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  1. Before recent patches it was possible to change the crew distribution in the port menu (see here) by using the arrow keys for small adjustments. This seems no longer possible. Please investigate.
  2. Hello fellow sailors this will be a long reading. On the 28 August 2018 @admin posted this at the bottom of page 3 of the patch 26 thread I always had some thoughts about this and now want to share it and explain how I imagine a new officer and crew system could potentially look like. First of all I always thought that crew in this game stays to much on the sideline and has no real value other than being needed to crew a ship. Sure we have to pay a certain amount of reals to replace lost sailors but atm these are peanuts and nobody should have a problem to pay for crew. If you cons
  3. So i'm reading one of the Alan Lewrie adventures (King's Captain, Dewey Lambden), which covers the Nore Mutiny of 1797. This was a major issue in the age of sail and i'm wondering if it has a place in the game. As all of you history buffs know, the mutiny was caused by a number of factors. low pay and pay in arrears, brutal officers, no shore leave for years on end and horrible food (issued at 13 ounces to the pound). Many games factor in "keeping the plebes happy". Could we have (and do we want) a "Mutiny" trigger in this game. It's a good add for the realism factor, but of course, game
  4. I am convinced the game would greatly increase in gameplay attraction if we would feel our ships being manned by PEOPLE and profiting from their personal talents, as they come or can get developed. This is a major suggestion with a great deal of changes, but with little expectation this gets accepted, it still should get heard, for some inspiration, parts of it or just a single idea for the minds of our developers. And it's all for free. Let's start dreaming: I wish I would find taverns in ports where to find and valuate seamen for my ships. Not a single mass of sailors, but categori
  5. The NA rulebook as per the present day states that: - Rum can be used to revive crew lost during battle All good and despite the name involved the mechanic does away with logistics necessary to conduct naval operations. Now my suggestion comes towards a multinational approach, as in game multi nations. Items that could be included as crew revival should be: - Tea - Bourbon - Wine - Cider Pros: - local access in any nation to specific item even when rum is not available - nation fluff if player decides - a yank privateer might pack s
  6. Clarification: this post is about adjusting PvP marks distribution between two or more players who sank a ship. I would suggest to increase damage to 25 damage per crew (as opposed to current 15), as well as drastically increase damage for sails. Reason - killing 500 crew in Santi is harder than lowering just one side to 40% and gives a more significant advantage in battle. Killing sails is now also critical and requires more skill with limited chain. During battles usually everyone tries to kill sides, while people who are asked to chain and rake feel they are mis
  7. Are you satisfied with current visualization of crew on the deck? Compare our stupid canonniers and sailors of "total war" / "age of pirates 2". Growth in scale, increase the number of sailors, different movements and actions including boarding fights. (don't know actual status of new boarding) Game performance will not change: "disable" option, another quality...
  8. Introduction I'm sure there have probably been posts on this, however I will give some more inspiration to this topic. I strongly suggest that this is done before release, since if this game gets media attention and high attention on YouTube (which it probably will) this would be a great feature. I suggest having visual crew on decks with each crew member performing actions according to their rank. After playing "Napoleon: Total War" and viewing the sea combat there I was inspired to post this. NOTE: I do not want this game to copy said game or any other. This game compared to oth
  9. I have some suggestions for some elements I'd really enjoy in the game. 1. Navigation I love the idea of exploring the open world map, but it's very boring and time consuming, and it can get a bit difficult at times. Having more navigation tools would make it a more immersive and rewarding experience. My suggestions are as follows: - you should be able to plot a course on the map, more than just a straight course with a protractor (if you need to follow a winding course next to land masses) - re-introduce the ship's present coordinates. Back in the day they would perform da
  10. Hello guys, Sorry for the "zombie" title, but recently, I observe a strange thing from my point of view, in the game. During a boarding, against a player, he was able to "repair", to treat some of his crew, probably with the consumable rum. Happenend two time, in two differents fight. How the guy is able to do that? Thanks for your time
  11. I captured a t brig and added it to my fleet, I moved half my basic cutter crew to it and sailed to Savannah with my prize. Once there, I was unable to split the fleet, it said I could not do it because I did not have an outpost there. I could not leave port because the basic cutter requires 28 min crew to sail and the t brig 18 for a total 46. My max allowed crew at my rank is 40. Trying to leave the port in a different b cutter would cause the loss of the fleet, don't care about the original b cutter, but did not want to lose the t brig. Furthermore, I could not sell the t brig if I cou
  12. So I move from the Basic Cutter to a Pickle, only to realize, after I have bought the extra 15 crew, that I do not have cash to buy the guns for the Pickle. So I go back to the Basic Cutter to continue grinding...to buy guns for the Pickle. On return to the Pickle, I realize I have to re-buy those extra 15 Crew for the Pickle... So the Cutter was using my bought crew to replenish its losses ... just wait a minute that ain't right!!!...crew losses on the Cutter should be recovered free of charge without going into my crew stockpile. Please repair this Devs...this is not very fair
  13. Are there maximum range differences between guns of different calibre e.g. a 4 pound long cannon versus a 9 pound long cannon? Also, can i find information anywhere on how much crew a specific gun needs? Thanks in advance.
  14. Hey Folks! Dear developers, can't you rethink the whole PvP systhem? ATM it is a chase or try to run, gank or be ganked simulator. Many things take way to much time, so the most people are running even it is a fair fight. If you lose a ship, all of your officers lives, your upgrades, or your cargo, it takes WAY to much time to rebuilt. For example, to craft a renomee, with, lets say pirate refit, copper plating and speedtrim, it takes at least 2-5 days, if you craft all your needed materials by yourself, and ship them from a city like Gustavia, or Wilhelmstadt, or other capitals. What ab
  15. Right now if you hire some extra crew you can magically access it in the post battle screen and have it appear on the ship. Opposite to this medkits spawn fresh crew out of fish and rum. It would be more realistic in my opinion if crew was only accessible in national ports and medkits could only be used to restore portions of the lost crew. (I know that realistic is not always better for gameplay, but this would add a nice touch)
  16. I have been sailing the Bucentaure for a few days now and I'm having a pretty serious issue with it. My crew loss per mission is unbelievably high compared to my clan mates in ships of the same size. 200 + crew lost in each battle and not just from stern shots. Each broadside I take I see my crew drop by 5-10. What this makes for is an almost unplayable match and today i lost my Buce for the last time due to one point blank broadside from a Bellona which wiped out 330 crew. I know you history buffs will say "That's what happened at Trafalgar" and it is... The ship was rendered useless in one b
  17. Leadership 1381/1100. Nuff said. I haven't got a clue how I got myself into this though. I have a suspicion though. Usually it happens when I do something stupid somewhere...
  18. Warm greetings to both the developers and the community. I would like to offer several suggestions that I have been mulling over in my head for a while now. Captain Lord Cochrane beat me to the officers' suggestion, so here're a couple more regarding morale, NPC pirates and finding crew on open seas, and potentially dealing with the “surrender issue”. Since we already have morale play a role in boarding, I would suggest implementing the general morale system that would in effect produce morale for boarding actions. I envision a simple system of morale status from “joyous” to “mutiny” with
  19. Ahoy, Just a brief suggestion regarding the current crew mechanics. It strikes me as odd that they should be quite as expensive as they are. Of course I can see the point in making crew member valuable and to stop them being a magically replenishable resource like they were before. However, the cost of crew now does raise some issues which have been mentioned elsewhere; namely that it can sometimes be prohibitively expensive to engage in battle - many Captains are saying that they must PvE to fund their PvP, which is presumably not a desired effect of the change. For this reason my sug
  20. Good Morning Lads, late that night I was thinking about crew and officers and there status in the current build. Crew is, at the moment, a moneysink and not more. You loose crew, restock them with no drawback than loosing money. You can have a crew that is 100% skilled for boarding (thanks to upgrades), and with a few cliks you have a decent gunnery ship with no boarding teams at all. I am not a fan of this right now. Lets think about what "Crew" can be: Crew gets XP like the Officers and you can give Percs to them, like to your Officer. If you restock crew with newbies, you loose an accor
  21. Officer Perks Ideas - Focused Canoneer Very simple 5% faster reload speed - Doctor aboard Replenishing some of the fallen crew doing battle - Marine Officer adding a few mariens and making them fire at close enermy ships, damagin sails and crew. - Made for trade Officer know how to stack and optimize cargo space adding more % to cargo hold Modul Ideas - Flintlock Cannons Replacing the old matchlock stick with Flintlock on cannons making them fire quicker and less misfires giving a more focused volley 10 % to cannon volley speed - Sharp Shooters Putting rife
  22. Will we see more crew on deck in the future, its somthing i think could really make battle alot more fill with life. A few officers on main deck, some sailer pulling ropes, and some muskets / mariens taking shots at ships crew when they are close. I know the devs said that there will be no boarding animations like total war-ish style, witch is fine. But sometimes the ships feel kinda lifeless with the same cannoneers doing the same anitmation over and over. If i remember correct some people thougt it might course FPS drop adding in more crew, but if there wher an option to turn crew off for pe
  23. Hello everyone, After discussing my ideas about crew and level ideas with my clan, they suggested that I post here. Some of my clan mates feels that they’re good ideas that can complement or replace current systems in Naval Action. Player Ranks: The current system with crew members should be cut. Any captain could successfully crew a ship given the money, however they would be limited by the officers under them. Therefore, it would be best to have player ranks limiting the amount of officers one can command rather than its crew. To expand on this, if each low ranking officers (e.g
  24. Just something I've noticed, I know there's a good bit of griping about the huge amounts of sail/reload debuff we experience when our crews are killed past about 10%, and I'm sure that will be reworked sooner or later, but what's bugging me is that NPCs are almost immune to the crew debuffs. Earlier myself and several fleetmates were graping a Surprise to board it, and it was matching our rate of fire and tacking masterfully despite having 60 crew left. Were one of us in this state we'd have no choice but to disengage because reloading would take about 6 hours. I understand that t
  25. Hi all, As this is my first post I wanted to say don't judge me too harshy and I am loving this game so far. I played PotBC and Age of Pirates 2 etc a ton back in the day and am so happy to see such a beautiful looking and enjoyable game. On to my suggestion then. I am a big fan of seeing crewmen on a ship, it makes it seem more "alive" and I also think can be used to represent game systems as well such as the boarding preparedness, sailing "focus", or "gunnery focus" toggles available now in the UI which are simply represented by a green/red circle filling up. I am curious if there are an
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