Search the Community
Showing results for tags 'is'.
Found 3 results
Update Patch 27 - Port Interface, New missions, Streamlined economy, Insurance, New currencies.: Alternatively use the sheet as explained here. _______________________________________________________________________ This game is no different than other games with moving and shooting pixels: Speed is life. I set out to document each ship's speed characteristics in detail in order to enable you players to make the most out of your given fighting vessel. Ships can have wildly varying speeds all depending on wood type and upgrades. The ships in this thread are made of oak or teak with no upgrades that affect speed, that means they represent the base speeds, with guns, of the ships we have in game. Things will change to most, if not all, ships still, so this is a work in progress. Not all ships are in yet but that will happen. The comparisons linked under each section are dynamically updated and you can highlight an individual profile by clicking on an item in the right hand list. If you wish to discuss the topic of speeds, it's best we continue the discussion here Thanks to: maturin for his work to make the speeds what they are today, balticsailor for his ships and work on some profiles and manuva, generaljake and Schutzengel for ships. Give it up for Game Labs who have made this ridiculously good game and made it available to us! Small ships Comparison of small ships. Medium ships Comparison of medium ships. Frigates Comparison of frigates. Ships of the Line (SOL) Comparison of SOLs.
To get the very powerful ship knowledge slots the game encourages you to grind PvE. Only PvE, everything else is super inefficient. That sucks. How can we change that? Make it so that you can unlock 2 ship knowledge slots through PvE XP, 2 through PvP XP (fights only counts when enemy has at least 80% of your BR to discourage ganking) and the last slot through money or portbattles. This would mean more PvP and less stupid and boring grind.
These guys are pushing a great basic development model. It would be nice to apply a few of their ideas to Naval Action Edit:(thanks pancake) It looks like its going to be a good game but lets not turn this into an advertisement for the game, please PM me if you have specific questions about it Lets keep this more about the development model they are using and ideas they have put out that we could apply to Naval Action. If you would like to talk about CoE, here is a link to a CoE discussion thread This thread should stay relevant to suggesting ways we can use some of this stuff in Naval Action