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Naval officer - I love the concept but dont want this role hamstrung or made undesirable.


  • Works for the Admiralty of their respective country. Agreed
  • Receives salary - does not make money by selling ships. Agreed
  • Does not pick ships - ships are assigned by the Admiralty randomly according to rank and achievements. I'd like to see the details of this, achievements.....are these based on Honour points, missions completed?
  • Cannot capture ships - ships are sent to Admiralty for admiralty points. Admiralty points are these tied to achievements, can you explain?
  • Does not hire crew - crews are supplied by the Admiralty with ships - Hmmmm ok but you mention that AP's allow you to Hire Officers.
  • Repairs are provided by Admiralty - Nice
  • Has to fulfill duties  - must fight, must accept battles -  Must Fight, as mentioned not an issue if your Battle Balancer works well, if not could be an issue.
  • Top rated ships are assigned based on leaderboards - Ok would like to see this in practice to allow tweaks.
  • Upgrades/officers and unique content can be bought from the Admiralty store for points. Ships for the admiralty stores are supplied by crafters. So the Admiralty are exclusively supplied by players of that nation*?
  • Can buy ships for himself if he has money (but those will be limited due to low salaries) - OK

 


My ideas & questions:


 


  • Naval players should only have access to higher rated vessels (other roles are limited to smaller vessels, 3rd rate and below and captured rated vessels)
  • *Crafters of that nation can only supply their own nation. Nations who lack crafters should be limited to a default selection of ships.
  • Prize money should be added along with Admiralty points when capturing ships.
  • NPC Ai attached fleets, are these Admiralty chosen and provided?

Guilds and Clans


 


  • How will the Naval Officer mechanic affect these groups. Can a group have its own Admiralty, resource and crafters. Can they can and assigned from their own Ship pool?
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Captains..    There were several proposals on the Navy officer role and we would like to discuss it in depth here.  Just to keep expectations clear.  We are of course not saying or promising this wi

I've always been in favor of cash-poor NOs that get things for free. But of course naval officers should get prize money for ships sent to the admiralty, with a bonus if its a high quality ship that

It looks pretty good.   Naval Officer route   I would suggest that as you go up in rank you are given the option of ships within your status and below to choose from. eg. If you are a Master and C

I've always been in favor of cash-poor NOs that get things for free.

But of course naval officers should get prize money for ships sent to the admiralty, with a bonus if its a high quality ship that could be bought into the service (and potentially assigned to someone else). And they would get head money for sinking ships, in a lesser amount.

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Never liked ANY kind of limitations and im quite dissapointed what i see and can read here...well was hoping for something different form PotBS but like you sneak ideas from this game here...as far i understand the main reason of that is limit OP first rates and other big ships in open sea? One more question: one account one character?

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I like the sound of this a lot but of course it may need adjusted. You may say that it takes away some freedom but I think having some structure and direction enforced by the game would be a positive thing overall. There is too much aimless wandering right now.

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Never liked ANY kind of limitations and im quite dissapointed what i see and can read here...well was hoping for something different form PotBS but like you sneak ideas from this game here...as far i understand the main reason of that is limit OP first rates and other big ships in open sea? One more question: one account one character?

I don't see anything in the OP that resembles potbs other than the words naval officer and privateer. What do you mean?

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Naval officer - I love the concept but dont want this role hamstrung or made undesirable.

  • Works for the Admiralty of their respective country. Agreed
  • Receives salary - does not make money by selling ships. Agreed
  • Does not pick ships - ships are assigned by the Admiralty randomly according to rank and achievements. I'd like to see the details of this, achievements.....are these based on Honour points, missions completed?
  • Cannot capture ships - ships are sent to Admiralty for admiralty points. Admiralty points are these tied to achievements, can you explain?
  • Does not hire crew - crews are supplied by the Admiralty with ships - Hmmmm ok but you mention that AP's allow you to Hire Officers.
  • Repairs are provided by Admiralty - Nice
  • Has to fulfill duties  - must fight, must accept battles -  Must Fight, as mentioned not an issue if your Battle Balancer works well, if not could be an issue.
  • Top rated ships are assigned based on leaderboards - Ok would like to see this in practice to allow tweaks.
  • Upgrades/officers and unique content can be bought from the Admiralty store for points. Ships for the admiralty stores are supplied by crafters. So the Admiralty are exclusively supplied by players of that nation*?
  • Can buy ships for himself if he has money (but those will be limited due to low salaries) - OK

 

My ideas & questions:

 

  • Naval players should only have access to higher rated vessels (other roles are limited to smaller vessels, 3rd rate and below and captured rated vessels)
  • *Crafters of that nation can only supply their own nation. Nations who lack crafters should be limited to a default selection of ships.
  • Prize money should be added along with Admiralty points when capturing ships.
  • NPC Ai attached fleets, are these Admiralty chosen and provided?

Guilds and Clans

 

  • How will the Naval Officer mechanic affect these groups. Can a group have its own Admiralty, resource and crafters. Can they can and assigned from their own Ship pool?

 

Nations who lack crafters should be limited to a default selection of ships.

 

This will create well fitted zerg for nation with most crafters who will beat the s*** out of other nations with less population and this will result in player loss. 

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I personally am not really too crazy about these roles, I would prefer the development of the navies to be more clan, squadron, guild based and centered, which will allow for more player involvement in the game play.  In the clan/guild/squadron structure, people can choose to be crafters, fighters, etc. and people can work together to be stronger.

 

 Admiralty points should go more towards benefiting the entire faction itself, or the ports of the nation, but can be earned by everyone.  The more points, the better development can be added to other ports.

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I don't see anything in the OP that resembles potbs other than the words naval officer and privateer. What do you mean?

I mean: classes like in potbs i was pretty sure  we not get any classes in NA and you will be able do whatever you want as a captain of your ship

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Fantastic idea. This adds more freedom and will result in holding player's interest longer. As long as the role is maintained only by a player's income opportunities.

There were at least two roles not mentioned:

1) trader - transports goods as primary occupation. Could also be granted letter(s) to attack enemy ships. But should not be required to fill a quota of enemy tonnage sunk. Might also be permitted to join battles (instances) as needed to assist navy/privateers of friendly nations.

2) owner - simply an owner of a small ship who could sail about NA OW. Perhaps the Lynx or yacht only. Again independant of a kill quota.

It would be helpful if there was some overlap between the roles. For example an owner would not normally be able to fund large vessels but might dabble in a small bit of trading ( especially high value goods ). The cost of operating a larger vessel would require an income. This might be an option for a retired naval officer (with a huge prize purse) for a limited time. Traders could merge into a privateer role but then may be subject to filling a kill quota. Naval officers would not be able to ignore orders and focus strictly on transporting goods but may have some limited opportunities to trade.

This whole concept would give the game a huge appeal and allow for massive flexibility.

Cheers to our developers.

3) fisherman - makes another honest living without combat. If fishing is ever introduced.

Edited by Macjimm
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What about the Merchant (Trader) role?

Should this be a separate role from "Crafter"?

Merchant:

Access to trader ships in store or buy from crafter ( we'll need more variety of merchant ships of course).

Could be dual role - ie; can also craft their own ships.

Can access ports from different Nations for trade. (Maybe this could come in later when all Nations are not at war).

Work with NO for escorts or hire NPC escorts.

 

Just a quick thought for another role.

 

Just saw McJimm's post ^^. :ph34r:

 

 

 

Edited by DeRuyter
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I mean: classes like in potbs i was pretty sure  we not get any classes in NA and you will be able do whatever you want as a captain of your ship

 

The way to implement this without hurting the sandbox and actually providing more freedom (especially for players that want to lone wolf):

 

You have an option for your character to enlist. If you do, limitations apply to you. If you don't you don't enjoy free ships.

If you don't enlist you can do trading, crafting and fighting pirates. If you want to fight other ships than pirates, you pay for letter of marque. If you don't want to pay anything and pay everything you are a pirate.

 

There wouldn't be classes as such apart from naval officer and even that should be quittable.

 

In regards to the ship classes. Although not realistic, all players should be able to craft any ship, although it should be extremely difficult for first rates...

Edited by marecek05
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I personally am not really too crazy about these roles, I would prefer the development of the navies to be more clan, squadron, guild based and centered, which will allow for more player involvement in the game play.  In the clan/guild/squadron structure, people can choose to be crafters, fighters, etc. and people can work together to be stronger.

 

 Admiralty points should go more towards benefiting the entire faction itself, or the ports of the nation, but can be earned by everyone.  The more points, the better development can be added to other ports.

NO,NO,NO,NO to this!!!!

This would wreck the game. I've argued this point several times... Who do you sail for? Your nation or your clan??? This post is another example of clans ruining a good thing.

If you're going to let clans run the show then nations should just be removed...

This issue needs to be decided once and for all please!

Edited by Diceman
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Don't forget that merchants had some nice ships. Do not leave merchants out of battle. They can support other ships or supply forts.

 

Could be good in port battle. 

 

Port Battle Roles:

 

Merchant - Healer/Medium damage

Naval Officer - Tank/ Heavy Damage

Privateer - Agile/ Medium damage

 

This could be merchant top rank ship - Galleon :D

YrGSxtg.jpg

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My personal preference would be to have my vessel determine my career choice rather than my character... allow me to explain:

 

At the start of the game I opted to sign up for a Navy.  I get my first vessel free with basic weapons.  As I fight I get limited Gold (to reflect Prize Money), Limited XP (to reflect my time at sea), and  admiralty points, as I get more admiralty points I get promoted (in the navy admiralty points = XP) within the navy which grants me a bigger naval crew and larger ships (which I do not own and cannot sell).  They have standard guns, so if I want anything special, ie. Long guns, or Modules I have to buy them, but in return my repairs are free.

 

After a some time, I decide that the Navy life is not for me, so with the small amount of gold I've saved I buy a small trade ship which I own.  I buy my own guns and modules etc... and have to pay for my own repairs.  In battles I get gold and battle XP (but in most cases I would avoid battles).  Instead I would make gold through trading, and gain XP based upon the profit made from buying and selling.  The XP would allow me to increase my crew which in turn would allow me to buy & man bigger vessels.

 

Having done a lot of trading and missing the noise of cannon fire, I opt to buy with my own gold an non-navy combat vessel so I can be a privateer.  I have to buy my own guns and modules with my own gold and must pay for my own port repairs.  Through battles I earn gold and XP, and the XP allows me to have a larger crew, and the gold allows me to buy bigger non-navy combat ships.

 

And finally, after all the excitement about being a Privateer I feel slightly hollow, and so wishing to help my country I re-enlist with the Navy, and continue with my past rank and admiralty points.

 

 

I thank you for bearing with me whilst I told that rather convoluted and potentially unnecessary story, but I believe that this approach allows a lot of player flexibility.

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How about restricting third rate assignment and up to NOs, but allowing privateers to enlist in the navy at any time.

Players who favor freeform gameplay could level up as privateers, then use their cash to join the big leagues with their ship of choice.

And of course piracy should be a role as well, based on scavenging and smuggling supplies because their ports lack resources and serious shipyards.

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I'm not sure how comfortable I am with this proposal. Naturally I'd be willing to see how it works for a patch or two but I feel like my gameplay would be heavily restricted by this. While I can understand and accept some restrictions because I'm a national, or a neutral, or a pirate it just seems as if this further narrows the things I'm "allowed" to do. Not a PVPer? then don't choose naval officer, not a PVEer? probably shouldn't choose privateer. Don't care for crafting but want to supplement your income? Better not go pirate.

 

I really don't like the idea of not being able to choose the ship I sail if I go navy. I hated sailing the snow but love the mercury. Am I really going to be forced to sail a snow if I won't enjoy my time in it?

 

My final concern is the leaderboard system for top rated ships. I understand it, I understand the very good reasons for it, but don't like that it will likely penalize the casual player no matter how skilled he is. If I show up for a port battle 30 times in a row because they're scheduled during my online time but don't otherwise play because I have other stuff to do am I going to still be shuffled off to supporting vessels so that someone that happened to be here more and so could rack up leaderboard points can?

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I really like the idea of :

- a naval officer who don't pick his ship, don't pay for repairs and have to follow orders,

- a privateer/pirates who choose his ship, pay for everything and then do whatever he wants.

 

It really gives two very different roles that are quite "historically accurate" (at least it gives a feeling of that).

That's why I don't agree with those who would like to have a mix of the two roles or options to switch from one to another.

We will have several character for different roles. 

 

That said, both careersas presented in OP, seem to work on the same principle : the most skilled, experienced gamers sail the biggest ships. Gold/XP for privateers and leaderboards for naval officer would be the criteria of ship assignation. That's logical in a system of rewards. But in terms of gameplay and fun, it'd logically favor hardcore gamers.

 

It could be great that the Naval officer role, with all its restrictions in terms of choice of missions and ships, would also allow casual gamers to sail all types of ships (even top rated one), at least for the duration of one or a few mission(s).

 

​It'd make NA more accessible to anyone.

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I think this is one of those ideas that sounds better on paper than it would actually play in practice. As proposed it would be waaay too limiting to player freedom. I think you'd have a lot of folks who wanted the freedom to be a (trader, privateer, etc.) in playstyle but were also annoyed they couldn't be a National Naval Captain when it came time for big trafalgar-style battles and events. 

 

Besides, Naval Officers got to capture prizes for cash. I could see them having to sell their ships for a percent share or something, but I kinda assumed that's what was going on anyway. 

 

Maybe something like this *could* work but I would want to see a lot more details to the proposal before I signed up for it. 

 

I think it's something that ideally you'd want an actual team of writers supporting.

Edited by Hieronymous Alloy
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Nowhere did the OP say that you would be forever locked into a "class". I'm sure they will build in ways to make switches to your gameplay. I can see people turning for naval officer to privateer as an example. We will see I guess.

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rated ship based on leaderboard? If i play 1 hour per  day in full pvp and win 4/5 on my battle i will not get reward when a guy making 5/15 victory playing 3 hours will get in front of me? Bwaaaa corean mmo on sight! It's like saying you don't care on player ability but just on time he spend on your game...

No hope for causals or random players to ever achieve their goal as there is alwais be people able to play more than them...

 

Not going in the good direction for the causal player I am

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