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Found 106 results

  1. To more accurately represent battle line formations I propose the following: Accuracy penalty when under fire. This represents increased stress under combat conditions. This incentivises the targeting of every ship in a battle line. The targeting of every ship in a line is historical. Ships in a battle line will target the closest un-engaged ship first. Perhaps there could be the potential that the wrong ship is targeted based upon captains skill and luck. The above have precedent in the battle of Jutland.
  2. I recommend adding the ability to deploy ships boats to tow a ship. This can be useful if a ship is de-masted, beached in a bad position, or attempting to sail against the wind.
  3. Love the dreadnought and age of sail games, cant wait to play both. Fans of these games will love the Destroyermen series, by Taylor Anderson. The books feature tons of military engineering and nautical adventures in a rusty, ww1 era US destroyer transported to another, alien world, facing all sorts of foes along the way. Tech in the series plays an important role, and includes everything from age of sail vessels, ironclads, steamships, aircraft carriers, and much more. It would be dope to see some nods to the series in the games, and maybe even more customization or modding tools to let us see hypothetical battles between hordes of indiamen crewed by raptors against a battered destroyer, or have the bamboo and ducttape aircraft of the alliance duke it out over the fleets, in one game. A man can dream...
  4. While designing my ships it happens from time to time that somehow I end up accidentally picking up placed components. This is particualrly annoying if said components are rotated, placed on the finer grid or have other stuff on them. What I would suggest is a lock-mode of sorts. When it's active, you can not change any already placed components and only add new ones. This could be switched on and off either via a check-box in the interface or with a dedicated toggle-key accompanied with a UI element that shows whether you are currently in lock mode or not. There's plenty of room for such an indicator at the top left and right of Exit and Launch respectively. As a bonus this mode might allow to rotate turrets and launchers in place, which would make the rotating process potentially easier.
  5. I would love to be able to use the lights on the ships, Also can u add whether and aircraft carriers to. I know its alot to ask but i'm just making a suggestion
  6. Most scenarios I do where I must make one large BB go up against an enemy fleet I usually do well until my rudder gets damaged and I then cant maneuver. This would be fine but it NEVER repairs. So I am stuck going in a strait line forever and die because I cant dodge torps nor angle against shots. Is there anyway this can get changed so that the rudder eventually repairs to at least half strength?
  7. So my main issue with the game right now is honestly the lack of customization. Wait, hear me out. I got this game with the expectation of something akin to Spore's creature creator but with ships, or something like NavalArt on steam but actually good. Something I think would MASSIVELY improve the game is the ability to build the ship completely, kind of like Rule the Waves 2 but 3D. I keep building ships but ending up disappointed by a couple of things. For example I really wish I could build the command towers myself, there are a ton of places for casemate guns I don't want or that I wish didn't exist and places I WISH I could put them, I cant. I got this thinking I could lego together ships, Instead I get stuck with a Hull and I can extend or shorten it. That's it. Hell, on the heavy cruiser hull, the super cool side turret rings I usually can't even effectively use because the only towers available for it get in the way of atleast one set of them. Most ships I build also end up being a tad bit of an eyesore. The game is fun, don't get me wrong, but at the moment its fun in the sense, yeah I don't mind spending 30min - 1hour on this every so often, rather than what it could be, which is a game I get lost in for hours.
  8. 1st Pic. 2nd Pic Those are 2 different ports. Both have different reward. The First mission is a fake mission wasting player time and in my opinion shouldnt even be generated like this by the game and given out as mission. What gouverneur would get such a fleet to protect such an unimportant port? But what if.... ...the composition of the defending fleet would actual scale with the payout as well? This way such timewasting missions could actual become a nice spontaneous evening activity. Maybe even restrict the max rate a player can bring to such a mission.
  9. @admin it would be helpful for new players to be able to see the map along with port ownership and starting ports PRIOR to them having to select a nation. It is not good for new player retention to have them be surprised after joining a nation. Thanks.
  10. Hello Devs, hello Community. I adore the soundtrack this game comes shipped with. I suggest that, if at all possible, once the game comes out on steam you should make the Soundtrack available on steam aswell! Sadly, the only way to listen to the music right now Is to Open the game and let it run (Unless the music is in the game files somewhere, but Im not very keen on digging through my hard drive). Seriously though, the soundtrack is amazing and I hope it never goes away
  11. Please remove barbette slot limitation as it creates obstacle without bringing benefits to the design and game experience😐
  12. Hi, Enjoying the game so far, it looks and plays well already. Would it be possible to add an after battle report? It would be nice to see a breakdown of which guns did the most damage, scored the most hits etc. on individual ships.
  13. Looking at griefing / being kept in battles: Suggestion: After one's sails are lowered to 0% for 15-20 minutes, with no hull hits being scored by the player during the time, he gets the option to leave the battle Eliminates griefing and being kept in a battle for 90 min with no actual engagement happening, just the odd mast hit from 1km (without doing any damage) every now and then. -> Less tribunal cases Can't see any downsides.
  14. Hey all, I'm having a lot of fun trying to recreate historic ship designs, but a thing which bugs me to a probably unreasonable degree is that 9 inch guns are listet as primary weapons for BBs. As far as I know there was no ship with 9 inch primaries built during the relevant era anyone would call a battleship (please correct me if wrong) and building any proper Semi-Dreadnought is almost impossible due to this, even though there already is a hull based on the Lord Nelsons ingame. With exception of Spain, China and interestingly enough Germany every power in the game built at least one shipclass with turreted secondaries between 8 and (in case of Japan's Satsumas) 10 inch caliber, with between 9 and 9.5 inch being the most common.
  15. When playing the new cruiser killer mission, I couldn't help notice how the game makes a 40 knot plus battlecruiser, forcing me to make a 44 knot monster to try and chase them. The game estimates the horsepower at about 355,000HP. AFAIK, even with modern technology, between shaft loading limits and cavitation, we can't practically cram more than 70000HP (like a Nimitz class supercarrier) onto a shaft, and since there are usually a maximum of four shafts, we should be limited to about 280,000HP, at most. Should we put in a similar limit in game, or in the long run limit it by tech level? It would seem to increase realism, it would help guide the AI, and give an incentive to build lighter ships that can go faster (since we are all limited to 280,000HP max).
  16. Set commodity weights (sheep, furs, cotton, etc) to 1/4 of what they are currently, and leave everything else the way it is. Barrels can remain a risk-free starter activity, and big-time traders can start taking risks on long hauls with large payloads (using the new wind mechanics as well, leading to ambush points, etc.) At least here in US, it's all short hop barrel trading up the coast, so wind doesn't really help anybody but the gankers. We caught a Russian running gold from the opposite corners of the map last night to apparently make 800k profit in 3 hours (not enough for a sail like that, IMO). A few of our guys ruined their night (sorry man). But grabbing those gold-laden ships and escorting them into port had everybody buzzing and having fun. Commodity trading needs to be compelling and lucrative (mid-to-endgame activity), and can be made as such with a single change to the game's config files. 25lb commodities (vs. current 100lb). There's just no real way currently to get the volume you'd need for a worthwhile profit, even in 4x indiamen. Let us carry more stuff and everything starts to work better. Add in aggressive NPCs later on, with players setting ambushes at wind zones, and you've got yourself a risky, deep, (and most of all, FUN) trading endgame on your hands: -Hiring your buddies as escorts for a cut of your profit -Paying off that pirate/privateer that just tagged you since they can't carry all that cargo back themselves -Clan-wide trade convoys -Regular trade routes -And more hilarious schemes that I haven't cooked up yet
  17. Currently, we can only inspect ship after we have a Kill or after winning a boarding. I am a pirate and I am thinking it will be nice to have a feature to inspect ship also by pressing [x] when near to the ship and stationary. Because I want to give some players a chance to go home with their ship and I just want their loot. In the past, some piracy did not require the pirates to sink all their prize. Some would just steal and let them go. Suggested way of doing it Slide 1. Trader has to activate by pressing something similar to the F10 key. for example, I used F9 key. Slide 2. Once trader activate the key, the enemy sees it as similar to surrender. The [x] inspect ship option appears for the attacker view. Slide 3. Similar to trading, the trader have the approval for inspection. This is their chance to show they are not fooling around and allow to be inspected. However, the cancel button is available if the trader wants to try their luck at running this time. They can choose to board too if they want. Slide 4. When trader confirm inspection, the attacker sees the same as inspection screen but cannot transfer crew, sink ship or switch ship. only select cargo and transfer over. Slide 5. The trader also sees the same inspect cargo screen but the cancel and confirm button is removed. The trader can see what is stolen from them but cannot see the attacker hold. The trader can interrupt this inspection by boarding or surprise attack using [ or ] to fire the broadside. What happens after Once the attacker clicks confirm from stealing the cargo, the trader has some time of immunity from being boarded to prevent griefing. If the trader interrupts the inspection process the first time, there will be no second time. The only way to escape is through normal instance escape. Once inspection is finished, the trader gets their nation flag again and the trader can escape.
  18. This method is fully built into the in-game rules. If you do not like it, the rules should change: Step 1: Find a Patrol Zone in an area where First Rates are common - La Mona Patrol is probably the best Step 2: Take a Frigate or Light-Frigate into the Patrol Circle, and attack a L'Ocean or Santisima (900 BR Each), make sure to be Downwind (!) Step 3: Sail Downwind until you reach the circle edge, while putting some shots into the Enemy (get Sail Damage to mark it as your kill). Step 4: Right before the Enemy is likely to turn, sail outside of the Patrol Circle, but keeping yourself tangent to the circle so you can return in time. Step 5: When the Enemy ship follows you clearly outside the circle, turn so it can intercept you and commit to a turn + fire broadside behavior. Step 6: Survive the barrage and re-enter the Patrol Circle enough to Reset the clock. Step 7: Exit the Patrol Circle again and wait for the Enemy's 5 minute clock to run down to 0. This ensures the Enemy ship stays outside the circle, and since you reset your own timer, the other ship gets sunk first and you win. Your timer stops after winning. Congratulations, you just Killed a First Rate. You can now loot the corpse. Repeat Steps 1-7 until you reach 8100 points. To get the most Dubs, perform the last battle in the last few hours before Reset, since the tie-breaker is the last person (!?) to reach 9000 points. PvE Server Testing: 6th Rate Test: ~2700 points, won the ladder (didn't bother to max). Mercury with no skill unlocks and no mods. Lost one ship - mistake, took a broadside from too close a distance. 5th Rate Test: ~4500 points, won the ladder. Surprise Sab/Sab got the most kills, no skills or upgrades required. Lost a Surprise to timer mistake, Lost a Trinc - unable to return upwind. 4th Rate Test: Killed a L'Ocean with an Aggie on accident, discovering this method. There are paths that are quire possible with heavier ships. but 3rd rate and above is trivial to just win by Boarding/Fighting. Boarding Help Method - alternative method that is also likely used: 1. Make a L'Ocean with Boarding Spec and take Barricades and other defensive skills, Marines, etc. 2. Fight a Lone Santi/L'Ocean and start the fight by softening the rear armor by 25%, then immediately boarding. 3. During the boarding, do not use any attacks, and Defend whenever your crew goes low enough for the AI to Counter-Attack. Slow down the killing of enemy crew. 4. The smaller ship gets behind the Enemy and starts raking from optimal distance and position, starting with hull damage, and then switching to Grape for crew. 5. If the smaller ship does more Crew and Hull damage than the Helper, it will get the kill even if the larger ship wins the boarding. Can be enhanced by allowing the smaller ship to work down the sails with Chain initially, scoring extra sail damage which adds up for to secure kill. This can be done in 30-40 minute fights or less. This is simple enough to do with an Alt-Account / Dual-Box. Suggestions: 1.Make Weekly Ladder Fights 1v1 only, do not score kills in fights with friend or fleet ship help. No help, 1v1 only. (This disables the Boarding Help method) 2. Make the AI Ships Immune to the Patrol Circle timer.
  19. Ahoy captains and devcaptains! I've been playing this game for about 200 hours and I must say it is a lovely game. I enjoy the thing you can do with the free camera but I would like to propose a feature request that I think may be achievable in the near future. Currently in game - It is not a big issue but we all know that when we scroll in, we end up kinda on deck but somewhere in the middle of the ship, floating near the mainsail. Feature request - My request is that to zoom in but instead of stopping where it is, it can be default zoom into the helm of the ship. I tried using the free camera but it is stationary while the ships bobs around sometimes clipping into the floor. -An example is attached - I am hoping that scrolling-in in the future can give us this really cool view at the helm everytime. Misc - I am not too picky if the wheel doesnt turn in this view because that is so minor it can always be implemented in the distant future. - However, i think having this view adds aesthetically to the game experience. You are after all the captain of your ship, it'll be nice to have a good overall view =D That is all for my feature request. I hope it is a decent request as I have not found any threads on this during my prior search. Fair winds and following seas, Captain Personthing.
  20. I added more choices because some seem to be taking this poll as an opportunity to express their dissatisfaction with combat medals in particular. I'm with you. I don't like combat medals. In fact, I think we have too many currencies in game. But I created the poll assuming the devs were going to keep a combat medal system. So.... I don't like it when players farm their alts either. However, to me, those players are more or less wasting their time. I don't view them as farmers, but as targets. Go ahead, obtain ships, mods, and rank. You're still not going to be much of a challenge if you took that short cut. It's sort of the same way I view if we were allowed to bring rank across from the PVE server. Who cares? In the past there has been too much worry and restrictions placed because of what a few idiots are doing to the detriment of the rest of the population that just wants to play the game. @admin Please reconsider:
  21. I am really struggling with the R-Zones. Can´t they be nerfed? One idea might be: A relative outcome to everything you are doing regarding your rank up to 1/10th outcome at the highest rank. (or so) This shall be related to Reals / Doublons / XP / dropping etc. And maybe a bit smaller, but more rewards for sailing the free waters!
  22. Captains, I'd like to share with you some ideas to the past discussions about content/nations and possible server solutions based on the two server model: 1. CvC Server (Clan versus Clan) - No nations, only clans - No safe zones - No grinding (just choose your ship for fight) - Ganking, death match, capture flag etc. - "old" battle system - Target: Clan/player scores, conquests 2. NvN Server (Nation versus Nation) - Only Nations (yes, no clans) - Pirates: no nation to choose, you become Pirate for sinking the wrong ship (e.g. without letter of marque) or delivering the wrong letter/person, highest craftable ship is Pirate Frigate; "abandoned" colonies can turn to pirate or neutral, - grinding and crafting (also trading goods), no ship DLCs - Missions: Delivery missions have an influence on Nations (e.g. riots in an enemy colony) - "new" battle system (from testbed) - only balanced fights (via BR), patrol zones are free fighting areas - Everybody can join a PB - More "content" (missions and incentives): kill, escort fleet, nobility titles, nice ship rewards, spy activities for the crown or to even get married with the most beautiful governor's daughter - Caribbean news for each nation (alliances, political development, port battles, colonies, nation, economy) - tbc Please join the discussion FvB
  23. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  24. To help (new) players with making long term goals, I suggest a Captain's Diary, which contains: Collectible pages in which you can track: which kind of fish you caught at least once; how many of each kind of ship you've sunk; which skill books you've learned and which not; which harbors you've visited; which ships you've fought with at least once, as well as compare their stats; Achievement pages, in which you can earn (Steam) achievements for goals like: earn 50.000, 500.000 and 5.000.000 by trading sink 10, 100, 1000 7th rank ships sink 4, 6, 8 first rates in one battle win a 1 vs 2 without using repairs etc. Statistics pages, in which you can check: how often you've sunk how accurate you are at firing how many (port) battles you've did A nice twist could be, that when you sink someone, you can read that captain's diary.
  25. After playing a while on the PVP server back in 2015-16, I joined the game back again, this time on the PvE server to get a somewhat more relaxing experience. Starting as a rookie, I finished the endurance exam, but I'm still struggling with the Final Exam. That doesn't matter at all, it's supposed to be hard as it is the final exam. However, I dreamed a bit around and felt I was missing a crucial thing for the full PvE experience of new(ish) players: Story line quests / Campaign: a series of story driven quest telling me to sail from A to B, defeating a PvE pirate underway, smuggle a bit of contraband goods for my country and other 'meaningful' orders. A good example for a starting story, could be the following: Quest 1: On the market, a trader asks you to start fishing, as there is a huge shortage of fish. Player starts fishing, finds different kinds of fish, and sells it for a good bargain to the trader (small starting capital for the player). Quest 2: As there is still a huge shortage, player is questioned to go fishing again. However, he manages to catch a bottle with some inscriptions in it, pointing out someone is in a dire need to be salvaged on coordinates X/Y. Player rescues someone from a raft. The rescued person is thankful and rewards player with money. Quest 3: As the player starts talking with the rescued person, he points out that he was a trader who has a feud with another trader. He thinks that trader hired some pirates for sinking his ship. Player starts investigating by visiting 3 nearby cities for information, and sails back to report to trader. Reward: sailing experience, player learned to navigate on open seas. Quest 4: All proof points towards pirate X, who might be responsible for the attack. Players will hunt down the pirate on the open seas, and is required to board him to capture the captain alive. Reward: new ship (lynx) and player practiced the boarding mechanics. Quest 5: After a thorough hearing, the pirate captain refuses to tell anything. However, the ring he's wearing, looks familiar to the saved trader. He found out that once these ring might be of one of his friends, who used to live near free harbor X. Player goes there, and finds out that he's no longer there. All traces point out that the trader sailed to city Y but was captured halfway by the pirates. Quest 6: Player is towards a pirate harbor, and has to sneak in the enemy port using a false flag. When arriving there, he finds out that indeed the friend is captured, and is forced to work on one of the 3 pirate ships. Player sails back to the trader, and together they decide that they'll rescue the friend. Quest 7: Players boards 3 ships and finds the friend. That friend happens to have good connections around the world, and ask you to become part of a nationality of your choice, opening up to 3 new quest lines. Reward: sum of money, experience and player chooses his nation he wants to sail for. Etc. Now, why would NA needs this? Firstly, new players, just as me, struggle to find something meaningful to do in NA. I just joined again, got myself some money by trading, and I'm now looking for ways to increase my experience level and looking for ways to earn more money. A story driven quest would give some guidance in mastering the game again in a relaxing pace, and ensures me to play the game for as long as the duration of the quests. So basically, it helps player retention. Secondly, the 'new player'-quests will be in a save zone, save for PvP and ganking. After finishing their 7th quest, they decide which nation they'll join, making their choice more informed and based on in-game information. The new player can starts his adventure a bit more 'solo', allowing more people to stick to the game. After that, the 'experienced player'-quests are spread further away, and requires player to sail bigger ships, defeat bigger enemies. On PvP servers, this ensures a steady supply of players trying to sail certain routes with valuable goods, which can be captured. However finishing the quest also will net a great reward, netting the player who manages to do them a good profit, even when losing some ships. Quest can give end-game goals for players, for example a non-tradable crafting receipe for non-tradable upgrades for your first rate ships. Quest can help people find each other in the game, as they are sharing a common goal. An example could be a quest which you need help of someone else with. This brings people into contact with clans. Quest add solo content to the game, both enjoyable for the PvP as the PvE server. Quests can give a reason the explore a vast majority of the map, instead of just sailing around your starting harbor. Quests can smooth the leveling grind in a structured way. Now, I know Naval Action is a historical correct game. However I really think above mentioned stories are very possible without losing that realistic feeling. In my opinion, having just a touch of a RPG, this can be very useful for both player induction, as well as player retention. Once the system is in place, it also opens up the way to more and more quests, some maybe even as a DLC. I would really enjoy some extra goals and many with me. Furthermore, I think it's a very important thing Naval Action should do in the near future, as a good quest line really can have a positive effect onto the economy (which rewards do you give?), the meta (players not sailing alone with their expensive ships as there is no reward for doing it) and the player retention. At the same time, it has no drawbacks, because any player can ignore their quests at any time. What do you thing about this suggestion?
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