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  1. Hi there Dev Team and Comunity, first i want to say that the Game looks awesome, i played it 3 years ago and i did restart 2 weeks ago. But the Buisnessplan of the Game is just not going the right way, sorry to tell that. Many People here i would say still remember the Game Sid'Meier's Pirates. It was a Gold Mine for Sid as Civilization was. But the Game was not an online Player Game, it had something Romantic and a lot of new Features Bounded to the Ports and Ships. Atm Naval Action is doing the same mistake as Eve Online did 5 years ago and lost about 80-90% of its Players.. It has to do with Psychology. First to completley enjoy the game, the Player is forced into a clan, to get the same upgrades for ship crafting and economy such as Teak Log etc. Secondly, there is no reason why to explore the Carribean, no rare trading resources are popping up in random Ports, no Books in random Ports, nothing actually is in random ports. There is only one reason to travel, Missions.. No treasure hunt, no Port AI. So my Suggetion : and please take you time while reading : 1. The Game needs more Free Towns .. i mean a lot of more Free Towns about 50+.. This is needed to support new Players and Players that does not want the clan wars, more Free Towns leads to more freedom in choosing a home Port for production. In those Ports also single Player "Now to the PVE mode" can invest, and the port upgrades are available for the investors. This gives freedom of clan based game play and attract more freedom liking players.. means more money in the Buisnessplan for the Game devs. 2. The Ports need more attention. A port should always have at least some goods to trade with, and i dont mean only trading goods. lets say 10-20 reps a day, some logs, some of a lot of the goods, not all but, no one likes empty shelves. And some Ports already producing "Iron, Oak Log, and the Basic Stuff" and traders bringing some Rare stuff to random Ports too. This brings more realistic wealth to the game and will attract more new Players.. means more money for the Game devs.. 3. The Ports need to be something like an AI. at the moment Ships spawn somewhere and doing routes no one can understand.. The ships should leave a port make a patrol, or a Trade. Also each free Port or Neutral Port should have a own defend fleet, and within a Area depending on Port size the defend fleet is acting as an anti gank system. if some one is attacked in this area the defend fleet will help the victim and will join the fight 2-3 min after. Like that clans can upgrade the defense and the zone, Free towns doing that too with solo Player investments and trading that is done, but not forced by the players, and as the investments go back, the city saves money by reducing the protection. This will save the new and more freedom liking players from ganking of bigger groups and will players give the feeling to stay and enjoy the game longer and even buy new DLC, means more money for the Game devs... 4. Admirality or Free Town missions, or even Tavern tresaure hunts. atm you have 6 missions in every port.. always, there is no randomness only in mission destenation. the game needs more different missions.. with upper named improvements, a mission could be called, weaken the town La Mona by attacking a trader of that town. that is what flags were made for and still are.. there is a reason why a lot of ships still sail under the flag of Panama or an other city. a Player also can Choose if he wants to serve for a city and gets a Letter of Marque but then have to sail for a certain time under the flag of that city.. There are so many things the devs could implement to make it more attractive for new players.. and if it is attractive enough i bet a lot of people would pay 5 dollars a month to finance the servers and the maintance so the game stays intact for a long time period and can improve over time. 5. Balancing the player count on nations. To balance a playercount, the nation with the lowest pop need to have very attractive admirality missions where you can earn a lot of money. the nation with the biggest pop should have the lowest payout for missions.. and the payout should be that attractive that the pop distribution really happens.. lets say, if a nation only has 5 players, a mission from admirality could pay out 1mio. and a nation with 1000 players get only 10k.. like that nations would attrackt Players and a distribution would start until a decent distribution is reached.. until then the low pop Nations player will have more money to compensate theyr efforts. this would prevent all one nation migration and with that player loss and with that again more money for the devs... thats why a lot players left EVE online.. every one went Minmatar because as bigger a nation was as more payout they gave... so every one was minmatar or had a minmatar alt.. 6. No Alts or Twinks... Having alts and twinks is supporting paranoia.. no one will undock of a port anymore without having twinks in other nations to see nation chat or areas to not get agressed.. this will show an increase of players first and then a leaving of players because they dont agree with this mechanik.. at the end every one has 2-3 twinks and a hughe server population is visible and still nothing is happening. there are many other things that could improove the game and with that give the devs more income.. and the changes arent that big as you might first think. but such Skripts of towns and theyr interacting with eachother and also goods balancing are not as hard to write as you might think. lot written, little said ... but that would increase server pop for sure ^^
  2. After having first contact with the new flags system I come to suggest a improvement that relates to everything Open World and the battles created. - When accessing the Flags allow the player to choose the flag intended for each nation eg. player selects one from pirates, one from Sweden, and so on. - every battle that the player joins with his own Nation he will show his own Nation flag proudly. - if player happens to join a battle on the side of another nation he will show the selected flag he picked for that nation and not the default one for that nation.
  3. Prolog Recently i got more into trading and one thing that annoys me most is waiting. Waiting for the other guy to finally reach the port where the trading will happen. Sure it would be possible to place a contract but sometimes we dont want to trade goods for money. Its not possible to trade goods for goods other than player to player trade. Therefore I suggest: Suggestion: Players can place contracts for a specific person with goods for goods trade option. Here is one example: @rediii wants to buy 300 pve marks for 10 pvp. We both agree and set La Tortue as trading location. He is still occupied and needs 20 min to reach La Tortue. Currently i would have to wait 20min. 20 mins are not enough time to start a fight or whatever. Its wasted time for me. But with the specific contract that works like a player to player trade but without being there at the same time there is no wasted time anymore. How it works: I place a contract and enter rediiis name. The trading window could look like this: Now i can leave port and do whatever and my time is not wasted i can deliver content to other players. Rediii now has xy amount of time (maybe 1 maintenance cycle) to claim the contract by paying with 10 pvp marks. This contract would simulate a middleman. He would ofc receive a fee ( tax generation for the port) It could be a fix fee because calculation of the tradevalue will be hard when no money is involved. Fee contains rating of trading good and their amount. Its simulates a middleman and rented warehousespace (numbers presented are just examples) Rules of the Player to Player Contract: Its like the current contracts with some additions. Its possible to withdraw before the other person claims the contract. If the contract isnt concluded in the timeframe (my suggestion was 1 maintenance cycle) the Item returns to the owner + fee has to be paid. When contract is placed the player named in the contract receives a Mail with all contract details, when contract is cancelled the player receives a message as well Both players have to pay a fee fee could depends on item category and amount (kind of similar to the old delivery system) Pros: less time waiting more time to be content in ow quality of life improvement Improves port value items still have to be hauled in OW no Scam what you see is what you get Uncertain: easier alt trading but alts would contribute towards portowners (more tax) Cons: Annyoing other players by canceling the contract
  4. 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 others is done with much more detail and realism, so I find this feature should be detailed as well. I do not encourage copying in this post. A snippet from total war, where the crew moves across the deck Attention to details Not all crew should be modeled, but those who are should be very real and detailed like the rest of this game is. If crew would be implemented like this I would suggest a strong attention to detail. If you have your majority or all of your crew on gunnery, sailors should move away from cables and climb down from rigging and move to the guns. The x/y crew on gunnery would be determined on how many of your ships crew are at the guns. NOTE: Most of the crew will not have to be displayed as they are bellow deck. This means that the process can easily done with numbers and waiting times which does not reduce the frame rate compared to a drastic decrease if you would model all crew. If you have marines on board the marines should be displayed on deck. If you have extra hammocks, more crew should be on deck. If you used the Muskets & Pistols skill book there would be muskets lined up at the railing of the ship. Drummers could be on the deck on navy ships. If you have a crew shock, crew could be cowering on the deck and other crew members "shouting" at them to man their stations. You have boarding ladders or any other special upgrades? They would be shown in boarding. This would take a lot of time and probably a whole patchto implement, but it is definitely worth it. If you are a pirate your crew should be nowhere near as organized as other nations ships. Your sailors would not have an uniform and would move around the ship differently. ^^^ These are just a few examples what you could do if you model crew independently. This game already has an absolutely great system when it comes to sails and sail damage - Crew should be the same. Realism and non-cartoon ships is this games biggest selling point, so details should be there. Implementation This game is currently not released yet. There are much more important issues to tackle right now, of course. However this implementation would not be as difficult as it sounds. As said, all crew should not be modeled. Most are beneath deck in bigger ships and extensive modeling of all crew on smaller ships is not needed. Each cannon, mast, region on deck etc. would be treated as a small region of action. Although I don't know how this game utilities Unity 5 right now, I know this is definitely possible using Unity as an engine. For example, each cannon needs x/y amount of crew on it. If crew members "move" (none of this is visual except on deck) to a cannon, it would take a few seconds. Example: If you just got a broadside of grape on one side, crew numbers on cannons would decrease on that side more than on the other side of the vessel, if the grape shots even got to there. This would mean until more crew can man the cannons your reload speed would be affected on that broadside making just this a very tactical and exciting aspect in battle. Of course this crew system could be used in many, many more ways. Falling masts, stern rakes, angles in which you board a ship, sending crew to survival etc. are all possibilities. Some of these were planned to be implemented already - this could implement all at once. End note to the developers I really hope you consider and implement this way of having crew. It would add a lot of visual aspect and game play to Naval Action making battles more interesting. However I hope you tackle problems like User Interface, Tutorials, Economy... first. This thread will surely be edited a lot with feedback and more ideas. Check back later. Until then, thanks for reading.
  5. Hello dear Devs, please implement a br-even joining function referred to the signaling perk. That would lead to more even and fair battles in the event and participation may increase. Thank for keeping it in mind. Best Regards Donjuan
  6. I created a document to collect ideas and suggestions to further improve “Naval Action” and to create a more flexible platform for exchange of ideas. Any suggestions can be posted as a suggestions and will be implemented into this document. We will also keep updating any changes. This way anybody can easily see what ideas have already been posted and what has been confirmed / denied by the developers. Link to the document: Click We hope that this can be helpful for the development of the game. With best intents, Rena and Co.
  7. (disclaimer: sorry for the wall-of-text and lack of TL; dr, but I feel this issue is one that needs to be looked at in-depth). I've only had the opportunity to do a little trading in the game so far. It seems extremely simplified (no more advanced than the system in Windward to be honest). And I honestly think it needs to be fleshed out quite a bit. But how? We were discussing this a bit a short while ago in O_Dingo77's stream on twitch and I had some ideas which we might be able to build upon. First off... what is trading? What do you expect when you hear that a game has trading? Most of us think something along the lines of: Buy item A at location X for low price. Transport item A from location X to location Y Sell item A for a high(er) price. Buy item B at location Y for low price. Transport item B from location Y to location X. Rinse _ Repeat Quite dull... basically you are a bus driver, doing something that even a basic bot could do. But I strongly believe that trading can be much more than that. Let me outline some ideas. Perishable items. In the Age of Sails there was no refrigeration. This is something we often don't even think about today. But transporting perishable goods on old sailships, relying on wind and weather to get to their destinations on time, was a race against time.Fruits and vegetables would rot. Same with meat (although they could salt the meat to make it last). Carrying perishable items should be rewarding, and further away from source you sell it the higher price (at the risk of entire shipment rotting if you get delayed) Warehousing. Buying and managing warehouses will allow us to stockpile resources. This means we could store items in expectation of an event to happen which will increase the prices on those wares. Or it could be items you initially planned to sell, but someone else saturated the market. So you put them in storage until the prices rise again.Having warehouses, perhaps even with a small running cost depending on the size, will open up some new ways to do trading. Especially long term investments (more on this below). It will also serve as a minor 'money sink', plus it also opens up another aspect to the game; plundering warehouses. While this is not beneficial for a trader, it does provide more content to the piracy game play, thus adding to the overall, intertwined game as a whole. Playing with politics. Countries wage wars. Ports were blockaded. Towns were raided. Poor harvests lead to famines and disease. Simply put, times were tough. As a trader these are potential opportunities to take advantage of. The cities should all be affected by various political situations.Will you attempt to be a blockade runner in a fast Lynx, offering weapons, food or medicines to a town in need? Knowing that a country is about to go to war, will you invest in the long-term and stockpile resources until the cost of war makes the price on horses, muskets and food start soaring? What about having your friends raid a town and steal all their food and supplies, and then you sail in as a saving angel with fresh supplies and wares for the town to buy, knowing that the prices will be high since they direly need them. Production / "Crafting". The key to trading is buying low and selling high. But instead of relying on what each port has to offer what about investing in your own sawmill, bakery, shipwright, smithy or even merchanthouse?For those familiar with Mount and Blade it had a very simple crafting system. You could invest in a bakery which made bread. But to keep that bakery running you needed to supply it with wheat. Another similar example is EVE Online. Although you don't own the factories, you could still buy (or invent) a blueprint then build items by providing the blueprint and the required materials and minerals. This could easily be done in Naval Action too. You buy a bakery in a town and it has a small running cost (employees and maintenance). Every few days (or weeks) it produces X amount of bread. The cost of producing the bread depends on the cost of the employees, maintenance and the cost of the raw materials (wheat or other corn). With a system where you can invest in your own "factories" that produce certain items you could start to create a network with other players, and thus begin the first steps towards a player driven economy. As an example: Your friend owns farmland in one town. You own a bakery or two. A third friend owns an iron mine. So your friend produces wheat. You make a contract where you will buy X amount of tonnes of wheat at a cost of X per tonne. You bring that wheat to your bakery which produces bread. Then you make a contract with your other friend where he will buy X amount of tonnes of bread at a cost of X per tonne since the workers in his mine need food to produce iron. This is a very simplified system, and surely can be more complex, but it illustrates how trading can be very, very interactive, provided the tools are in place. E.g. a contract system that ensures the players actually buy the X tonnes as agreed and that they get them at the agreed price. Breaking the contract should have consequences. E.g. a penalty fee involved at best, but might also mean that the "factory" is forcibly taken from the person who breaks the contract. And worst case, the person might be declared an outlaw! Smuggling wares. In some areas items might be considered contraband. While there might not be an active blockade in place (in which case it would be blockade running) there could still be authority ships operating under the flag of the respective nation which could routinely hail ships for inspection. Perhaps you just pirated some cargo from a merchant, or plundered a city. You are bound to have barrels and/or crates bearing the marks of the owner. No pirate ship sails with a hold full of empty barrels and crates to 'transfer' the goods over. Carrying such cargo which does not belong to you might cause an aggressive action from a navy ship which inspects your ship. Or your cargo might be illegal where you are trying to sell it. Perhaps gun trade is not permitted due to the political situation, and you are trying to bring muskets and cannons to the port. Having options to conceal your cargo with hidden cargo holds would allow you to mitigate the chance of discovery. Knowing what you can sell and where would be a key factor, and this could even open up for faction type gameplay where you build your standing with the criminal network in a city, which then opens up options to sell your smuggled cargo through a fence. Fleet bonuses. (Disclaimer: taking this example from Elite Dangerous) One thing that is very common with almost any game where you play as a trader is that you travel alone. Traders are often just sailing, flying or driving back and forth... often in 'semi autopilot' mode while watching Netflix or something else. It's not a very team-oriented activity in most games.In Elite Dangerous they did something controversial. They gave us 'money for nothing' when doing trading. How could they do such a thing and get away with it?!? The reason they did it was to encourage teaming up as traders and flying as convoys. So how does that work? The way it works it that you are in a group (called Wing in Elite) together with a friend, and you are both in the same system. When he sells his items to the market and gains a profit, you get a %-based amount of money depending on his profit. So if he sells something worth 1000, and gained 100 profit from it, then you get 20 as a bonus pay. Note, you get 20 out of thin air. It doesn't take 20 out of your friends profit, leaving him with 80. Nope... he gets +100 in profit, and you get +20 as a fleet bonus. But if YOU sell something as well, then your friend gets a bonus too! So if you both sell something and get +100 profit... then you BOTH get +20 in fleet bonus. Total profit per head is then +120, and the total profit between you is +240. Some might think of this as exploitable. But is it really? By being in a convoy you get the fleet bonus, sure... but keep in mind that you also saturate the market faster since you are delivering higher volumes of goods to the same locations. Personally I think this fleet bonus idea is great, and encourages teamplay as traders. But as I mentioned, it is a bit controversial and not everyone might agree with such a mechanic. So to conclude (since I am writing this from top of my head while at work and I need to head out ) There are MANY ways to make trading very interesting, intricate and intertwined with the rest of the gameplay (politics, factions, piracy, blockade running et.c.). I've only gone through the ones that came to my mind, and I am positive that you clever folk out there have many other brilliant ideas. Both new ideas and ideas that improve upon what I've gone through here. Lets try, together, to make trading in Naval Action more than just bus-driving. Thanks for reading!
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