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Found 22 results

  1. Hi, I recently bought into the EA, following the release of the british campaign, skimming through most of it, but I did play the first mission to the death trying to get the feel for naval combat. As for the experience I am basing this feedback on, I played both UG games, but more importantly I played Naval Action going all the way back to the Sea Trials. Also, unsurprisingly, I am a military history nerd. But to the point. 1) Sailing I find the current implementation of sailing more than servicable. So much so that I do in fact have only major issue with it and that's the ships in
  2. The OW doesn't seem to let you use yard controls. You can sail directly into the wind without ever ending up in irons. With sails fully reefed, you can turn on a dime, regardless of where the wind is coming from. The speeds in the OW far surpass the speeds listed for the ships, and the speeds seen in combat. I have seen others mention the tedium of traversing the OW. I imagine much of it has to do with how it involves hardly any sailing skill. Here are just a few things that I think would make travel in the OW a game unto itself. Include the sailing mechanics already present in
  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 (remo
  4. Docu-series to watch while you are open world sailing
  5. My god she's a beaut!
  6. This topic about physics of sailing Purpose=More realistic game play 1.)Simple example about Physics While Sailng you must always consider dragging force and lifting force and there is a opposite force which is rudder force.Sail force is forward of hull force by amount 'L', boat will turn downwind unless rudder force is used to correct As you see there is a need for continuous rudder force depends on wind direction and wind force and hull angle and most important of them is sail trim quality(Because Sail trim quailty effects all of them) 2
  7. Hi there. I would like to suggest the implementation of a feature that adds a bit of content to manual sailing, the ability to manually select which sails you set. For example, say you want to sail the Lynx as a fore and aft schooner and not set the square topsail. This would allow the boat to sail closer to the wind. Without the square topsail set however, this could affect the boat's sail balance which would cause the helm to tend to drift to a direction. SO, the sails you set would affect sail balance and the user (if he or she decides to select sails to set manually) would need
  8. With the announcement of the crew management changes this discussion came up because the devs think about disabling ship-teleports. Different opinions on that issue came up, so I thought it would be interresting to see what is favoured. Therefore I made this poll. Edit: And pls post your opinion/arguments if you want and how the poll can be improved! Edit2: Understand the answers in question 2 like that: Answer1: No cost, no risk, no time. Answer2: Some costs, maybe some restrictions, no risk Answer3: Some costs & risk Answer4: Sailing yourself!
  9. Why can't the wind direction be more random than it is now? It seems that it just goes counterclockwise all day, all night. Making it more random would make sailing a bit more challenging and a lot more realistic. Why don't ships take some sort of random damage during storms? There should be the possibility of random damage from sailing into / through a storm. Right now, there is only a speed penalty.
  10. Hi dear Developers. I write this post to give some ideas about oceanic navigation in OW. One of the best things in this game is that it was GPS less, (excepting 3rds apps like vedmed map and others). But the map included is very simple and we don't have any tool to navigate properly. You should use a better and map and add to it some tools like a ruler, a protractor, a pen, a drawing compass and a clock. To allow this you should take out the F11 coordinates tool or change the mechanics to be able to use it only sometimes in a day. You should put some 3d landmarks in main islan
  11. please note i started writing this around 3 in the morning i apologize for any grammar mistake and i rarely go on the forums and if there were any ideas that someone else wrote i apologize in advance. I bought this game on day one of steam release and i have really enjoy the game . I have few suggestion for this game. Hopefully this is a balance approach to many thing . Garrison of ships and troops: the garrison of ships,ammo, soldiers/sailors/marines and guns at ports that Lord Protector can buy. This give merchant captains ( a mission for Merchant captains to do ) to send re
  12. Ahoy Captains, It took me a lot of time, reading, and watching tutorials to grasp even the basics of manual sailing, and I wanted to do something for new players so that they may gain a better understanding in a more time-effective manner. To that end, I have employed my design skills into an easily read chart of sail positions to achieve tight, efficient turns in combat (configurations that are accessible to new players, though they will cost the player some speed and rudder authority), but I would love to have some feedback from more experienced players on how I can make these charts even m
  13. Ahoy! Just in case any of you don't visit the wiki all too often, here are couple of guides I've added there on the topic of ships' sailing capabilities. My guide on the Sailing Profile of ships discusses ships' relative speeds on different points and should help you figure out how to make best use of your ship. My guide on Ship Speeds instead gives non-normalised speed values based on the default speed of the different ships. This should give an indication of how fast your ship can go on different points. They only go up to the light frigates as I have yet to construct or capt
  14. At the moment , travel time is dead time. I propose that you should gain experience for travelling across the map. However, you should not get experience for sailing through the same areas over and over. If the map were discreetly divided into grid squares, then you could gain experience for travelling through a new grid square but not for one you've already visited (this could be reset perhaps once a week). This means that if you're just running missions in an area (e.g. Jamaica) you're not gaining much travel xp. I think we need to reward players for striking out and exploring new seas. It
  15. Hi there! I have decided to post regarding some of the sailing dynamics in Naval action. Please note that my suggestion is only for in battle sailing. As a tall ship sailor in real life, I am really excited about Naval Action overall. I have been playing for just over a week now and really enjoy the game. One area that I noticed right after being in my first battle was the sailing dynamics of the ships. Yes, they are quite realistic for a video game however I see an area which should be improved, square sails. Currently, you are able to sail very close to the wind with the square sail
  16. I find the night time sailing very poor visuals when they could easily be far brighter and colourful. I attach real photos taken in the Caribbean. As its a game even further enhancement for poetic license could be permitted. Loving the big moon ! https://www.google.co.uk/search?q=caribbean+moonlight+seascapes&biw=1366&bih=671&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMI3fOW1-fOyAIVh1QUCh0L-wmN#imgrc=a6loozkoTwF0IM%3A http://www.gettyimages.co.uk/detail/photo/sea-landscape-at-night-full-moon-royalty-free-image/526267249 https://www.pinterest.com/pin/42
  17. OK Midshipmen, Here is a cabin for those boys new to the ship, where we learn what it takes to captain a vessel. I'm hoping this topic will become a nice Q and A area where we can bring our newest Midshipmen up to speed. First: What is a midshipman? A Midshipman was a boy of about 12 years of age, educated, and often of the upper class. His role was to learn how to be a good officer, and eventually a Captain. A Midshipman had command rank above most sailors, who were legally bound to obey the Midshipmans orders or face disciplinary action. Midshipmen however would merely face the swi
  18. Given the recent discussions regarding speed mods (and here), why PVP is currently at a premium and the changes to rules of engagement, it's becoming more apparent that 'the chase' in this game will be just as, if not more important than the actual battles. If you can set up a ship to outrun anyone then you win, or more importantly you never lose. Recent nerfs to the faster ships also highlight this. We need variation when it comes to ships and in particular, speed. Firstly, I think every ship should have inherent variations to the base stats of it's class. No two ships were ever made
  19. Ahoy Matees! I want to mention a couple observations and suggestions on the sailing mechanics in regards to leeway and currents. LEEWAY I don't know if this has been covered yet and forgive me about lacking clarity in trying to convey but I haven't noticed any LEEWAY (the sideways drift of a ship to leeward of the desired course). When on a beam reach (the wind is coming from the side {65-125 degrees }), my ship should move slightly down wind or leeward. Leeway should increase the more lateral wind there is pushing your sails. Leeway also increases with heel. I know this is a very
  20. Is it possible to have the option to see more spray animations, particularly on heavy seas when the bow slams into oncoming waves. Also the option for ship wakes, for those with insane graphics cards to waste their bucks viewing I would in extreme weather imagine spray to be hurled as high as the foremast and a cloud of spray fly back over the ship, large amounts of water running along the ships deck and out through the scuppers or gunports etc. I realise this is purely a graphical enhancement and as such would not be a priority, but nevertheless I would request it is considered.
  21. I use this site to browse available books during age of sail, which do you use and would you recommend them. http://www.historicnavalfiction.com/
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