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Found 7 results

  1. @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.
  2. @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 to invest into bonus points like crew - sailing - gunnery and so on. and i would also love to see a log option added to it. so we can see who deposited into what port bonus. IF possible we would also like to receive a log of the person who put in resources in a port bonus named : Mast and Rig Bonus 1. Thank you very much in advance. With kind regards Sparky the Parasite.
  3. 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 hauling contracts in three different variants: Internal hauling contract: The Player will use own ship(s) and crew. The ship(s) will be fully controlled by NPC on the OW from point A to point B as well as in potential instances. External hauling contract: The Player puts up a contract for goods to be transported to a specific port. Time limit as well as class range of ship(s) required specified by the Player. Ship(s) provided and controlled by the taker of the contract. Contracts can only be taken by same nation players having the specified ship class (and fleet) ready; you can't leave port without the right configuration. Payment on delivery. Upon failure, the contract taker will pay a compensation specified in the contract - the contract can't be taken if this amount is not owned. Escort hauling contract: The Player provides the hauling ship(s) from his own dock with his own crew. Time limit as well as escort class range of ship(s) required specified by the Player. Escort ship(s) provided and controlled by the contract taker who is to lead the hauler(s) to the destination. Contracts can only be taken by same nation players having the specified ship class (and fleet) ready; you can't leave port without the right configuration. Payment on delivery. Upon failure, the contract taker will pay a compensation specified in the contract - the contract can't be taken if this amount is not owned. Now, all of this will be very handy for the traders and crafters, but it will be a boon for the OW hunters as well. Instead of players being limited to one trade run at a time they can now delegate to NPC and other players willing to do the hauling/escorting. This will mean more traffic in the OW, and meaningful traffic at that. No longer will the hunters pass by those boring AI traders without a second thought - perhaps they're carrying a precious load sent out by an enemy player! Furthermore, this addition would benefit from some changes to outpost management - these have already been partially requested - but I shall briefly outline how I envision it: All outpost warehouses, docks, and production buildings can be managed from anywhere - even at sea. This may sound unrealistic or immersion-breaking etc. but if you consider it for a while: does production stop when the owner is away? Is there no staff at hand that can see to it that it is kept up? We must imagine that the Player doesn't only control his navy officer (or equivalent) but also his estate and dock managers etc. It should also allow you to make hauling contracts anywhere, so you can get produced goods hauled from far away outposts without personally going there. Another thing that is connected to this is the "tow ship" mechanic. I think this has to be rethought. Either it should be the hardcore way, meaning it has to be sailed, if not by you or another player, then by NPC (similar to the hauling contracts with the possibility of a strong escort, while not having to do it yourself). The moderate version may be to make it take a very long time to reach its destination, though the more mechanics we have that bypass the OW, the more dead it will be. A hurdle to get past is of course the NPC pathfinding on the OW, but I have every confidence that this can be solved by the developers, and even that it is something that they intend to improve in any case. I'd love to hear your opinions on these suggestions.
  4. 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 (removing staysails) and you go to dead slow 20% (square sails )and you press T again (hoist staysails) you get the full staysails 100%. At Full 100% sails you press T (removing staysails) and you go to dead slow 20% (square sails) and you double tap T again (hoist staysails) you get the dead slow staysails 20%. Its just a small feature for more sail area control Pros: more sail control Cons: sometimes more clicking
  5. 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 warehouse. Being able to set groups for specific goods. Or make "folders" where you can put goods and restrict certain ranks from withdrawing goods. Further on being able to set a max withdraw which can be overridden by an officer or co-leader. There has to be some protection to the CWH. If members take off with a free 1st rate - no big deal. But if they take off with material worth 20 1st rates the deal is significant. - Withdraw/deposit history that reach back a month or more. Keep the discussion going. Add more and/or debate suggestions. Keep a good tone. Remember the dunning kruger effect. Not everyone like to MacGuyver™ everything. When most of the stuff can actually be in game (like in other games).
  6. 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.
  7. 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 english... This is just a Google translate... Truly, Snaff
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