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Found 8 results

  1. 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.
  2. I made a topic some time ago already. Time to make a new one The old: 1. Eliminate the ability to use alts for getting ressources your nation doesn't have to give real trading a meaning and give RvR more meaning aswell. - Give Clans the ability to close the port for other clans except clans on their friendslist. - But only make this possible together with a new feature of a civil war mechanic. Clans can take hostility missions against ports of the own nation and play the portbattle. When they get into a hostimission the defenders can join (only clan+clans on friendlist can enter on defender side). Also the people that made the hostility get a timer like PB timer to get attackable by everyone for 1 hour. (also same nation) 2. Ports and their management Ports lack some management options right now. You should be able to not only give up a port but to transfer ownership to another clan You should be able to get a few of the ressouces that this port drops only for your clan Also a specialization of the port would be nice. Trading (more tradinggoods) Crafting (bonus to RNG look below) Labor (Reduced labor hour costs) Changing a timer should take 2 maintenances until it's active (to avoid changing back and forth) 3. more taxes Repairing in port should go to the clan owning the port (taxes) Crafting (the gold you pay) should go to the clan owning the port aswell (taxes) (Needed hostility got ninjapatched some time ago and is fine atm from what I think)
  3. 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
  4. Hey, I thought I put some work into that and collect/suggest different changes to RvR to make it interesting and not a pain again. Hostilitymissions and how they should change The portbattle itself and the reward and why it should feature a instant reward Ports and their Management The port costs and timers The use of ports and connection to crafting Hostilitymissions and how they should change Hostilitymissions are good right now when it comes to distance to port, defenderadvantage etc. What is bad about them is that they take a shit ton of time. In short there is a table I made: 1st rate BR 560 Time for 1 mission 25 1st rate sank = 3% Right now Suggestion Port BR Hostility 1 mission Normal Groupsize in PB Needed Hostility Missions needed for PB group Time needed in minutes Needed Hostility Missions needed for PB group Missions at same time Time needed in minutes 2640 4480 8 18667 4,17 125 8000 1,79 0,8 55,80 5380 5600 14 ? ? ? 18000 2,30 1,4 57,40 10560 5600 21 ? ? ? 28000 2,38 2,1 59,52 So in my oppinion it should take 1 hour for a portbattlegroup to flip a port. Within 1 hour it is possible for a defender to defend the port. A big group can probably instaflip ports again but only the lower BR ports. 2. The portbattle itself and the reward and why it should feature a instant reward Doing a portbattle should give a instant reward to reward players instantly for being active in the game (and winning). However this should not be Victorymarks but it should be chests. Different chests should get into the game, not weighting much where you can loot stuff. These chests should be dependend on how much BR you sank in the PB. BR levels: 2000 BR sank Chest with Gold 4000 BR sank Chest with Gold and frigatenote maybe 8000 BR sank Chest with Gold and 4th/3rd rate note 12000 BR sank Chest with Gold and 2nd rate note 16000 BR sank Chest with Gold and Victorymark, 1st rate note and Paint This means 5 different chests with different levels of loot from. (Devs probably know better what should be inside the chests) Why BR sank? To fight a bit against damagefarming or organized prtbattles etc. For good rewards you need to sink a lot of ships. The best chests will only be available if a lot of ships sank. Rewards should go to both sides of the battle. The winner already gets the port itself. 3. Ports and their management Ports lack some management options right now. You should be able to not only give up a port but to transfer ownership to another clan You should be able to get a few of the ressouces that this port drops only for your clan Or you should be able to lock it for your clan and friendly clans for a payment of 500.000 gold a day Also a specialization of the port would be nice. Trading (more tradinggoods) Crafting (bonus to RNG look below) Labor (Reduced labor hour costs) 4. Port costs and timers Are fine right now in my oppinion. Timer cost a lot and that goes both ways. It’s fine. 5. The use of ports and connection to crafting Right now a lot of ports don’t give you anything so in my oppinion new modifiers to craftingRNG should be added. Right now there are a lot of refits that only drop from capping AI ships. They should be tied to ports that have no meaning right now. (And they should be nerfed, Pirate rig and carta) Also the port should be able to specialize in something. The owning clan should be able to set a specialization of shipbuilding (Fast, sturdy, Crew) Both only give a bigger chance than crafting in the safezone. There should not be a chance higher than 30% for both specializations so safezone crafting is still efficient aswell. Why? To not make it necessary to own them for portbattles or something else. I think these changes would benefit the current RvR a lot while not making it necessary to play RvR. edit 12.04.2018 6. Let changing a timer take 2 maintenances Right now you can change a timer if you know your enemy is preparing for a attack the next day. This shouldn't be possible that fast. Better: Timerchange happens on monday with VM mark giveaway. If you cap a port you can set a timer next maintenance 7. Different paints for different nations Only a bit connected to RvR but it allways bothers me that every ship looks the same and only the flag is different. In my oppinion every nation should have a different default paintjob making battles far more immersive in my oppinion. Bernadottes post of a statisfaction system of ports connected to hostility needed etc. for a port: 8. more taxes Repairing in port should go to the clan owning the port Crafting (the gold you pay) should go to the clan owning the port 9. Hostilitypoll
  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. Snaff

    Clan Mechanics

    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
  8. This game in my honest opinion has the potential to be something great, something extraordinary. I find that whenever I start a conversation about any game, especially one I have played, I start analysing it and evaluating it in every which way possible. This is THE game I most want to succeed and be something wonderful. I would very much like to share some of my own thoughts and opinions on what direction the game could be heading and what features could be included, I hope that someone at Game-Labs reads this and sees something beautiful, something special that could really be a stand out feature. I have so many Ideas flowing in my head I almost cant keep up with myself, so I am just going to share some of these ideas with you. So heres ther first main idea I have for NA... Be the Captain you were born to be! I think every player should be just ONE person, one captain in the open world that Naval Action should be. What do I mean by that? Well simply put I don't want to 'Own' a fleet on my own, I don't want a god dam drydock full of Ships I can just click 'Sail' or 'Captain' any time I feel like 'Changing things up', NO! For the open world part of the game this is an absolute no no. You are one Captain, one man. With one ship! One ship and her crew, You should have to manage you crew, your finances, your supplies. Keep your ship in good repair and order. I want to be the Captain of my ship and be responsible for it and her crew. Managing these aspects and making them key gameplay mechanics can also help answer questions in other areas of the game. For instance, the 'How many First Rates is to many' question, Well simply put unless you decide to go down the career path of a Naval Officer they are basically off limits to you, these things are huge, you need a Nation to build one and find the funds to run one! Which you as a simple sailor are not going to find or be able to obtain! Managing your Ship and Crew you Say? please, go on... This could be a really fun and enjoyable part of the game for me and is, in my opinion, vital to the feel and immersion of the game. think 'Football Manager'... By that I mean, look at what they do well. Yes its a game about managing a football team, but look deeper! How you can interact with you players (Your Crew) and how the game allows you to create a relationship with you players (Your Crew). Football Manager allows to to develop your own kind of leadership and strategy. The exact same principles WOULD work in this game if done correctly. I know a football team is 11 Players + Subs and Reserves, So 25ish players say, fairly easy to manage on a one to one basis. whereas a large Frigate would have several hundred crewmen! So on a one to one scale perhaps this is a little ambitious but you could still speak to 'Key' Personnel aboard you ship. I apologise as I have limited knowledge of the correct terminology of crew roles/titles, but we can use the Cook and his 'Team' as an example. So you have your Head Cook, he has a team of 8. You can communicate with him and he will then relay your message to his team for you, thus allowing you to manage 9 crew through one Key Crewmember. Why would you want to talk to the cook? Maybe you want to ask him how many days supply we have left at full rations before the crew are on sea biscuits. Or if your Ship takes a prize and you find some fine foods onboard, you can ask your cook if he has the ability to prepare and cook it. so for example lets say you find some foods aboard a prize you have just claimed and its of a high quality. Is your cook skilled enough to cook it correctly? If he was could your entire crew receive a small morale boost, boosting productivity and performance in some way. Another example might be to compliment the guncrews on their fine work in the last engagement, in turn leading to a happier guncrew and potentially offering a small morale boost! Again think of Football manager and how you team reacts to your teamtalk, maybe you say the wrong thing and they loose morale, possibly pushing you closer to the plank! Argh! Bottom line, I want to be able to communicate with my crew in some way and help shape they way they operate, I want to tell my GunChief to hurry reloads for a quick broadside, not without risk, as there would be more risk of loose cannon balls and powder caches as they hurry about the deck, leading to more potential for injury and fires ect. I want to be given 'Tactics' and set my own strategy as to how I want my ship to be run. Odds are we arnt going to have fully crewed ships, especially early on and with larger ships, so managing where they are and what they are doing would add great depth and possibly tactical advantage/disadvantage in an engagement. Key crewmen should have a Crewcard in game, again think football manager, in that you can 'Click on you assistant manager or staff's overview' to see what languages they speak, how determined they are, are they hard working, a good motivator, their leadership ect ect. I also think you should be able to release these key crewmen and hire new ones, perhaps you think you have found a better surgeon? What happens to your old surgeon? Well he goes to the tavern in the port you have just docked at to drown his sorrows! Then another (Human) captain could potentialy hire him, being able to see his 'History' and who he has sailed under, maybe he has information on a pirate or a ship you are hunting ect ect. If they become living breathing entities in the game they could be a very very cool feature. Summary * Key Crew - have their own 'Crew' Card displaying their details, age, nationality, relationships towards you and other captains-nations-guilds/factions ect. * have ability scores giving the ship they sail under unique attributes, (2% bonus reload or -5% less foor supplies used each day for example or 5% heal rate for injured crew) * manage their 'Term', how long they shall join for, their wage or 'Take' of any potential spoils * They will manage their 'Team' so you only have to manage them, delagate instructions to them, and have them automate tasks for you, such as food rationing, deck cleaning, hull repair, ect and what/how much of your supplies to use. or Just do it all yourself! Well I hope theres something in here that you think, hang on hes got something here! If not back to the drawing board! But please feel free to share some ideas, just be constructive about it! if you dont like something explain why and how you would perhaps do it diffent ect! See you on the open seas... Sometime soon I hope! Yargh! RTB
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