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New Feature Proposals - Combat

Question

Please propose your ideas in the following way.

  • 1 Post = 1 Proposal.
    • Players will vote on 1 proposals only. Multiple proposals will mix different subjects and confuse.
    • Multitiered or multi subject proposals will be removed.
  • Keep the proposals on the topic subjects
  • Do not comment. The thread is for proposals only
  • If you want to improve on other people proposals contact them so they can update the post. 
  • Best proposals will be brought up by the system based on likes and we will comment on them once in a while. Proposals which dont get community attention will be ignored and will sink to the bottom.

 

Example of formatting 
Correct example

  • Cannon crafting proposals
    • Cannon crafting change rationale
    • Cannon crafting current version and whats wrong
    • Proposal on cannon crafting change

Incorrect version

One post 

  • Cannon crafting proposal (should be a separate in a economy section)
  • Trading proposal (should be a separate post in an economy section)
  • Hostility proposal (should be a separate post in RVR section)
  • DLC ship proposal (should be a separate post in DLC section
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Add 'call it a draw' function to the battle menu (To avoid loss of valuable time). Players can decide to call it a draw - only works if all players vote yes and battle will end. 

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Guacata very shallow water port

We have many players who love 7th and 6th rates, life is difficult for them.
Let's make Guacata and its lake a patrol zone accessible only to 7th and 6th rank. Even new players may find it fun with ships that cost almost nothing.
I know the port is RED, but I'm sure that for the sake of the game they would gladly give up a port so that it can become a free town.

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Posted (edited)

PvP Battles in Patrol Zone

 

I've been playing that game for about 1 1/2 years now.
What i'd really like to see, at least in the Patrolzone (PZ)would be "free for all" battles.

 

Not 2 teams fighting each other, but everyone is able to join in the nation he is in. And as the PZ stands for - its a graveyard, you go there to either win or die!

 

My thought is, if there is for example a battle "pirates vs british" - and a russian joins in it turns into "british vs russia vs pirate", then a swede joins in and it'll be a "pirate vs british vs russia vs swede" and so on... battle stays open for 10minutes for people to join (as it was announced that it'll be sooner or later, and it was once 25minutes, which i really liked)

The circle to join wont be two circles anymore,  just one circle (as it is with PBs)

So you enter it and join as the nation you're playing for... if others pass by, they just see that there is a battle, but no more BR.

Players don't see in the PZ the nations which are fighting, they only see that there is a fight. and the total amount of players inside. No "5vs3", but "8".

 

Players of the same nation are teamed when they join. Only one team wins. Basically its like a team-deathmatch.

 

Circle will be like current PZ, but battle ends when only one team(nation) is alive.

I think, that would give the way pvp is done in the PZ  a little refresh.

 

For classic 1vs1 - there would be still the Solo-Patrolzone

 

best wishes.

Edited by Andi421
additional idea
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Posted (edited)

Dont allow ships of higher rank exceeding the pz limit to tag any ship which is fit for the patrol zone.

Example: People in Redoutables tagging small ships in 4th rate patrol zones. Shouldnt be allowed.

Edit: This proposal was added. @admin I would take special care of some Ruyter 🧐

Edited by Botq
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  • 8

Give the opportunity to turn off chat with enemies in battle.

Thanks !

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  • 7

POST battle analysis: AFTER (*maybe even with a delay of x hours) a battle ppl should be able to save the "replay"-data of that battle. In replay mode you should be able to move around freely with the freecam or "lock on" any ship to follow it around, have information on the builds/upgrades of all ships involved, have some time compression options and have a detailed combatlog i.e. penetration value of the ball as it left the barrel, as it hit the surface, angle of impact, thickness at point of impact, effective thickness, damage done, also repairs... in the first step dont worry too much about how you present that combatlog information visually - i'm sure some1 can come up with a way to deal with that in ACT or a similar program - just provide the information.

*added the delay after writing the rest of the stuff to make sure the detailed build of a ship may still be "secret" while that person is trying to get away in OW.

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  • 7

Buff of obusers & congreve guns. So useless now((

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Posted (edited)

Practice fight system against friends/people in your own nation

  • One of the biggest complaints that new players have is how steep the learning curve is.  This in itself is not an issue, but what it takes to learn is.  New players who may not be in a clan probably won't be able to afford to lose ships in PvP to gain experience (not talking in game XP, but them actually learning how to fight), and when they do get attacked they often lose quite badly not just because of ship differences but individual skill levels being extremely different.  Giving them a way to practice against friendly players would allow them to gain valuable experience without major loss of resources.  This will result in a better new player experience and thus higher new player retention.
  • Requirements/details for the practice fights:
  1. Players must be in the same port
  2. Players must be in the same nation
  3. Players can only play with ships that they have and are in the same port
  4. Battle ends when hull (center bar) hitpoints reach 25% and or boarding action is completed (Done to preserve a small semblance of realism)
  5. Repairs consumed during the battle are not refunded.  The ships still sustain the damage received during the battle and thus need to be repaired/replenished.  This is done so that there is a small cost associated with the practice fight (Irl military exercise's aren't free)
  6. No rewards (XP, Reals, Doubloons) are rewarded for the battle
Edited by JDMonster
dropped a word
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  • 7
1 hour ago, Hethwill said:

- If Loki does not make damage %% for 120 seconds, control reverts back to AI.

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Posted (edited)

Allow us to mount 2 bow and 2 stern chasers on all ships that don't have any chasers there. (Maybe just one bow chaser on the smallest ships like the 7th rates with their fine bows)

Pros:

  • It would increase the use of ships that are currently under-enjoyed, like Essex, Belle Poule, Pavel, and Cerberus.
  • It levels the playing field among most of the ships. Ships that already had a strong chaser advantage like Trincomalee, Ingermanland, Wasa, Rattvisan, Christian, Wapen, etc, will still maintain that advantage.
  • Its historically accurate (captains could move chasers from the broadside if they wanted to, or simply have their carpenter place some gunports in the bow).
  • Larger ships sometimes have the caliber required to demast ships with their chasers.
  • Chasers are useful for graping when you're close.

 

Cons:

  • It would allow people to troll in more ships. Imagine a fleet of Privateers and Navy Brigs trolling a shallow PB fleet.
    • But since its been announced we're moving to a damage-based tagging mechanic, there's no need to really worry about this. 
  • People will complain that maybe some ships didn't show chasers on their plans.
    • Go read the point above, and read some historical accounts about when captains would fit chasers to their ships to help chase their prey (or flee).
  • Would require some modeling work on all the ships without chasers.
    • I'm not a programmer so I don't know how much work this is, but I think its a worthwhile improvement to the game.

 

Other comments:

Despite moving to a damage-based tag-timer-reset mechanic, chasers are still important. Chipping a few percent off your enemy's sails as you chase can make the difference between catching or not catching him.

Edited by William Death
grammar: missing a word
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  • 5

Actual gun mechanics:

* F1/F2 etc: disable firing of particular gun decks, but crew isn't transferred

* F5: complete broadside is deactivated, crew is being transferred

 

Proposal:

Additional possibility of deactivating single gun decks and transferring the particular crew

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  • 4

Weekly Trafalgar event. Lineup could be randomized equally, so we get a good mix of various ship types. The winning team may get a reward

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Posted (edited)

Rather than a new player receiving one Hercules note upon completion of the final exam, they receive a Hercules DLC which can be redeemed every 24 hours as a regular DLC but only for a period of one week.

Too often new players get the ship and are still not experienced enough to not lose it. Let them use it enough, really learn to sail it, and maybe even buy the DLC after their week is up.

Obviously this should not be retroactive for captains who have already passed the exams.

Edited by Farrago

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Posted (edited)

Sending captured ships home

Currently playing the privateer/trader interceptor/ individual ship fights role is a very tedious job as your hold + second ship hold is full after one or two traders and everybody hopes more for doubloons/upgrades then actual resources. This means people engaging in this role will constantly sail back and forth dropping of ships or loot rather then staying out and fighting.

After a successful boarding action, assigning crew and ending the fight allow us to send that captured ship with at least its minimum crew (min. crew counts are already available for all ships) but also its loaded cargo to the nearest owned port (or owned port of choice). The captured ship will spawn in the open world looking like any other AI ship (of the new nation) and sail to your nearest owned port. This will allow you to stay out much longer but also allow people to intercept/recapture these ships if caught in the open world. It will also be historically accurate as frigates that captured ships would send a small crew compliment to sail them back to their home ports.

If coding/server load allows maybe the ship should also retain its battle damage/crew count which would become obvious once drawn into battle.

If balancing demands a more permanent impact the total ship crew could lose a permanent 10% per ship sent home. This penalty only gets removed once docking in a port. This will make it a tactical choice as to how long you stay out and what types of ships you attack after the third ship is on its way home.

Edited by JollyRoger1516

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Posted (edited)

Wind / Manoeuvres / Ship rigging / Leeshore / Manual sailing

  • A deep review of amount of sail open to wind in relation to angle to wind
  • in Slow or Battle, for example, it would be less exposed to contrary winds beyond 90º - 65º. At Full the wind force would be the same from both sides at max angle of attack, 65º example, making it much more difficult to go through the eye of the wind ( if at all possible ) at full sail but very possible and controlled to do so at fighting sail.
  • Also a fine increase on the lee effect. On the ship as a whole ( beware the leeshore ) and the bow being turned/pushed downwind ( it does change course ). Wherever possible a captain should be able to counter act the effect by manual rigging control unless angle of attack ( sails to wind ) is just beyond the envelope ( some ships are 70, others can go up to 45 ) and it is up to captain skill.
  • This would affect all rigging types with no benefit, prejudice to any.
  • A very authentic period tactical choice between wearing and changing tack through the wind.
Edited by Hethwill
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  • 3
  • Make Fog appear in Combats. Someone can retreat, someone can suddenly appear and attack, you never know exactly where you opponent is, nor if he attacks within the next moment.

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I'd like to see the option to repair fleet ships in a battle instance. This could be listed as one of the command we can give to fleet ships i.e accessed via the M/Map command key. Repairs could only be carried out if the fleet ship was actually carrying repairs.

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Lieutenants (Support NPCs)

Ships would have another 3 (or more, perhaps 6) upgrade slots that would be filled with NPCs that can be hired or trained to give bigger bonuses to the ship.

The 3 (or 6) roles would be Sailing (combat maneuvers), Gunnery (cannons), Boarding (boarding actions), Navigation (OW speed), Carpenter (repairs) and Surgeon (keeping the crew alive and morale).

They would "rank up" for only 5 levels:

Midshipman -> Ensign -> Second Lieutenant -> First Lieutenant -> Lieutenant Commander

Midshipman rank (with no bonuses) level up by taking part of the XP and Reals per activity, sailing XP, battle XP, trade Reals, contract sales. Midshipmen would start off with only requiring 1% XP / 1% Reals and Ensigns would have a small bonus and have a larger share (2%/2%), the other ranks would follow suit until 5%/5%. A ship with fully leveled Lieutenants would have a cost of 15% or 30% per activity, .

Lieutenants would be attached to a Captain, like the Captain's Chest so the NPCs are all saved if a ship goes down, to continue incurring payment to the Captain.

Lieutenants would be optional (and hired at midshipman rank at port or much more for a leveled up NPC) and a ship could sail without them (let's call them "Acting Midshipmen" if no NPC is designated) without their bonuses.

Peak bonuses would be the same as the specialized books/upgrades (Art of Sailing, Gunnery Encylopedia, Five Rings, Naval Clock, Naval Master Carpenters, and Surgeon's Tools)

I had originally posted this to the DLC proposals but it might fit better here.

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Posted (edited)

Be able to put a bounty on an enemy player for your clan and/or friendly clans. A clan member/friend of the clan kills the target and gets the bounty automatically.

Edited by Someone

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Proposal.

Not even a whole feature, I imagine that is a single line of code to change. 

When you are in battle with friendly AI, and are boarding an enemy, they will fire into both of you.

Make the friendly AI stop firing into mates if they are boarding. Simply change it so AI doesnt target enemies that are being boarded (at least not with round shot).

Nothing worse in battle than having friendly AI kill you during boarding.

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Ships speeds and diversity

Right now we have some very fast ships with very heavy broadsides, which makes some smaller and slower ships with less broadside weight obsolete.

From the historical point of view it depended on the weather conditions if the big or the small ship was faster and, of course, of the individual best point of sail. This game shows only one weather (even if there is sometimes rain), giving one specific speed for each vessel.

The result of this is that quite a few ships are barely used by players, since they offer no advantage to their bigger counterparts (not faster, less hitpoints, less broadside weight).

To increase the diversity and to encourage sailing the not so loved ships I propose the following (only for gameplay reasons, not for historical facts):

- The bigger a ship is and the heavier the broadside weight, the slower its speed shall be (when build of the same woods and the same port bonus)

The fastest ships in game will be the 7th rates, the slowest the 1st rates, even within the same class the rule shall be applied. In the 5th rate tier the fastest ship shall be the Cerberus and Pandora, the slowest Endymion and Trincomalee. With this rule, the frigate or pirate frigate can be a good choice, since they can escape from the bigger frigates and therefore would be seen more frequently on the open waters.

It is then that you can choose between firepower and speed. It will be difficult for players to attack and sink other players in smaller ships, so more even fights are encouraged. The default speed difference between the ships tiers must be significant, like 0.75 knots.

The same, at lower speed levels shall apply for the traders.

 

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Could we replace one of the 4th rate Patrol Zones with a 3rd rate patrol zone? 

In the line ships patrol zones there's always many 1st rates and using 3rd rates doesn't generally pay off unless you are lucky that others also take 3rd rates. But with the new Victory DLC, it will be more rare to see other 3rd rates there, I think. 

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