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Is this game only going to be "survivable" by either joining a guild/clan or by paying "protection" to a guild/clan?

 

While I can understand the immersion effect of being in the Royal Navy or the U.S. Navy, In reality I am a US Citizen and free to do as I like with my time.

 

 

 

this actually made me laugh.

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Combat and gunnery

Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics. 

Weapons: All major types of naval artillery are implemented: from long guns to carronades, and mortars (of course limited by the ship role and its hull). Fort and land batteries will provide support during port battles. Fire ships and branders will also be present in the game. 

 

Sailing

Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, cargo, fittings and ship condition affects speeds and turning rates. Correct tacking, boxhauling, clubhauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique. 

Damage model: Leaks, splinters, loose cannons, demasting, raking, fires and all other hazards possible in that era. Damaged ship fittings and modules will change behavior of the ship.

 

Open world prototype

We are continuing development of the open world prototype.

Naval Action will feature one of the largest sandbox maps in history of age of sail games. You will be able to write your own story by building the trading or military empires for their nations or guilds. Because game will not have levels or classes you will have full control over your fate and character development.

 

Current ship line-up

Naval Action will feature accurate hull models, sail plans, guns, internal modules and parts, historical speed, turning and heel performance. Ships from trading ships and smugglers to small gunboats to large 100+ gun first rates will allow the player to experience every possible role of the Age of Sail period. 

5 more models are in development including 140 gun Santisima Trinidad. [Dated]

 

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And then the Blog

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[January 20, 2015]

 

Hello Captains.

Here are our development plans for this winter and spring: Jan-May 2015. 

1. New ship models

The following list of vessels will be delivered for testing by the end of Spring. Some ships might get delayed by storms.

  • Mercury brig
  • La belle poule
  • Ingermanland
  • La Renomme
  • Privateer Schooner (based on Lynx - with more guns)
  • Brig Navy Edition (based on Brig - with more guns)
  • HMS Pickle
  • 28 gun light frigate
  • Gunboat

2. Open world distance and speeds testing

3. Ship customization

  • Ship parameters randomization
  • Simple ship upgrades
  • Simple loot
  • Simple crafting

4. Gameplay

  • Updated damage model 4.0
  • Improved sailing of for-and-aft rigs
  • Better turning and rudder mechanics
  • Commander tablet
  • New game types: Operations gameplay – 24 hours large battle map with respawns, and shore defences

5. Other improvements

  • Improved chat
  • Manual
  • Soft launch of early access on steam

With your pre-orders we are moving significantly faster. Thank you for the continued support and feedback you are providing us with. 

Special thanks to all community correspondents, streamers and youtube content makers, who are making awesome videos about our game.

 

[March 5, 2015] Photos of progress in open world...

 

 

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Seems to be ample information out there.  I'm raze'n ya a bit.  To be honest, we're in the same boat:  Development can't be done soon enough.  And you've been waiting longer than I have...

 

 

 

Sorry Grim but you confuse selling points with hard details.

 

Its not even worth arguing over. The proof will be in the pudding.

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I know for a fact that although I am associated with Arms of Chaos, I plan on working mainly for my own ends. Acquiring precious goods, transporting cargo and livestock, and of course paying my taxes to the Crown. All above board and legal I might add...nothing the Navy boys would be interested in or have any issues with I'm sure...

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What game in this day and age doesn't tell you what the features are.

 

Talk is cheap. From Godus to Starbase DF9 players seen developers talking a lot and delivering nothing.  

With current amount of content Naval Action already is in top 15 games on Steam by average hours played. Slighly below games like Civilization 5, Total War and Dragon Age.

 

Let's get back on topic of individual players and their role.

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It is a fine topic, and very good, for the most part mature dialogue.

 

What could be suggested here as a game feature for independent successful players is that they could hire AI ships for their missions/excursions.  Why not?

 

Sure AI is not going to be as good in a battle as many players, but definitely would be better help than nothing if you are traveling solo.  I'm not a top-tier player, but still am challenged mostly by the AI ships when I am experimenting with a new ship in PvE, especially if outnumbered by only one or two AI.  They never seem to miss at the beginning, but then get worse as the mission transpires it seems to me.

 

Devs should make AI ships so that opponents can't tell they are AI ships, that way a player traveling in an AI fleet would be 'camouflaged' and not the immediate target of the opposing fleet.

 

It would be tremendously advantageous for a player hiring an AI fleet to be able to command the AI fleet, telling them to concentrate fire, etc.  This is already implemented in air combat simulators where a player can control a flight of AI aircraft (to some degree :rolleyes: it doesn't always work out as planned, but so what, that's the fog of war...).

 

If this 'hiring an AI fleet' feature is implemented, it would make being a solo player that much more challenging AND effective = fun.

Edited by SYN_Bloody-Bandy
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Devs should make AI ships so that opponents can't tell they are AI ships,

:o  Just NO!

 

btw could be good to let players join pve battle to command over AI and/or take part in fight himself vs enemy players team :lol:  True PVE wolves could be born instead of puppy's

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Just YES!

 

Players should not know what opponent ship is a player, and what ship is an AI in a mixed encounter of player and AI ships at least.  It will have benefits to game play, solo players is just one mentioned above.  

 

You present no argument against it, just a knee-jerk reaction.

 

Why should you know who is AI and player except to game the encounter and throw all resources against the player?  If the player was in a smaller ship, would you in a real life battle ignore the bigger ships? Don't insult our intelligence in your answer.

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Paid escorts (NPC or Player) based is step one in this direction. NPC escorts will be controllable through the commader tablet (it is already prototyped and will be finished as one of next steps)

 

Excellent news!  Thank you for the peek inside development.  B)

Edited by SYN_Bloody-Bandy
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Paid escorts (NPC or Player) based is step one in this direction. NPC escorts will be controllable through the commader tablet (it is already prototyped and will be finished as one of next steps)

I know about escort and its another thing. What i mean is what we never had in potbs. AI ships there was like farm cows, and here they will be like farm cows just because they isn't controled by human. When enemy start farm no one can join fight and help your npc outside of pvp zone and in most cases it was like "never", but if you was able to enter fight like that you wasn't able do anything to change fight result) What i talk about is let player, who sail near fight like that, which allready started in PVE mode, join it as admiral over NPC fleet.

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syn,

Honestly, I want the ability to tell between player and npc fleets. I'm not going to farm npcs much and if I get duped into farming the ai because you can't tell ai from player fleet that isn't going to make people happy. I don't want to play 900 some battles of pve in 4 months. My god that would be boring.

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Just YES!

 

Players should not know what opponent ship is a player, and what ship is an AI in a mixed encounter of player and AI ships at least.  It will have benefits to game play, solo players is just one mentioned above.  

 

You present no argument against it, just a knee-jerk reaction.

 

Why should you know who is AI and player except to game the encounter and throw all resources against the player?  If the player was in a smaller ship, would you in a real life battle ignore the bigger ships? Don't insult our intelligence in your answer.

It doesn't need argument. I just place this picture here

 

naperstki.jpg

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Honestly,

 

My squad operates a publicly available server for Rise of Flight (air combat sim) and our weekday missions involve coop with AI flights simply because human player numbers are down after 5+ years in an otherwise excellent game.

 

Bottom line, when you don't know if the opponent is AI or human you can't tell what you're fighting.  Truthfully.  I'm sure it would be even easier to tweak the AI in Naval Action to be "more human" because it only involves 2 dimensional movement, rather than 3 axis in flight where altitude-energy management is so important (not that energy management isn't important in NA, far from it).

 

Regardless, my original post on this topic involved discussing human player with AI escort, not "farming AI fleets".  In the context of mixed human/AI fleets you should NOT see a label identifying what ship is player controlled and what ships are AI.  As said, you would just 'game the encounter' and throw all resources on the human ship, which would not be the case in real life.

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Reki, your posts are lost in translation for me, and perhaps your philosophy is over my head, but I doubt it.

 

That said, "it doesn't need argument" is the hiding place of despots, or at least those unable to place themselves in another perspective.  You are under the middle thimble.

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Actually, as a veteran of ROF from its start with many, many co-op battles both with and without AI, I can tell almost immediately which aircraft are AI. It might not be the same in NA, but I suspect it would be.

I think the reason you don't want people to be able to tell from labels is so that they won't immediately jump a ship with AI escort as easy pickings. But the reason they would do so is because AI escorts would be easy pickings, which is part of how you can tell they are AI once the battle starts.

I do appreciate the direction the devs are going in terms of escorts and player control. I'm sure we'll have to see how it all works in practice.

PS: ROF is a truly excellent sim, and along with DCS, one of the only sims to ever model flight with a feel at all close to reality.

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I like the idea of the Ai Escort. I also like to know if it is player or NPC. I think the names will mostly give it away (as players typically have silly names, and NPC names are always the same).

I think it is good option. It could provide a lower cost alternative as well...

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Actually, as a veteran of ROF from its start with many, many co-op battles both with and without AI, I can tell almost immediately which aircraft are AI. It might not be the same in NA, but I suspect it would be.

 

Hi Tom.  I used to agree with you, and we all thought the same, that we could "almost immediately" spot which RoF aircraft are AI and which are players by the way they are handled, and this is somewhat true with AI two-seaters and that back-and-forth 'wobble' they use to allow gunner to shoot you with deadly accuracy when you approach from below.

 

But, time and time again, it has been attested by other independent/objective players that once you are in a furball with mixed AI and human opponents you truly cannot tell the difference.  I see it all the time, people S! a downed aircraft only to tab to their stats and find it was an AI.  Try it for yourself, join SYN server for the AI coop during weekdays, BUT make sure there are some humans there as well, otherwise the test is pointless, right?

 

Since most new players are not very good in any game, I can almost guarantee the same situation will present itself here.  You will not be able to tell the difference.

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I like the idea of the Ai Escort. I also like to know if it is player or NPC. I think the names will mostly give it away (as players typically have silly names, and NPC names are always the same).

I think it is good option. It could provide a lower cost alternative as well...

 

Wasn't there an argument thread against using player's account names in the persistent world not too long ago?  After all, how in real life would you be able to tell who was captaining what ship, unless you were hunting for a known pirate operating a Cerebus at a certain location.  Then, it is the ship type and geo association you are making (and perhaps a certain pirate flag if he is stupid and/or vain enough), not the font hovering over the mainmast...

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I doubt Grim DeGrim is a period name. You'll know.

I agree with the idea of AI. Just a subtle point of difference:

#1, I prefer to know once in battle who is who...

#2, player names will likely give this away (lack of variety on npc's part, and wide variety on player's part)

The only way you'd never be sure is if they take out ALL names...

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Trying not to belabor this topic, because I do understand why people are less than enthusiastic about fighting AI.   I used to only fly/fight as a singleplayer against AI missions, but then gave multiplayer a try and have never looked back.  Now I try to 'recruit' new players to give Rise of Flight multiplayer a try all the time, but our community is sadly dwindling.

 

So, I'm hearing you, but you aren't providing any compelling reason for why you are "not being fine" with not being able to identify AI verses player ship?

 

I know AI will not/may not be a terrific challenge, at least all the time, but neither will new players who can't handle their sails or anticipate and choose the correct cannon loadout.   Is 'clubbing these seals' somehow better or different? Or is it just for the ego boost then that it is a human you have bested?  You get the same cash reward in either case...

 

 

I doubt Grim DeGrim is a period name. You'll know.
...
The only way you'd never be sure is if they take out ALL names...

 

And wasn't that the point of that thread? Get rid of the names.  Use the telescope view to see the flag and know whether it is friend or foe or... and just get rid of the names.

 

Already in test environment you get top/well-known players being deliberately targeted (or deliberately avoided) just because their name floats over the ship.  It doesn't matter what ship they are in, and that is wrong.

Edited by SYN_Bloody-Bandy
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