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Showing results for tags 'management'.
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@admin i would like to add a possibility for the port bonuses. so that there is a option that the clan creater can set open or closed. for example option 1. is open for all clan members. option 2. is only open for clan officers. We would also like to have a log option off the port bonus investments. so we can see if someone has been putting in incorrect investments to the port. thanks in advance.
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Port Bonus Investments.
SparkyTheParasite posted a question in Feature proposals and Gameplay Help Q&A
@admin Sorry for disturbing you. but at the moment we have a issue with the port bonuses. people are investing incorrect bonuses. and officers cant do anything is it possible to assign the same rights to investments as the clan warehouse. so that the officer can see a log and only officers can invest. If also possible we would like to receive a log who put in the bonus : Mast and Rig bonus 1. so we can approach the person and ask him why he did it. Port is santiago de cuba. So in a summary. i would like to see a sort of security system that only enables officers t-
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One thing that has bothered me for a long time is the lack of immersive life and meaningful activity in the OW. What I'm going to propose is something that will hopefully make even those "dead" NPC traders interesting to OW hunters, and at the same time something that may appeal to the aspiring merchant mogul. Traders all know the bore of sailing for a long time in the admittedly rather dull OW of Naval Action, and OW hunters all know how unsatisfactory it is to capture NPC traders even if they carry valuables, simply because it has no impact on enemy players, therefore I propose h
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Suggestion with example: when T is used(depower) at full sails and the ship goes to dead slow and T is pressed again (bring back staysails) the ship will still have squaresails at dead slow but staysails are at full sails configuration. Double tap T will hoist staysails of the current sail configuration Currrent ingame example: At Full sails 100% you press T (removing staysails) and you go to dead slow 20% (square sails) and you press T again (hoist staysails) you only get the dead slow staysails 20%. Regarding my suggestion: At Full sails 100% you press T (remo
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Been feeling a need for more options on the clan management part. For a long while now. We could start from the beginning. MOTD (message of the day). That will greet every member when they come online. Would be very handy! Thank you. Now further into it. Being able to set more ranks. OWN ranks. And restrictions for the clan warehouse etc. For example maybe you want to set someone as a crafter. He can withdraw specific goods from the warehouse*. Or set someone as a recruiter. He can invite people to the clan and has his own restrictions for the warehouse. * Clan wareh
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Starting a Cavalry Corps nothing but cav, 6pdr artillery, and a few units of sharpshooters and I can't decide whether I should have more Melee cav with the Palmetto equipment or skirmisher cav with the Burnside/Spencer rifles or should I mix it up? Let me know your thoughts.
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- ultimate general civil war
- general discussion
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Hi all. Here is my idea. Im a clan lead and i would like to separate warehouse acces permission, to the "officer" permission. Let me explain that. ( If I get there ) I've a lot of officers, but some guys just for warehouse acces (not for manage clan) I'd like to have: a craft team (with warehouse acces), and real clan officers. If possible to have: a Clan Lead (with all permission) a lot of officers (with a few permission to manage clan) and a third grade juste for warehouse acces. sorry guys for my badly engl