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Showing results for tags 'defense'.
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We, as a clan(FPM on PvE), have done numerous port defenses and I would like to make a suggestion please. The NPC/AI circle control and attacks are extremely difficult. I will be nice if the NPCs numbers, and capture control points could be reduced sligthly (I recommend a start of about 20-30%). I suggest instead of 6 Indiaman- 2 total and their number capture points reduced by half. If the war ships capture points could be reduced by 20-30% that would bring it to a more attainble level and contribute to a more engaging battle. The crew/hull numbers reduced sligthly the battles would be m
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My Fellow Sailors: A few ideas i have thought about, and talked about on global, have finally been written down. A few of these have been brewing for awhile, and a few came up while writing. Im sure most of these have been talked about, and may be in the forums. No, i didn't search the forum for these topics. No, i don't really care if there are other threads covering these. These are my thought, basically as they came to me, either through reading notes or remembering conversations. Lets help the devs bring out the potential of Naval Action.
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The strength of the commerce game is meaningless in this game. It only serves one purpose. Buying and Building Ships. Yet this active commerce by players many of who do only crafting and trade does very little to defend towns that are taken when they are offline with only a couple AI towers to defend. Even a small country that has been overtaken by hoards of large Clan gankers cannot defend itself against such mechanics. Therefore they lose their outposts and plantations along with access to cheaper goods. Even if they smuggle the good to maintain their economy it again makes the game m
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First of all, thank you Sons of Britain and company for a fun night. We enjoyed the Aves defense and ensuing battles, likely one of the largest & heaviest ship fights on the server yet. Full 25 vs. 25. February 19th the pirates were on defense in the lesser Antilles. Roughly 8:45 -9 EST a conquest flag was purchased by the Dutch for Terre-de-bas (pirate port). The nearest dutch port lies within about a 45 min sail with decent wind (the wind at the time was the worst possible for their trip northeast). We considered this to be merely a flag distraction, however the dutch did end up maki
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So, as it's only been briefly mentioned I wanted to bring up the idea of detailed Islands. There has been a lot of discussion about port business, trading and the economy, but I'm looking at this in a much more strategic light. The idea is to make 4 different types of islands, with 4 types of sizes, every one of different shapes & strategic value. Below are the types, the attachment gives a very basic example of the sizes I had in mind, and the names to give them. A grand Island you will notice has an extra small isle attached to it, which can be used by the fleet controlling it.