit would classify a player as a smuggler and make him liable to be attacked by a navy player of any nation as well as by AI patrols after his ship has been inspected. Outposts should be build-able by merchant players. Navy players should be able to build naval bases. Independent players should be able to build bases. Naval bases should have increased dock-space, but be unable to construct resource buildings such as farms. Outposts should likewise be limited to more civilian / trade focused buildings. Pirates Pirates should not be a nation. Piracy should be a legal status, as as such anyone wanting to play as a pirate should simply engage in piracy. It should not be possible to start the game as a pirate, although a new character could make himself a pirate instantly by illegally attacking a ship. Pirate havens - Pirates should not be allowed access to normal ports except through the smuggling mechanic. Instead, each island/ selected islands should have a hidden pirate cove. Players would identify these by engaging a mode in-game and sailing near / around an island for a sufficient time. Once identified, a pirate cove would be claimed by a pirate as his base, providing dock & warehouse space. Smaller versions of production buildings would be construct-able in pirate coves, reflecting the illegal nature of society in these places. I'm sure some unique ones could be imagined, making some form of profitable production possible for pirates. A cove could be shared by a number of pirates, such as a clan. Such groups would still not be considered nations though. Progression Different types of players should gain XP in different ways. I have listed the various player types above. Navy players should gain rank in the navy through earning combat XP. I see no reason to change anything about the way such XP are awarded at the moment. Navy players should earn less XP through trade. Let's say a 50% reduction, just for the sake of argument. Merchant players should earn XP through trade. Just like combat awards XP based on damage done, trade could award XP based on profits earned. Not simply on money made through selling things, but on actual profit. This would incentivize players to find profitable trade routes, as well as motivate them to sail farther afield despite the risks of piracy etc. Merchant players should earn less XP from combat. Let's say 10% of combat XP from battles where the merchant was the aggressor, and 90% from combat where the merchant was attacked by another player. After all, we don't want merchants to just linger in the safe zones! Diplomacy See [N 3] for how wars are declared, etc. Member(s) of the national leadership could be designated as a diplomat. A diplomat would use a UI function to propose/demand terms in order to agree a peace treaty. Once the dipomats have agreed terms, they would become available for ratification in the national leadership UI. All this should have real world time limits, enabling offensives, victories and losses to influence negotiations in progress. Diplomats should also be able to hammer out alliances using a similar system. Alliances should enable ships from separate nations to enter battles on the same side when fighting nations they are at war with. National leaderships should be able to define separate tarrifs for trade from allied nations. Intelligence Gathered by spies and networks established in enemy ports. Each spy/network would be able to gather only one type of intelligence. There ought to be four types of intelligence: Military, Commercial, Diplomatic and Technological. Military Intelligence- This would cover the number and type of ships based at the port as well as the number of troops and forts. Commercial Intelligence - This would cover stockpiles of goods, needs, availability and prices. Diplomatic Intelligence- This would cover any treaties, wars, orders, etc. currently in force. Technological Intelligence - This would cover the currently available technology, and perhaps give a chance to acquire same. Employing spies- Spies would be open world NPC's with skill levels and experience. They would be employable by players, nations, and companies. The employer would be charged a salary cost every day/month/year to keep the spy in his employ. Networks- A group of spies deployed in the same port by the same employer would form a network. The larger the network the more information it would be able to provide. The larger the network the easier it would be to detect. Counter-intelligence- A police chief/policemen would be other employable NPCs in the open world. They would limit the amount of intelligence enemy spies can gather, and also give a chance of capturing the spies working in a port. Ports and Capture Port capture should take place in phases. Phase one would require a declaration of war on the nation owning the port. Phase two would be a port battle as they are currently present in the game. In case the aggressor is victorious the next phase is enabled. Phase three would involve landing a force of soldiers to take control of the hinterland. The soldiers would have to be transported in on merchant ships, and there would be a timer for this activity. The troop transports would be intercept-able by defending ships. The number of soldiers necessary would be determined by the size of the target force, as well as any defending troops. If a sufficient number of troops are landed in phase three, the port is considered occupied. An occupied port contributes taxes to the occupying nation, and any buildings/ships are inaccessible to players from the original nation, except as per the smuggling mechanic. To gain permanent ownership of a port, it has to be ceded as part of an official peace treaty. This would slow down & hopefully limit zerging. Each port should have a governor. The governor would be responsible for local taxes and docking fees. He would be able to use this income to construct defenses and improvements. Possible improvements include infrastructure, such as roads which would give a bonus to any production buildings present. Housing, which would give a bonus to population growth. The governor could also invest in crop diversification, or introducing new industries, each of which would result in new production buildings becoming available. Each effort would have a real time implementation period, as well as a resource and money cost, and would have a chance of failure. Economy All ports should have a maximum capacity for buildings, determined by their population. Players should have priority in taking up this capacity, but any unoccupied capacity should be filled by AI producers. All goods should be produced in buildings either by players or AI. No goods should "drop" at any port. Goods should be transported by AI traders to meet first basic needs of ports lacking that good, and secondly luxury & production needs. Goods not produced in the Caribbean (or any other area)should need to be imported to that area from an area where such goods are available. All production buildings should be construct-able by players in ports where production of that good is possible. Production buildings should have needs. These could be basic, e.g. food for the workers, as well as advanced needs, e.g. a sugar farm would need slaves and fertilizer. These needs combined with the needs of the general population of the island would dictate prices in the local market. AI traders and small craft should follow routes designed to meet the needs of the cities. Sinking them should be a means of economic warfare, and protecting them should be important for players. The triangular trade was of enormous importance to the major powers at the time of the game. Thus I'd love to see it represented in-game. In case political correctness is a concern, slaves can be referred to as indentured labor. African indentured labor should originate in Africa, obviously, and Chinese indentured labor should be available from American ports. Historically the Chinese laborers arrived a bit later than the game period, but i suppose that can be forgiven. Players should be able to set up contracts offering loans of all kinds of money which would be repaid with interest determined by the lender. Players should be able to send trading ships on runs under AI control, to help keep important ports supplied. If a ship is lost under AI control it is destroyed. Goods transported this way would be sold to the shop in the target port, or delivered to the player's warehouse, depending on the player's choice when setting up the trade run. It should also be possible to ship owned goods from a warehouse in this way. More than one player should be able to join their AI ships together, creating convoys that sail together. It should also be possible to define the route taken by a convoy, and to drop off ships at ports passed. There should be an option to purchase insurance for any cargo. Insurance rates should depend on a player's history of successful or otherwise delivery of cargoes during his career. It should be possible for players to sell insurance to other players as well, at any rate desired. Crafting & Ships Each nation should rely mainly on ships historically employed by that nation. Blueprints for non-national ships should be more expensive to get - perhaps only obtainable through technology espionage. Upgrades should be craft-able, and dependent upon crafting level, so that only an expert crafter is able to craft the best upgrades. I do like the book system that we have now, so perhaps upgrades could be "learnt" from books, and then require a certain level to craft. Crew/Marines/Soldiers Crew should be recruit-able in ports subject to limitations of population size. Crew should be divided into categories according to skill levels - Landsmen (a small malus to re-load times, sail setting etc), Seamen (no bonus or malus), Able Seamen (a smal bonus) and priced according to their skill level. Lower leveled crew should be upgrade-able once they gain some experience. Crew should require food and water to be carried in a ship's hold. Lack of either should lead to crew deaths. Food and water should be consumed over time, limiting a ship's radius of action without replenishing these supplies from a port. Related to the above, relevant illnesses, such as scurvy, should be modeled, along with preventives, such as vitamin c rich fruits. Marines should be recruit-able for navy captains subject to the same limitations as crew. Soldiers should be recruit-able by port governors for defensive purposes subject to the same limitations as crew, and the availability of defensive buildings with spare capacity. They should also be recruit-able for merchant and private captains, subject to the same limitations as crew, for the purpose of port capture. Soundtrack I would love to be able to listen to a soundtrack of period music, including both instrumental/classical music popular at the time as well as shanties and sailor's songs in general. To make this even better, the soundtrack ought to reflect your nationality, so that a British captain would hear, for example, Hearts of Oak, but a Danish captain would not. Open World (OW) Spotting distance- I would like this to depend on the mast height of your ship, as well as the mast height of the other ships in the area. A cutter would not be as easy to spot as an SOL, etc. Related to this, I would like national flags to be rendered on open world ships, and I'd like the ability to fly a false flag. Just like in history, it should be illegal to fire at another ship while flying a false flag (unless you happen to be a pirate!), and there should be penalties for doing so. This would necessitate the creation of a system like the RN's private signal, or, in modern terms, IFF. A hotkey ordering the crew to hoist the private signal would do. The other ship would then respond, or not. A nice ( and i hope) simple way to introduce some more tension! Further, it would be nice if ships sank below the horizon, or vice versa, rather than pop in and out of view range. Size- this is definitely utopian, but hear me out. I'd like the world extended to the west coast of Africa and Europe, as well as southwards along the coast of South America. This would have several benefits. Portugal could become an in-game nation. The safe zones could be moved to the European coast for most nations. See other relevant sections for more detail. Alternatively a sort of off-map boxes could be used to achieve the same effect without having to create a huge map with all the problems that entails. Such a system could also be used to link a series of smaller maps, or theaters. The Caribbean would obviously be one. The Mediterranean could be another, the Baltic a third. Perhaps the English Channel and part of the North Sea would also be a nice addition. Off map boxes - These should rely on a teleportation mechanic that charges money and is not instant. I.e. to send a ship to the Baltic from the Caribbean could cost 50,000, and take 1 hour of real time to arrive. It should be possible to teleport ships with cargo in the hold when traveling to/from off map boxes. The same mechanic could be used to travel between separate map areas. This teleport should not work directly from port to port. Rather it should create a random-ish exit point on your current map. Once you reach that exit point the UI should prompt you in the same way it does on approaching a port, and by cicking the prompt you'd initiate the teleport. The player should be prompted to return to his outpost, like after losing his ship in battle (if the time delay mechanic is implemented). Winds- I would like the wind to be more closely based on actual weather patterns. With somewhat predictable winds, players will be channeled into certain routes/choke-points where PVP combat will naturally occur. Of course, due to the speeding up of time, real world patterns would not work well in game, but something similar to them, with an element of randomization would be very nice indeed. See here for animated wind map: http://yachtibis.com/caribbean-weather/ Ship inspection - Navy players and AI patrols should be able to perform an inspection by remaining close to a ship in the open world for a certain amount of time. Only after such an inspection is carried out should any smuggler status be revealed to the inspecting fleet. Ports- Each port should have a population. The size of the population would dictate the needs of the port, which in turn would dictate prices in that port's market. Shortage- A shortage of essential goods in a port should lead to a decrease in population in that port. Workforce- the available population should dictate how many production buildings can be constructed in that port. Exploration - The Caribbean was more or less fully explored in the geographical sense by our period. Exploration should follow the idea of the historical artifact good available now. These should be sub-divided into, for example, Mayan artifacts, Voodoo dolls, etc., as well as natural history artifacts, such as new species of insects etc. These should not be available in shops, unless they have been sold to the shop by a player. Instead, there should be fetch quests along the lines of the current sealed bottle mechanic. These should come from buildings available to governors to construct in their port. These buildings would be named after, for example, The National Geographic Society, depending on the nation. They could also be generated by ship's officers, with the relevant skill. Navigation - At noon each in-game day the ships position should be marked on the map. This should be weather dependent and in-exact to a degree. AI ships should spawn at ports, and require resources to build. Hence, if I sink an AI snow, the owning port would spend enough resources to rebuild that ship as it re-spawns it. AI ships should have proper missions. Hunt merchants, escort them, protect an area, etc. AI ships on a protection mission should attack players and other ai that intrude on their turf. There should be enough AI ships in the world to keep the economy going, but not so many that players can make no difference. Not that the role of the AI ships should be to keep the ECONOMY going, so simply to spawn as random targets! NPC Characters All NPCs should have appropriate skills, and be able to acquire more through leveling up. The employing player should be allowed to control the leveling up process, but if the NPC leaves his employ and is subsequently hired by a different player, it should not be possible for the new employer to re-arrange skills already gained. NPCs should be randomly generated and become available to employ in ports according to a logical system. A national capital should have more NPC available than other ports. The numbers generated should also depend on the type of port and the population level. NPCs should be transportable, just like the trade goods representing various persons we have in-game at the moment. There should be employable officers with a portrait and name available. Each ship should have slots for an appropriate number of named NPCs, effectively replacing the perk mechanic. Officer NPCs should give bonuses in suitable areas, according to the experience level of each officer. Each officer should have a chance of death in combat, and in case of capture should have a small chance of becoming available to the capturing player. Buildings should require NPC managers, with skill levels governing the output of a building. Each NPC should have, and gain as they level up, skills relevant to their position. The skills should provide bonuses and maluses, giving the officers a sense of personality. Example skills could be natural scientist, which would generate mini-quests that give the player a chance of acquiring valuable goods such as "insert name of rare butterfly here". More examples to come. Player Characters Avatar - Each player character should be represented by an avatar. I love the art style of the game so far, and I'd really enjoy a full length portrait of my captain wearing the appropriate uniform for his nation, rank and organization. Name - I'd love for each character to have a first name, a family name and a nickname. There should be some form of personalisation or role-playing aspects to a player character. The ability to buy a home in a port, preferably with a nice piece of art to enjoy. To find a wife, even if she is nothing but a portrait. To have children once a wife is present. These children could then grow up to be NPCs in their own right. In-game Encyclopaedia I would like to see one. I would like it to contain entries on the nations in the game, the history of their presence in the area, as well as entries on ports containing a brief history and perhaps basic information such as what production buildings are available there, populations size and type, current owner, etc. Sailing I'd like to see leeway modeled in the open world. I'd like to see the open world ability to sail directly into the wind changed to more realistic behavior. PVP I can't state strongly enough the belief that artificially encouraged pvp doesn't work well in an open world game. If you want merchants for pirates to attack you need an economy with appropriate game-play loops for traders to engage in. Rewards to motivate people to take the risk of being attacked by pirates. The economy is the bedrock on which the rest of this game should rest. Damage & Repairs In addition to sail damage I'd like to see rigging damage. To repair this would necessitate a new type of consumable. Crew damage should be split up into the various crew types outlined above, and dependent on hit location. Thus, chain to the sails and rigging would be much more likely to kill topmen. Damaged and destroyed cannon don't seem to have any impact after a battle at the moment. I'd this to be changed. I'd like to see weather damage to rigging and sails, as a consequence of raising too much sail in strong winds. Missions Passenger mission. Port to port. Fishing contract. Catch x amount of fish. Issued by ports lacking in food and at risk of population shrinkage. Ships Fishing vessels. Ability to convert traders cargo space to horse/cattle transport. Add passenger capacity to all ships. Ability to convert cargo hold to troop transport I'm done for now. I reserve the right to add more ideas, should any occur to me.
  12. 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.
  13. 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.
  14. 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)
  15. Are there ports that are better for crafting or have a crafting bonus? If so, how are they identified.
  16. 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
  17. Currently putting 6 guns of different caliber in their slots is quite tiresome experience, so is keeping guns of 8 different sizes in a warehouse. It would be great to have an option of crafting just a ship, or a ship already equipped with guns. If you craft with guns, a ship could have a preset build (longs, carros or meds) already filled in.
  18. This post has been written in someone's suggestion thread, among the answers, so I think it is staying there rather obscured and I should repeat it in a topic in its own right, for getting more attention. Let's give tools to the owners to turn their ports into attractive places for visitors, no matter if to their clan members or others. How could this be done? By upgrading ports by a selection of buildings there, which produce advantages the visitors want to enjoy, or buy special things there due to those buildings. And with every turnover by visitors, the port becomes more profitable. The port becomes meaningful and deserves to be defended when it is unique for some reason. Examples? - clan offers dockyard places in addition to the ones the player owns. so he can have more ships and park them in this port for a daily fee depending on size of the ship. - clan builds a special wharf which, contrary to player-owned wharfs, can add additional upgrade slots to an existing ship - for a good price of course. Boy, how they will flock to that port!! - clan can produce rare resources, at a low rate compared with original spawning areas (for example crooked cedar outside of crooked islands), in buildings only available to them (not players). They set up auctions for achieving the best prices, which are announced up front and require people actually go visiting the port for bidding. Needless to say, those auctions have nice fees the clan will earn. Player A buys 100 copper ingots for 520 gold a piece, clan adds 20 % provision, makes 52.000 + 10.400 gold for the port-owning clan. And outside the port, some vultures will wait to intercept the precious acquisitions... - clans do some research efforts in experimental facilities in their ports, where built. Certainly eats ups money first, and the outcome is (random generated and thus) unpredictable, but once the research would be successful, a new upgrade named after that port would be generated in the game, with slightly different statistic values compared to the normal upgrade it is based upon. For example, a Bovenwind Refit which gives 1 % more speed than the standard Bowenwind Refit, by the name "La Tortuga Bovenwind Variant" if invented in that port. And it could only be produced in this port and nowhere else. Or the contrary: a slightly less efficient variation which requires a bit less raw material for building, like four Nassau fencers instead of five. And of course it is sold there and flushes the treasury of that clan... - clans build large amusement quarters in town which allows cheaper crew recruiting compared to other places. Again: the clan earns with every sailor being hired in their amusement quarters. Question is, if each port with a special building can only have one of them or several. A port equipped with special clan buildings will become very precious and of course other nations want to conquer it. But... there is some risk the special building(s) will get destroyed during the fighting. It could even get connected with the actual port battle. The bloodier and the more ship losses in PB, the higher the risk special buildings(s) will burn to the ground. Then the winner has to build new ones from scratch.
  19. We are recruiting, We operate mainly from Kingston Port Royale. We do PVE/PVP, Patrol Zone Missions, 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 and required dubloons for crafting. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We try to find skillbooks etc. for your level. 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 so we can craft. Help to craft by supplying hours and craft components. You can join port battles, patrol zones or pve/pvp actions. You can Contact us in game: Felix Victor, Pompeyck, AeRoTR, Yellow Allien, Bandy, Aleksander, 45thN Saltpetre 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
  20. In the days where we fought over 1 port to control an entire region, where the "Strong Hull" regions were similar, if not better than the Cartaghena we have now. While I disliked the overpowering nature of some regional bonuses in the past I can't help but think that we lost a great opportunity to expand on it with the current RvR structure we have now. I am not saying we bring back all those regional bonuses because we now have them in the form of rare resources, and I believe that is alright for what it's worth. I'm thinking more along the lines of economical improvements and incentives to both get out of the safe zones and create a reason to capture and hold multiple ports that we may otherwise not care about. I'd rather give the carrot that's on the stick than hit someone with a stick. I would love to expand, improve, or change the following proposals I have in order to enhance RvR, crafting/trading and to bring more life to regions outside the safe zone. Find a purpose to actually using it instead of the "buy goods and bringing them back to our respective nation capitals" (nothing wrong with doing that though). Regional bonuses Could be the following: I created the Poll for a quick view of suggestions I made, I go in more detail here. These bonuses would ONLY go into effect after a Nation controls all ports in a region (after downtime) and would be given instantly (clan does not need to manage it) the next day. If a Nation was to lose a port in the region, the Bonuses would be lost after downtime. 1. Port Maintenance reductions for the nation (clan port holders) when holding all ports in a region. Simply put, if the nation owns all the ports within a region, the port owners get a reduction in maintenance costs. Could be 25%, could be 10% - the number can very. Clans and a Nation could find reason to work together to hold a regions ports that may otherwise be considered "useless" as they now may hold strategic value. Consequently this may increase RvR and Port Battle fighting as a clan or nation can disrupt this bonus by holding one port in the region. So it becomes a hotspot for conflict. 2. further increase in labor reduction/resource production bonuses. the bonuses a clan can give (at the expense of higher maintenance) for ports they own to make their labor hours be more efficient as well as resources produced more (or faster) is really awesome, and I know of some people who do take advantage of these perks for ports outside the safezone. Possibly increasing this bonus even more when a Nation holds the whole region of ports could further point to giving better rewards for the risk (risk of having assets get locked by enemies when the port is taken away). So if the bonus is 20% increase trade and 40% reduction in labor hour cost. The regional bonus could increase both by another 10%, making it 30% and 50% respectively. again, numbers could change if needed. if a clan does not have those bonuses active in the port, the regional bonus would just give them a 10% and 10% bonus respectively. 3. increase chances for better ship crafting (purple and gold ships more likely to be crafted). Holding a Region should grant Crafters the ability to take advantage of the region's resources and manpower in order to construct powerful vessels. giving nations and clans another reason to capture the whole region. This bonus could be guaranteed or just a better chance to get the good ships. Again, an enemy nation or opposing clan could disrupt this bonus by taking just 1 port in a region. 4. increase in chances for better ship trims (like very fast, very cramped, very agile etc) as well as a way to "force" a ship trim possibly. This goes in line with #3 as well and pretty much the same thing. Possibly allowing Crafters to regulate what trims on what ships, or just having a higher chance for better trims. I know there are quite a few more that other folks could add, or on the opposite end, a few reasons for why this may be a bad idea. I'd love to hear either side of the argument
  21. Next round in suggesting stuff: I am all in for individualization and more options in ship building, so one player ship will most unlikely be a clone of another player ship. Let clone ships be an AI thing alone. For this goal and the affection you will grow on your special, personal ship, I dare propose the following... Ship quality should depend from these factors: - dockyard size and upgrades for that dockyard, so it's not only three sizes as now which seem to determine buildable ship size only. - construction time you are willing to invest. Short (rushed) building means worse, cheaper ship - long (considered) building means better, feature-rich ship with improved characteristics. - accumulated crafting experience. Your crafting level, that is. As I understand it now in the game, it only determines what ship model is available to you. Let that expand also on ship stats. - some rare skill books for ship design + crafting. Manuals by famous ship architects. Treatises by navy engineers. So your shipyard will have upgrade and 'shipyard knowledge' slots just like a ship does. - if you remember my other idea here about recruiting specialized crew groups for determining the abilities of your ship, you will see the source for my idea here about expert carpenters and naval engineers employed by you for improving your ship design further. - tiered material quality: chosen wood type could prove to be one of the following - (1st class) excellent quality (2nd class) good (3rd class) standard (4th class) flawed, where 3rd class would be wood of the common quality we have now. Not sure if this would be visible on the market when you buy in your material, or it turns out to be this or that while working with it (random results, however lowered risk of worse material when employing a high trained specialist in your dockyard who knows how to avoid faulty material). Permanent upgrades in this concept In the result, permanent upgrades (number and quality) would depend on the capability of your dockyard and its crafting power, while ship knowledge as now would depend from buyer and user of same ship. For more options, the number of permas would range from zero to maximum eight. They could get augmented in number by given factors you chose when crafting the ship *and* later when refitting. Later added permas would be considerably expensive compared with those who come with a fresh build, due to more efforts necessary to make room in an existing naval architecture and having to live or deal with existing flaws which need to be mended first. The higher effort is not bought by money, but by excessive requirement of labor contracts. Also we could consider the need of real time for completion of an refitting project, so you would have to take the ship out of active service and put into refit, after real number of days when your playing is recorded by the game you get the refitted ship back, with an additional perma slot. Instant refit would be too easy, it's got to be expensive and valuable. So you appreciate the result better. Some new permanent upgrades would have to come at a price, however. They could mean a reduction in cannons or cargo hold, as it makes sense to reduce them due to characteristics of that new permanent upgrade (if it is spacy, bulky, taking the place of standard equipment). For example, if you refit your ship to be an explorer, serving scientists (like the common coal transport which became Cpt. Cook's 'Endeavour'), you get a permanent upgrade which increases view on the open world map and investigation results about places you pass (so in fact it is a reconnaissance or espionage ship), while you have less cannons (space taken over by scientific instruments and the quarters and laboratories of scientists on board) and less crew. When you craft permanent upgrades, they also could differ in quality, like (1) elite (2) supreme (3) good, while 'good' means the same as current standard. Permanent upgrades could get damaged or destroyed in battles, don't get repaired by your usual repair options and need to be seen after at your next visit to home port and dockyard. If destroyed, the slot may become free for another choice. If damaged, it is greyed out and you don't enjoy the bonus until it is repaired in dockyard (there you can chose to dump it completely and get a new one). This special repair of permas would not be done simply by paying gold, but would require a percentage of the original material needed. For example, if you have Bovenwinds Refit, you would need one out of the original 5 Gritjie Van Dijks as replacement to put Bovenwinds Refit back into function. All this makes permanent upgrades even more valuable than they are now, and ships equipped with them, as well. Your ship has a chance to undergo changes even after original perma slots are full. The dockyard specialization would be a great deal and encourage people to enter the interesting profession of a ship builder, as it would offer more variations. The skill books helping in that would be interesting only for ship builders and thus passed on to those by captains who are just fighting or trading. However, I like the random aspects in getting this or that factor which determines the ship building result. So, the various ways to improve your qualification in ship crafting should influence percentages of chances to obtain this or that partial result flowing into the big result, not generate a sure ticket. So, a ship crafter with low crafting experience xp would have a low percentage to get the top tier result, a colleague with high crafting experience can hope for it on grounds of higher percentage. Makes also sense to get permanent upgrades back, or at least back on a reduced quality tier, if you break up a ship in your dockyard for parts.
  22. 1st Rate Problem The Premise here is simple, there are too many 1st rates to be historically accurate, but more importantly too many 1st rates for them to be fun or to look forward to. Historically fleets were comprised of way more 3rd rates than 1st rates. They were there, but the ratio from 3rd rates to 1st rates in fleet composition was 9:1 i believe? (Read something somewhere a year ago, nautical warfare expert facts to confirm or deny would be great) Why? Because 1st rates were national TREASURES. They were expensive as all hell to build, maintain, crew, and arm. It wasnt cheap, and every nation, of all wealth felt it. Think of a carrier in todays world. 1st Rates in game are so numerous in fact, that no one looks forward to getting them anymore. The newbies do, sure, but when people just offer them up freely because thats how easy they are to obtain, that excitement goes away as they sail with them, face a whole horde of other 1st rates, lose them, get more, etc. This also takes out a lot of excitement of being the most bad ass in the ocean. In fact, you probably arent, having a 1st rate MEANS NOTHING in game. Which is sad. Having a 1st rate, regardless of build should be an incredible feat, 1st Rate Solution In order to make 1st rates be a late game component themselves, as they should be, acquiring them needs to be completely reworked, and when you do, they must be an awesome ship indeed. Admiralty awarding 1st rate building permits. I believe this is the right track, but not there yet. This feature in game an be exploited by alts to an insane degree, and anyone with victory marks can pool them and give out 1st rate permits and thus 1st rates to whoever and whenever they wish. Permits must be made much harder to get. In fact an upper government, not of player control (call it your actual government admiralty from Europe or trade company), should reward these permits based only on killed predetermined targets on other pvp players. Essentially players get marked based off of their performance in pvp combat, the task is to then kill pvp players to earn this permit from your admiralty as you have become a national hero. If you can't do it, you dont deserve a 1st rate of great quality. You can sail a 2nd rate or 3rd rate of any quality of your choosing. But what about the pve players you might ask, the traders, the non PVP players? Simple. They can go kill X amount of AI of X quality, such as other 1st rates, they can get a 1st rate permit that limits their build type to oak oak, something that is exactly base line.Nothing terrible, but nothing great. Or just add a generic 1st rate to the game that is smaller than all the rest cannon wise and health wise, but just above a 2nd rate. This then creates a larger amount of players sailing on 3rd and 2nd rated ships. 2nd rate ships however should be made twice as expensive to craft as they currently are in game, as they are extremely competitive with the 1st rates, at least the buc is. The OVERALL affect of this. 1st rates become a true warship as they wade through a sea of 3rd rates and 2nd rates. Delivering the force of pure shock and awe with every broadside. But with their rarity, they will become massive targets as everyone will want to capture it and make it their own. The 1st rates will become their own late game, and become a true motivator for pvp combat, and fun terrorizing combat when/if you can meet the demands of your admiralty. Once the permit has been obtained you can craft said 1st rate of the quality you are allowed to craft. Once crafted the 1st rate may be traded ONE time before it is "bound" to that person and may not be traded again. It must be captured. Why would the admiralty give nelson control of HMS Victory if he was to give it to some junior admiral? Crafting Problem Crafting in game is a joke. Its more basic than starbucks' overall clientele. lv50 crafters are so bored our ports have run out of rum! (seriously though, where has the rum gone?) Crafting Solution If you thought my 1st rate solution was game changing, wait till you read this proposal. Essentially lv50 crafting will mean nothing as it currently does, up to lv50 i am proposing to KEEP the current system. But wait, there is more, all the way to lv100. An open world sandbox game, built around the age of sail. What could be more immersive than actually crafting your own ship built idea yourself? Designing your own hull, cannon loadout, rig and sail loadout, etc. What is to stop people from building the most op ships on the 7 seas? Their own stupidity, a better physics engine, and by rate. If you are crafting a 7th rate it has to be under a certain dimension and under x amount of cannon broadside weight. If that means you put 3 42 pound cannons on it, then so be it. But you only have 3 cannon slots and that reload time is going to suck. The Main limiter: Crafting level. Essentially each crafting level AFTER LEVEL 50 allow you to add more to your ship. Every level will allow you to add a bit more base hull hp, armor, and broadside weight. And every 10 levels you can start to build a new rate. So lv 50-60 you may craft custom 7th, 6th and 5th rates. 60-70: 4th rates. 70-80: 3rd rates. 80-90: 2nd rates. 90-100: first rates (will require a permit of special quality designating that you are not only a lv90-100 crafter, but also can perform in combat beyond Admiralty expectation.) Essentially the admiralty can only afford to trust you to outfit a ship based on your reputation and experience creating ships and in combat. This will of course create epic ships that truly define naval warfare. Within bounds of reason and physical capabilities. But what is to stop everyone from acquiring these ships, especially 7th-2nd rates, and seal clubbing everyone? The crafting limitations are one, but they should be more powerful than the standard ships if built correctly. But also of course each crafting level after 50 isnt some walk in the park to get. You can get to 51 the same way as you get to 50. But after this the only way to level is to craft custom ships. These ships must then perform well in combat. Like in the old days when your crafted ships earned xp towards the craft when they were used in combat, it goes to crafting xp. The jump between level to level can be linear. But at say 59-60, (every ten level jump that allows creating a new rated ship) it is parabolic in nature of craft xp. Essentially there will only be a handful of these ships per hundreds of players. More expensive overall to craft. Each custom ship built will require a good amount more material than their counterpart prebuilt ships. In gold currency, say a 4th rate takes 500k to build if you buy all the mats. A custom built 4th rate would cost 2 million. This adds more value to currency gold. Generates more open world traffic ferrying resources. This creates a massive late game for the abused crafters. Something to really look forward to, and of course these powerful ships shouldnt be shy of battle, as they are (hopefully) built well enough to be better than the standard ship of that rate. (unless of course someone got carried away with the sails and you capsize in battle, haha.) TL;DR? you are going to have to read, this was as short as i could make it. sorry As far as this not being possible to do? All of these things have at least in one game or anther been a thing, perhaps not all together at one time. But I know it is possible, and with our current engine it may take several years to do, but I do recognize that, and just believe it would be an incredible thing to implement for a more expanded late game for everyone. Ideas and thoughts are of course welcome, and perhaps i left some things out, as these were shower thoughts, and hastily put together. o7 captains, and Godspeed all.
  23. Hey! I would like to be able to make resource buildings in nation ports with out having to make an outpost there. Then I could just sail there in a trading ship, craft the resources from the building and then sail it back to the port where I do my crafting. Because we can not store stuff in ports where we do not have outpost I would only craft what I could fit in my ship. If I crafted to much I would sell it in the shop. This would free up the need for dedicated crafting outposts and we would sail more in OW As it is now I dedicate 1 outpost (2 in ruff times) for resource crafting. I make 3-5 buildings and farm 1 that resource until I have enough. Then I move over to the next resource. Only use 3 indiamans and I don't bother sailing to collect my resources until I can fill all 3 to the brim. I have always struggled with balancing ports I need to have for PvP (free ports and I want them all!!), RvR (1-3 ports we need to be ready at for defending against hostility or gather for attack), clan warehouse (1 port), crafting(1-5) and then a port for trading and 1 free so I can open a outpost where ever I end up and TP back home. 8 ports have never been near to cover this..
  24. I hate RNG. With that out of the way: I suggest: Advancing crafting experience. Atm we have crafting lvls and the RNG that's is basically useless. I'd like to see the crafting trees expanded by for example giving the crafters increasing specialization: A clan (or individual) could have a crafter that specialized in first rates and for each first rate he moves up in the xp and after for example 20 first rates he get a choice for a trim he can add to the first rates in the future (and it is NOT random what trim he can add - it's a chosen perk just like the ordinary perks). This can be expanded to specific ships and not just ship types. If for example a crafter specializes in H.Rattlesnakes then he get's the possibility to add more and more trims to add. And most important of all: NO MORE RNG!
  25. We are a newly formed clan. We are currently looking for active players in Naval Action whom would want to join our crew, everyone is welcome to join. Requirement: That you use discord you don't need to talk just listen Nation: Great Britain Goals: Putting together a reasonable sized fleet to fill proper Port Battles. Timezone: At this time we're only EU-based, however we're always up for company from all around the world. Crafting: We currently have 2 high-level crafters. If we got your interest, contact one of the following officers (ingame, on discord or via the forums) A1vin, Mitsuko Susuki, Nick Gonchin or Cpt will Turner Discord link: https://discord.gg/9BaKMqT Or send me a message on the forums @Nick Gonchin
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