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Found 24 results

  1. Dear Devs! We have 3 usables for our ships... missing the 4th one. U forgot The Sauerkraut! Famous Captain James Cook used it and brought his Expeditions to success. Instead of Rum SK should be in hold to recover from crew losses. The cabbage has to be farmed with a new building. In future Rum could be used to buff morale and influence some skills positive and some negative, such as the way the different alcoholic upgrades do it permanent. Rum or other alcs could do it with timer. Here u find the historic background: https://modernfarmer.com/2014/04/magical-sour-cabbage-sauerkraut-helped-save-age-sail/
  2. What is the problem we are trying to solve? The more ships we acquire the more tricky it is to keep track of fitting the correct load out of repairs. When we are switching between ships we lose track of which ships have repairs etc, and which do not. Moreover, when we have a lot of ships, a lot of our assets are tied up not being used. What might a solution look like An easy way to unload all repairs from a ship An easy way to fit out (load) a ship with a certain load-out setting How might it work Clear Load-out A option in docks or equip screen that lets you select to "Clear Load-out" On activation all repairs - hull, rigging and Rum are sent to warehouse Activation prompt: "Are you sure you wish to Clear the Load-out on <Ship>." Success screen: "Ship Load-out for <ship> returned to warehouse" Restore Load-out Select screen for pre-configured load-outs (as named by the Captain concerned) Captain selects load-out e.g. 'Small Frigate' Prompt screen appears When select the system resets the load-out on the selected vessel taking into account whatever was already on board Maintain Loadout ( (Will also need a configuration screen for load-outs, or the system could just have some defaults everyone has to use) Load-out name Number of hull repairs Number of rig repairs Number of rum Standard create, update, delete capability An example might be: Name: 'Armless Trader Hull repairs: 1 Rigging repairs: 1 Rum:1 The above would also have the benefit of removing a nag screen if like many traders you rely on an fast empty light boat to avoid destruction. I hope you like this suggestion. If you do please give it a bump so Admin knows too. TYVM
  3. On the PVE server access to repairs and rum are really scares. Very few ports drop repairs and rum while guns are accessible in every port. This does not make much sense since guns is not something you need to supplement once your ship is outfitted. So if your are about to venture far away from your home port and consider taking som prizes or sink som NPCs on your journey, you will have to be sure to stock up with plenty of repairs and rum since you will not be able to buy them in any port on your way. Suggestion: Limit gun availability to the home port of your nation or a few ports in each region of the map and make more ports drop repairs and rum, so at least a few ports in each region has them (prices should be set at a level higher than the cost of crafting them of course). Another idea would be to let each NPC carry a few repairs and a couple of rums, that could be looted when you cap or sink them.
  4. Something must be done, I've been able to sell repairs at several free ports, hives of activity some might say, for rediculas over the top extortionate prices for weeks now. Personally I would just laugh off the "could someone give me some repairs in la tortue" with a : "there's loads on sale in the shop mate" with a little muhahahahahhahahahaahahh to myself. HOWEVER, I've had absolutely no dramas selling them for 4000, 5000, 6000 for hundreds at a time, Hell even 9000 in 100 batches Now this all gets completed within 2 days. So I'll say again you guys should probably do something about this before people start crying and I dry my tears with mountains of doubloons. Baity
  5. Since a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
  6. Captains. Lets talk about balancing of repairs. Multiple players request limitation of their numbers. Some think that they make battles much longer. Our goal with repairs is the following Provide the money sink Give the option to the captain to recover from mistakes (for example the ability to repair masts only in port would be ok in a single player game but wont be ok in a multiplayer game - because no-one would like to stand still for 1.5 hours losing masts at the beginning of the battle) As a result of this goals repairs must stay in game and captain should decide himself how many repairs he carries and how many times he can repair in battle. What we would like to hear is your ideas on repairs that could improve combat depth (increasing importance of first proper shot and focus fire). For example - we are considering. Add speed debuff when you repair sails/masts. Ships cannot repair sails/masts at speed. Add speed/water intake dependence: structural and penetrating leaks will take a lot more water if sailing fast and will take much less water if you are stationary.
  7. The biggest issue in combat is how much and how quickly we are able to rebuild our ships and sprout new masts(often more than once) half way through a battle. I think its especially demoralizing for new players who see all the damage they do undone. Combat is basically seeing who will run out of repairs first. Instead of removing repairs, change the damage to a tier system, I.E. once your hull or sail goes below 75% you cant repair above that, then again for 50% getting a smaller max as you go lower to represent the struggle of an increasingly damaged ship: 40%- 20%- 15% It would maintain the essence of reality while keeping it fun to play. It would also give battle sails their purpose back. On another note, when you go into rigging shock the sails should go wild instead of staying in whatever position they are in at the time as uncontrolled sails like to do as they please.
  8. The mistake many players seem to make when analyzing games like this is focusing on realism, rather than capturing the essence of realism, which I think this game does very well for the most part. The biggest issue I see in the game as far as combat goes is how much and how quickly players are able to rebuild their ships (often more than once) half way through a battle. I think its especially demoralizing for new players who see all the damage they do undone. Combat is centered around who can out repair the other. Instead of removing repairs, change the damage to a tier system, I.E. once your hull or sail goes below 75% you cant repair above that, then again for 50% and so on. It would maintain a bit of the essence of reality while keeping it fun to play. Also when you go into rigging shock the sails should go wild instead of staying in whatever position they are in at the time as uncontrolled sails like to do as they please.
  9. I have been playing this game for 3 years now and every year the combat system improves for the most part up until recently. @admin has asked for the community opinion on chain and only wants to stay on the topic of chain. This is impossible in my opinion because 1 bad thing leads to another. I will start with chain because its the most game breaking thing atm. First of all it is far to strong at short range. I can rig shock a suprise with my chasers on my trinco. A ship that is in front of me CANNOT repair because my chasers do more damage than his sailors can repair so he basically wastes crew for 2 min. Limited chain does not matter in this instance because you can fire a long time with chasers. The problem with this is that certain ships like the trinco, wasa and ingermanland are very strong compared to others AND this is a very very good way to not use your broadside and just hide behind a ship as long as you want to. This was always the case to a certain extent. Engagements start of at very close ranges these days and this gives the leeward ship little to no chance to get into a better position or even run. If dron441, Liqy, Havelock, rediii attacked me with a trinco and they had the wind in open sea I would never engage because I would be stupid to with the current mechanics. What do I do? I have no stern chasers, he would be retarded if he lost that position in a 1v1 if both ships did the same top speed +/- 1 knot. I cannot take his wind because he will just pound my sails with chasers. This way I will never have enough energy to tack. This is the most extreme in trinco 1v1s but chain destroying 2-5 % sails with 1 chain at close range is stupid. It also breaks rigging specialist because wtf difference does 2.5% make atm? It is also useless at long range and this is also a huge disadvantage. The range NEEDs to be increased and in my opinion the damage/range was just fine before. Also, admin has said it is more tactical now. I would like to hear 1 good argument on why it is more tactical? I have not seen a single battle that was decided over the better "tactical" usage of limited chain.1 ship chains the other and if he is lucky the enemy is rigged shocked. GG. well played Now I will start with repairs. The main issues with repairs is the kiting/buying time tactics used by people today and repair mod stacking. Mistakes are not punished because kitting for 12 min will make up for it. This a good example of how broken the combat is in my opinion: Lord Bomgordel was smashing Raxius in a 1v1. Bom did a tack to make sure he did not give up the wind as any skilled captain would do but Raxius turned downwind and kited bom for 30 minutes, did 2 hull repairs until his ship was 100%. Bom only needed 1 repair but 40min into duel it was basically a new duel. Bom had longs and rax had carros. Bom could not chain rax at 400m because he didnt want to waste it against somebody that can angle their yards and depower. This makes the long gun very useless in the chain game and thats game breaking. Sure a long gun can pen more than a carro at long range but the issue is that at the ranges carros cannot pen, it becomes to easy to turn away and angle ship or yards in the case of chains.... The long gun ship cannot chain and slow the carro ship down because chain is useless at long range. Naval Actions combat system should be about the battle for the wind yet all of the changes in the recent year are in favor of the brawl. There is 0 skill in a brawl and I promise any of the best pvpers now. If you were to duel a RAKER when wind and tactics made sense. You would weap. I Hate to be the one pointing this out and criticizing all the time but I really do believe that the combat system and the current good pvpers including myself as a whole is the most casual it has ever been. I hope people can understand what I mean and if I had better upload I would make a video about it
  10. Hi all, i wanted to see if we can start a discussion on the current state of the combat mechanic in game. Since coming back to the game I feel that although the ship sailing model has gotten more realistic with bigger ships being slower and less maneuverable, this combined with the repairs model and the game controls has actually resulted in what I regard as a very negative consequence. In "the old days" before I left, you had one repair and had to use battle sail (if you were smart) to preserve sails and try to preserve your sails while hurting the enemy (if you chose to target the sails). Now, the slower ships have resulted in captains deploying full sail ALL THE TIME in order to override the new ship model and enhance maneuverability, whilst using 2 things: 1. The multi repair model to allow for sail damage with no worries as constant repairs can make good) 2. The "arcadey" mechanic of using swinging yard arms and depowers to "dodge chainshot". Now as we ALL know, age of sail combat used Battle sails (so named for a good reason) IN BATTLE, and age of sail combat was slow and unmaneuverable, hence the need to think tactically when positioning ships, and the fear of tacking and the importance of wind. I really feel the current system has really gone away from the realism the devs were aiming at to a more "arcade system" where sails are never used except at 100% and that SOLs are being used almost like very big frigates, maneuvering all over the place, rather than grinding along in straight lines pounding things. "Dodging" chain shot with yard arms swings seems to me the very opposite of the kind of game play we (I?) want. I love the realism and "slowness" of age of sail combat where the game WAS heading and the time for thought and to outthink the enemy, and think the move to arcadey fighting with twitch manouveres like sail dodging is not good. Any system which means all ships sail about at 100% sail in combat cannot be seen as a system functioning properly. It defeats the whole idea of different sail rates, and also defeats the idea of "crew allocation" as its raising and lowering sails that really takes a lot of crew, and not so much maneuvering the yards. If your sail allocation is pointless, it means you can just crew the guns / boarding and ignore sails. Thoughts? Suggestions? MY opinion is that sails reps should only allow a "diminishing return" of repairs, to encourage sail preservation, eg 1st rep - to 100% (if possible), 2nd rep Max 85%, 3rd rep max 70% Also perhaps 100% sail will magnify MAST damage? Via more strain and tension on masts (or whatever, but just as a way to prevent constant 100% sailing with no downside)? Or perhaps each level of sail up, means yards take longer to turn (as more weight and pressure in the sails?) eg 100% sails = 50% slower yard turning, and proportionate penalties down till 1/2 sail?
  11. On balance, when the benefits and of having repair items necessary for OW and combat repairing of ships are far outweighed by the costs, and game enjoyment for the vast majority of players would be improved with a different system that does not require items. (in my opinion) My case is based on the following ideals. PvP accessibility and encouragement Combat instance quality and enjoyment Realism (obviously not the highest value but still important, current repair mechanics would only be possible in real life with nano-robots with matter synthesizers to fabricate an entire new hull's worth of planking out of splinters and hold contents.) Depth for all players Contention 1 Repair items discourage PvP and making it more frustrating for those who partake. Repairs add additional, unpredictable costs to players wanting to do PvP anywhere but in their safe-zone. PvP without repairs is highly disadvantageous and a captain wishing to be competitive and enjoy the experience must have at least hull/rig repairs. However, repairs in isolated ports are usually unavailable meaning a captain could who wants to do pvp in that area may be unable to restock after a battle or two, and be forced to sail back to a port that has repairs. This wastes time and player and is frustrating, discouraging players to venture out and look for PvP. In ports where they are stocked by players, they are very expensive and availability is still uncertain. Up to several thousand per repair, which is a lot for inexperienced players already struggling to run a profit, or players that are low on gold for whatever reason. Furthermore, whenever this is a compelling reason for players to go there (hint hint patrol mission) the price skyrockets. When I was doing Hispaniola PvP missions, the price in La Tortue was 5-6k or more. It is possible that other ports still had cheap supplies, but forcing PvP hungry players scamper around ports for half an hour or more just to find repairs is a quick way to make them lose their appetite. Players in PvP already risk lots of gold in their ships, and adding 200,000 (only 20 hull and 20 rig at La Tortue at that time mind you) on top of that isn't helpful. Additionally and possibly most importantly it forces captains to return to port and get new repairs after almost every battle. A common argument against built in repairs is that players can just enter instances, repair, and leave, and in doing so game the system. But repairing even a massive ship in port is extremely cheap, so they aren't saving money by doing so, only time. Why not have the ship repair automatically while sailing in the OW between battles? That way captains can get more action with less down time. It will still make blockading with a huge fleet hard, as a large ship would take long enough to repair that a fleet emerging from the port they are camping around could emerge and attack before they had time to repair. As for realism of this mechanic, the current mechanics are totally unrealistic too, being able to instantly repair the ship fully. The only difference here is being able to slowly repair the ship fully, without onboard items. But the "hull repairs" aren't an accurate portrayal of what would be necessarily to repair ships in the open ocean, so that's not a loss of realism either. *Contention 2 I am not very qualified to speak on as I don't have very much recent PvP experience, but I still think I might have good points here. Contention 2 Combat quality would be improved by making repairs built in and either limited in number or unlimited with decreasing returns. Current repairs system encourages cautious kiting gameplay as damage taken that doesn't drop below 70% on any system is largely irrelevant when fighting due to the captain being able to open range to where the hull can't be penned, or use defensive angling to stall while repairing/cooldown starts wearing off. Captains are also forced to flee once they run out of repairs, because they can't tell if their opponent has done so as well. Perhaps their opponent carried enough for 5 hull repairs, maybe 3? Nobody knows. If the player decides to just "rush in and finish them quickly" their opponent can attack their sails and flee to repair, while they will do minimal damage to the enemy hull in that time -- a stalemate engagement. This is a skill and adds some depth i'm not going to comment on whether it is bad from a meta type of viewpoint as I make no claims to be a very skilled PvP player, but it is not intuitive to new players and doesn't make sense. Hull hp feels more like shields on a spaceship that regenerate than it does wooden planking on a massive ship, with crew trying to repair what they can while under fire, and trying to perform other tasks in the heat of battle. Given those conditions, the ability to repair an entire armor HP worth of damage over the course of an hour is wild. I much prefer the old system where fleets would skirmish for a while, waiting for their opponents to expose a weakness, and then rush in for a decisive battle that ends the engagement one way or another. Currently, most of the fleet escapes once the battle is lost by spamming sail repairs and running while the few trapped ships slow the enemy pursuit. Even if they are eventually caught, its a slow arduous process with tons of chaining, repairing, and mitigating damage to the hull that can easily drag a "concluded" battle out to an hour's length as the losers try to live till the battle times out. Contention 3: Realism Not much to say here, except that repairing the hull and armor of a warship that has been blasted to smithereens by its entire strength over the course of a 1 hour battle is... wild. Even with modern power tools and equipment, such speedy and quality repairs in the battle would be challenging. Obviously the game would be boring with perfect realism, but just magically fixing so much armor every 12 minutes or whatever the cooldown is as many times and necessary is too much in my opinion and just makes battles boring. Things like cannon loss to raking fire are just irrelevant, as they will be brought back soon. http://thepirateempire.blogspot.com/2015/10/repairs-at-sea.html This source (not certain on credibility) lists examples of in-battle repairs. They are all about mitigating damage, or stopgap repairs. The idea of repairing catastrophic damage (like one side down to 0% back up to extremely good health is unrealistic. Contention 4: Depth for all players Hull repairs only offer depth and improved game play for a small number of players who work to stock ports with them. They can make huge profits, but it is a very small number of players. Also, its not a recurring source of trade or open world action. A triple indiaman fleet can carry 10,000+ repairs, so there aren't any "repair shipments" to be escorted or intercepted. Its not a trading good, and they can be manufactured near almost every port... but only on an economically viable scale by people who are set up to do it. The bottom line is that the items do little to improve game play, while discouraging pvp (putting this in the context that those who are into PvP are often frustrated by not being able to find it.), wasting the time of those doing PvP, and in my opinion they makes actual battles worse. Rebuttals to counter arguments. "Repair items require players to realistically plan for their voyage" > Its not realistic, ships shouldn't carry enough repairs to do the stuff they do now, in fact in battle repairs were largely limited to plugging holes and re-positioning dislodged cannons/repairing rigging. If realistic ship preparation is wanted, then it should be by requiring items such as cannon balls, or requiring provisions to supply the crew. " Non item based repairs allow players to use battle instances to repair without paying." >> see contention one "The argument against built in repairs is that players can just enter instances, repair, and leave, and in doing so game the system. But repairing even a massive ship in port is extremely cheap, so they aren't saving money by doing so, only time. Why not have the ship repair automatically while sailing in the OW between battles? That way captains can get more action with less down time. It will still make blockading with a huge fleet hard, as a large ship would take long enough to repair that a fleet emerging from the port they are camping around could emerge and attack before they had time to repair. As for realism of this mechanic, the current mechanics are totally unrealistic too, being able to instantly repair the ship fully. The only difference here is being able to slowly repair the ship fully, without onboard items. But the "hull repairs" aren't an accurate portrayal of what would be necessarily to repair ships in the open ocean, so that's not a loss of realism either." "They are something for crafters and traders to do" >> This only benefits a small minority of players, and massively inconveniences the rest. "Players who are serious about PvP can get used to this and learn mechanics, or set up staches or repairs in ports they like to fight near." >> This stagnates PvP by discouraging players to move around. It also makes starting PvP Even more painful for inexperienced players, who already have to deal with getting a ship, cannons, upgrades(?) finding PvP, learning PvP, and not getting ganked. Now they have to spend even more gold and waste tons of time setting up for PvP, carting repairs around, or looking for them in ports. Or they could just keep doing PVE outside their capitol and making short trade runs. All of this, within the context of PvP struggling. Events like the patrol mission highlight this problem even more, and are evidence of the fact that not enough people are seriously engaging in PvP. Adding more annoying roadblocks to getting into it to be more "hardcore" or whatever, is not going to help. Feel free to discuss try to stay polite and on topic though. I didn't know what section would best suit a topic like this, as it encompasses combat, economy, and open world. If its in the wrong one please move it mods. Thanks, Aerobane (StaleMemes)
  12. While I can understand the need for a captain to be able to repair his ship 100% when in OW, I would like it to be a limited % of hull/sails/crew lost for each repair launched. Take a look at World of Warships and how the damage control works as a good example. You'll never see a ship being damaged 50% going back up to 100% after a repair and thank god for that otherwise the battles would go on for ever. Well in Naval Action, ships can restore their sails to 100% after having them shredded to pieces. yes there is a 15mn timer that helps avoid abuse but with the meta speed boats we're facing, that just doesn't crack it. You'll see the infamous 'speed Wasa' take off with less than 80% sails, still be able to outdistance the enemy, launch the repair and come back to continue the fight totally unscratched. This becomes even more absurd with the surgeon operating in a boarding scenario! By default you should only be capable of adding 50% back after pressing the repair button and maybe 75% if you have a special perk.
  13. First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes). I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles: 1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails 2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials 3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations 4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port 5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit) This mechanic would: - prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance) - make ships with higher armor/sail HP more important in PvP / RvR - make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR - make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR
  14. Idea: The Auxiliary LGV Support Ship(A-LGV) Not sure if this is of interest to you chaps or just a bad idea. Let me know what you think. The Problem… The general idea came from this week’s threads with concerns of REPAIRs in BATTLE and the unrealistic RUM replenishment system of CREW. I believe the general community thought is REPAIRs need restricting when in battle. Even @admin did a poll on the subject. So, I’d imagine the solution might come in the form of severely reducing the amount any one ship can carry to as low as 1 or 2 kits per ship. This solves the ludicrous re-spawning a basically fresh new ship in a never-ending cycle. Unfortunately, it creates a side effect POST PvP or just a normal PB for the need to get to a friendly port and repair. This hamper or restricts the logistic movements of the FLEET. Use of a Forward Operating Base (FOB) for host grind prior to an assault kills the element of surprise and is costly for the smaller type clans to OPEN then CLOSE etc. The A-LGV might be the solution that helps extend a clans reach. The A-LGV… In looks its exactly the same as her sister the LGV, but she’s not a trade ship. The Auxiliary LGV (A-LGV) purpose is to follow your fleet in OW and then into BATTLE. She carries large amounts of Hull Repairs and Rig Repairs. Plus, extra CREW that’s not part of her ship complement and sits in the cargo hold. The ship could either be PC/ALT driven or AI with a call request button pressed by YOU when needed. She’d then sail towards you. Maybe added later she’ll carry ammo like Chain Shot, Grape or Double Ball charges, if the community want to restrict their uses also… In BATTLE The A-LGV as defensive guns and marines for protection. Upon request she sails up to a damaged ship and tags it like a BOARDING action mechanic. Then you can exchange repairs. In OW it would work similar to the tag system now I guess? @admin Is this a feasible idea we could test on the TestBed or [PvP Global]? She’ll need a BR and I guess like the WASA you buy a permit and in drops into your dock pre- built. YOU must fill it with repairs and crew though. Summary… What it will allow for is a better repair mechanic plus the ability to replenish crew which seems a tad more realistic. I had a look back to the first use by the Royal Navy of Auxiliary Support ships. I can find the HMS Medway circa 1928. Nothing before, the Brigs and sloops were the support craft in realty for the age of sail I guess. Norfolk nChance [ELITE]
  15. For the upcoming 3vs3 tournament, it's still unclear whether or not Repairs should be limited - They can sometimes unnecessarily extend battle length, but sometimes also create new interesting situations. Please only vote if you are planning to participate in the tournament, and let me know your thoughts below. Thanks!
  16. Hi, I find it pretty ennoying and unatural that a ship can go through 5 or more repairs while in battle with very little penalty. Actually this really applies to the rigging repairs. I would like a ship to be able to launch repairs only when sails are lowered to 40% (battle sails) or less. Damn it, taking down broken masts, cutting out the old rigging, putting in place new sails all while the ship is going full sails seams unbalanced and unrealistic. This would also solve the issue of capped 15kts ships pursuing each other for ever.
  17. Please consider giving all players working together and ships the ability to nest. Nesting (or Rafting Up a more modern term) is a real world and viable capability for ships working together to actually come close to one another, put over lines and send items to one another. Another way to look at nesting is it is an at sea or "sea to sea" transfer ability. For example, a group of ships operating together can nest or raft up, and exchange or share hull or rig repairs, rum, crew and even other items deemed capable of being transferred. Additionally, items brought from port for the purpose of supporting at sea operations are able to be moved from one ship to another without, repeat without returning to port. One of the most important capabilities of nesting or rafting up is it keeps ships at sea without the need to return to port to fetch more repairs. That is, it keeps them in the fight for a longer period of time. Since we have the ability to loot another ship after it has been sunk, nesting could become another option from that part of the software. Instead of pressing X to loot, a player could press another key that asks if he or she wants to nest with the other ship or ships. Did the ships of Naval Action really nest in the real world, yes they did. The accompanying picture shows a group of sailing ships nested. Yes they are at anchor but doing it underway was more than possible, it was done. However, it did require really careful seamanship. Thanks for your attention to this matter.
  18. Hi, I know that I could have calculated this myself but I think it would be nice if when you were doing repairs in the openworld the UI told you how much would be repaired and how many repairs it will cost BEFORE it does it: eg: "You will Repair 50% Sails at a cost of 12 Rig Repairs" Cancel/Confirm. Instead of: "Ha! you didn't expect that did you? Now you've no rig repairs and if you get tagged you are screwed!!" I had a traders brig fleeted with a surprise, the sails were damaged on the brig and (stupidly) I decided to repair them a bit. It repaired them but at the cost of ALL my rig repairs! I was in enemy territory and this left me VERY vulnerable. All because I had performed a task that I would not have performed had I known. I think my Ship's Captain might have thought to himself: "mmm maybe I should hold on to a few repairs?" rather than blindly emptying his hold of all his repairs to repair the sails on a cheap ship in the fleet. Being able to choose (a slider?) how many repairs you wish to use would be even better!!!
  19. On May 27, I noticed that for first time, using the "5" - "1" to "Repair - Repair Ship" had some perceivable impact during a Battle. I'm in PvE, US Server. I noticed a number of crew in the fraction associated with the Repair button, and the sliders indicating fore, sides and aft damage slowly improving. As they were fixed, crew went off the repair fraction and back to whatever they were doing before. In a Battle today, I noticed that once again, using "Repair - Repair Ship" Buttons had no effect. I'd previously often hit the "Repair - Repair Ship" buttons, but never before saw any effect. Was this a one-day only Special, or am I missing some command prefix? ~ Hardy ~
  20. I have a question about repairs in battle. Maybe it is me (maybe I do not know how to do it) or it is a problem in game mechanics after the last patch. In battle, I used repairs. Good! But when I did my repairs I couldn't take off my crew from repairing. It is me not knowing how to do it or it is a problem in the games mechanics? Any answer would be appreciated, even if just pointing at my ignorance of the game
  21. Got into it with a scurvy dog of a pyrate in a bigger ship who started shooting my sails so I couldn't get away (fair enough). While he was doing that I got 5 good solid broadsides into him (doubles) and he started listing and disengaged (ran). then his leaks slowly self repaired (fricking magic) while my SAIL DAMAGE was exactly the same. ---- I think my chance to sink him should be as great as his chance to desail and board me is! If I have to continue to suffer from his sail holes inflicted - he should continue to suffer from my hull holes inflicted ---- When you CAN'T WIN because the other guy can get (slow) repair and you get NONE - it is the one thing this game can't be ---- BORING
  22. I think that we should have a "long term repair" option that does not have a limit, but is very slow. The inspiration for this was a very frustrating Trafalgar battle in the surprise, I got heavily damaged, my sails pretty torn up and slowly taking on water. I managed to break from the action to recover, but realized I was out of repair kits. I had to spend the rest of the battle half full (and slowly filling) with water and on low sails, unable to catch up to the action and do anything. It just felt silly that I was out of the battle, not being fired at, but still could not repair my hull by probably 10% that was necessary to stop the little bit of flooding, or that my sails were now totally irreparable and even the entire crew working together could not fix them at all. I would like there to be a way to repair once out of the action and not being fired upon that does not have limited uses, but is much slower than a standard repair. It would slowly repair whatever you told it to (sails, hull (hull could be broken down into exactly what quadrant you want to repair.)Rudder, pump,) Slowly repairing them over a few minutes. The idea is to let players who have escaped the battle but are damaged and cannot catch up/move repair enough to be able to get back to the battle and be of some use there. Some limitations I think would be useful are: (1. It may only be used at least 45 seconds after last being shot or taking any damage. (2. It cannot be used in close proximity with enemies. and (3. It cannot repair absolutely massive damage, (masts destroyed etc) (4. And it will only bring the health of hull armor up to 50% of the original, undamaged, maximum. (It will be able to repair as much as it needs until reaching 50% of the original strength) This last limitation is because I don't want to encourage people to immediately drop out of battle and repair once they take the slightest bit of damage. When it comes to sails I don't think it matters as much, let it repair to 100% I think it would probably be good to also include some kind of penalty while using it, for instance much slower reloads and sail management. (again this is for repairing while not in combat, not for extending the life of your ship while fighting.) Thoughts?
  23. So, as everyone playing the game knows, you can outfit your ship with officers, I've got a few suggestions and would also ask for some player feedback into what officers roles should be and how that would affect your sailing; if they go down with the ship or have a chance of getting onto the longboat and paddling to the nearest pirate port, whether they can be injured, gain XP and rank up just like you; or just simply be modules you plug into your ship, leaving all the captaining and micromanagement to you, though captaining a ship would be no easy task. Firstly I'll take a look at navigation. What I'd propose is, with an officer who fills the role of your navigator is access to your captains quarters (though in a 'locked' isometric position) where you would get to see your map spread out over a table, along with all the ports and their flags. When asking a basic/low level navigator where you are he would simply reply "Nearest to <portnamehere>", however as you got better navigators (or your navigator got better) a circle would appear around your ship on the map like GPS on your phone with bad sattelite reception, as the navigator gets better and better or the best one is got the circle would shrink until you had a very reasonable idea of where you were, along with the navigator telling you where the nearest port is provided it's on the map. Officer of the watch - This officer would stop you having to buy a 72" 4k TV to tell if there is a ship in the distance. Of course like the navigator not all officers are as good as others so you may still have to keep an eye open for ships he might miss. However, he would be tasked with one other important thing, logging ships and fleets into the ship's map a lower-level/rarity officer would have them as lines coming out from the ship indicating heading, but not exact distance, somewhat like the sonar map in silent hunter; as he gets better he will begin to mark the lines red, white or green according to whether they are neutral, an enemy or an ally (He would start with black lines), eventually he would work his way up the skill/rarity tree to map the ship's approximate location, heading and speed he would also give call when land is spotted and if it's uncharted you could have him and your navigator draw up a rough shape (accuracy dependant on how skilled both officers are) of an island that was not on your 'original' chart. As a pair the navigator and officer of the watch can map out shallows and put them on your map too. Bosun - (or whichever way you want to spell it), generally keeps the morale of your crew up and gives shipwide bonuses if morale is high (almost as if you had added more crew), he keeps you aware of your crew's status, if any are sick (if this is added in the future) or if they are annoyed to the point of mutiny due to a series of failed encounters and not having a captain of the correct rank controlling the vessel. Your bosun could also double as a carpenter or surgeon, the carpenter getting more effectiveness out of repair kits and allowing you to repair about 20% of your armour if in survival mode, though patching a ship up with bits of shattered ship takes time. Him doubling as a surgeon would reduce crew loss in battle and reduce crew loss during boarding and regain some crew who would have otherwise died during boarding, they would mend slowly over a matter of days depending on their injuries. If he is acting out other roles then shipwide bonuses would Gunnery Officer - Pretty simple this one really, firstly you can set him to fire broadsides if you wish, possibly manning starboard and firing salvos at an easily hit ship while you pick off the little guy in a gunboat. If he isn't on firing duty he would assist with aiming, giving you somewhat of a trajectory arc, as all other officers some are better than others. As well as that a modest increase in gun damage would be nice as well as the ability to have him suggest where to shoot (eg armor, rudder, sails; though this may be very difficult to code) if trajectory arcs are a bit too Assassin's Creed for you then let him widen the little red line, essentially adjusting guns on the fly to hit where you may have just missed. Just to add a quick edit here. Should ships with multiple gundecks benefit from only one gunnery officer or should you have to have one for each gun-deck or set him as a ship-wide gunnery officer who's task is just to maintain the guns and keep the firing crews trained, giving less bonuses to all the guns on your ship than say 3 gunnery officers for each gun-deck of the HMS Victory who would actively be running fire control for each deck. Edit: one more thing he would do is tell you how close your ranging shots are to the enemy ship rather than you having to fire and get a spyglass on the ship (a feat impossible/very very difficult in real life if you are controlling the gunner's aim first) naturally as the officer got better by way of experience he would be able to tell you how far you missed by, by saying "Your shot missed her" at the beginning to "You hit just short/long of her cap'n" to giving more accurate descriptions of how much you missed by such as "You only missed by a few yards short cap'n" as well as letting you know how well you are damaging the ship from telling you whether you scored a hit to whether the shot hit her sails (though ball going through sails would not count as a hit when he feeds back to you), her mast or her hull (higher levels would be able to tell you if you hit her on the waterline and higher levels yet would tell you if you have created a leak) essentially a high level gunnery officer takes you away from mundane tasks and allows you to focus on things like manual sails. Boarding commander - takes care of boarding tasks, gives a modest increase in turn rate and fire rate prior to boarding(once again increasing with experience or rarity) during boarding he gives a recharge rate bonus as well as a morale and damage bonus. If there are any roles I've missed, let me know and let me know how you feel about things. Main questions would be: - Should officers be bought from the store as an item or hired from the tavern (Yes I got most of those roles from Age of Pirates 3 City of Lost Ships; a great game with mods, though it is somewhat buggy). - Should officers require pay to function (a good bosun would lower their wages by keeping them and the crew happy)? - Leading on from this, if officers have an XP based levelling function should they level automatically (thus requiring you to pay them more) or should you need to promote them. However officers that have gone a long time with max XP and no promotion may get a little annoyed and demand you promote them or you part ways next time you make port. - Should officers die upon sinking? Or should those that make it to a boat in time (wounded officers are slower) so having "fill boat" and a countdown running until all officers are on board (at risk of your ship sinking and you losing all your officers if it's taking on water fast) then a command to "Scuttle ship and escape" Any and all feedback is much appreciated, even if it's a link from a devblog going deep into officer mechanics and you calling me a fool for not finding it (I used both the forum search and Google, neither turned up anything like this so I'm sorry if I'm making you read the same stuff twice) anyway, that's all I've got to say for now until I retreat to the batcove and think of moar stuffs.
  24. What is the point of having a 850 man crew if they quit making repairs after three times? I think they should be able to continue to make repairs indefinitely - but at a limited pace say 1 repair every 4 or 5 min game time. I just had to sit in a totally de-masted Victory with zero repairs and 838 surviving crew for 20 minutes while a couple frigats finished us off from behind. At 60/1 compression 20 min would be TWENTY HOURS IRL It was unpleasant - IRL we would have done SOMETHING with those 20 hours! ------------ Couldn't we have a gain back of 1 repair ever 4 hours IRL - or ever 4 min in game time. Let's encourage those frigat captains to "get busy"
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