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Found 8 results

  1. Situation: A friend and I decided to do a player port raid but because we were just 2 we agreed on one will kite the Ai while the other will pull close to the Hulk and cut it free. So far so good everything worked fine. My friend lured the Ai into a trap while I could sneak up on the Indiaman. I cought the Indiaman crew unprepared and they surrendered. To my surprise my crew would not want to go onboard of said Hulk and rig an emergency rig on it (no [X] appeared - and before some will ask we both made it available for all) So it seems mechanic is like you need to kill the Ai warship
  2. Hey, I'm struggling in understanding the full strategic value of having/giving people the wind, I've no naval background or experience, until I started playing this game so a lot of the naval terms are coming slow to me. I've played on and off for a little while, and I believe I understand part of its value, however I'm sure I don't have the complete picture, I've seen it mentioned that is is bad giving an enemy the wind, I can see why its not ideal, but it seems a primary concern of some captains to avoid, and as I don't share that sense of priority, and i'm woefully inexperienced with pvp, I
  3. After being in battle against a national (both in pirate frigates) I thought how pirate mechanics are supposed to offer a different gameplay - but a pirate only ship (pirate frig), through game mechanics can be sold for gold or w/e, which means the chance (certainty) that a national will be purchasing one. I suggest : When you are pirate - the armaments on your ship changes to the upgraded fit when you dock, unless it is already pirate statistics. Such as the pirate frigate vs the frigate. Same ship - different cannon fit, sail/speed bonus or whatever (the bonus/statistic change is no
  4. Outside of combat and trading, there's a core gameplay element that seems to be missing from this game, to make it fully engaging and more sim-like. My main gripe with Naval Action is not its slow pace, nor its detailed trade system. And certainly not its tension-filled sea combat. Rather it is in the feeling of grinding for XP that this game conveys, a game design sin typical of MMORPGs. To be sure, this feeling of grinding for XP is the single biggest reason for my install/play-a-few-sessions/uninstall relationship I've had with this game over the last two years.
  5. Yesterday I had a strange situation happened. In the Battle of Gaines' Mill, because my I Corps were too strong (and my skills too good, I suppose), the battle ended with most of my II Corps arriving from the flank not having fired a single shot or received a single casualty. However in the camp post-battle, even the brigades that did not enter combat and their respective commanders received EXP and leveled up. So am I correct to think that just arrive at the battlefield give brigades and commanders EXP, they don't have to actually fight?
  6. Hello... I am new to this game as I just started playing with some friends the other night. I have to admit that I have some mixed feelings about this game but am willing to hang with it since I understand how difficult it is to develop such games. I have seen a lot of suggestions and discussions regarding the actual features that many people would like to see in this game. I have no idea how a development group could accommodate so many requests (and hopes). In any event, I have been building software for 44 years and am already in the planning phases of a new product. I hav
  7. Port Raids Where a Port Battle is a large scale PvP engagement aiming at conquest of land, a Port Raid can be something that smaller groups can do to further the metagame and maybe trigger some PvP combat along the way. Ideally this will have the dual function of providing opportunities for those not yet capable of a Port Battle, or those operating in the off peak hours to affect the metagame, while also providing an economic "toll" for nations who have expanded perhaps beyond their means to supply and defend their territory. What is a Port Raid? A Port Raid is an attack aimed at reducin
  8. Hello all, Just a few things i was wanting some input from the player base. First off I personally feel like the entire game is headed down the same path as Pot BS. With that said the developers seem to be trying to make a certain group or player base happy, and not focusing on the game mechanics as a whole to make everyone equally happy. Lets take a look at port battles, who can organize in just a few short minutes and then only have 2 mins to join after that. Nothing like that even makes any sense. You would think that the developers would want to see a fair fight for that port in g
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