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  1. The enemy crew left after boarding will become yours. Also medical kits and maybe doctors.
  2. Continuing the discussion started here http://forum.game-labs.net/index.php?/topic/13601-19-mln-vs-60-thousand-the-cost-of-crew-moderated/ We would like to describe the forthcoming change to the crew system in Naval Action Crew will have to be hired for certain price for the sailor Crew will be lost if you sink or blow up Crew will become persistent between battles Players will be provided with 40 free sailors at the start of the game which cannot be lost (to support new players), this number could go up with rank up to a certain limit Crew will be available for hire in all ports that you can enter Crew will have to be assigned to ships that you capture to be able to use them Ships that you capture will have to have crew to be transported back to port There will be only two options for the ship you capture: Add to fleet (assigning crew) Sink Ships will have minimum possible crew - you won't be able to add a ship to fleet or transfer yourself to you if your crew is lower than that ship minimum for sailing Examples of how the system works 1) If you captured a Trincomalee in a Constitution you will have to assign crew to Trincomalee and sail back under crewed in both ships. Once you arrive to port you will hire the crew again. 2) If your group lost a good amount of crew during heavy battle - you become more vulnerable for the next battle 3) You sail a cutter and your friend captures a Santisima for you. If you claim it you will not be able to sail a Santisima if its minimum crew is above 40. You will have to sink her. What this means for you This means that fleets could come back, but they will be based on your crew that you can manage and you will actually have to hire that crew paying for them This means that ship capture could come back (with limitations) This also means that ships no longer will be teleported to outposts and players will have to get their captures to ports themselves This also means that maintenance for heavy ships will go up dramatically as it should be This also means that losing a first rate will cost you Discuss
  3. Unlike real world you can change the nation to one where leaders actually care about their fighters.
  4. Awesome!))) yes. somewhat like that Guaranteed features UI rework and guides - will be done last Localization into promised languages - will be done in parallel with UI New ships Features for continued testing - they might continue to suck even after improvements RVR rework Officers and crew finalization Accel/Decel finalization Crafting trading and resources distribution improvements Combat tuning Probable Boarding improvements
  5. if you have an answer why you are not answering your question?
  6. What do you mean you have no idea when a patch will come? We provide updates every month its even stated in the first announcement on steam. PS this would be the features if this was rust. Permadeath (you have to restart from 0 on death) Ports are fully robbed on capture (all resources are looted, all ships taken, all buildings burnt) Ships have 1 life No teleports Food, water requirements for you and your crew which dies if you don't have water after 3 days at sea. No NPC traders - all have to be player delivered NO NPC ships - only players! Can you guys handle this like rust players? We can make an experiment one day. But we know what will happen.
  7. Any words we say are hollow at this point? Ouch.. I will never get tired of so-called open development participants who cant make the difference between ignored and not being worked on at the moment. We are aware on conquest issues - conquest improved by the release time, we work on our schedule, not your personal schedule. You probably forgot that early access games are not released games, cant get a scored review, cant get a metacritic review and are only shown in steam game rotation if in top sellers.
  8. they are destroyed faster yes not sure if it is good or not. i have heard some like it some hate it. Which means its a good unboring feature what do all think of sail damage?
  9. 3 nations will be enough denmark pirate allied players are resting now waiting for politics. Best time to strike. All you need are 3 leaders to unite the nations for the cause.
  10. Every post like that delays the pirate mechanics and diplomacy by a month Just by saying the game is dead - you have just delayed the fixes till august. Game have not yet launched - players are playing a testing alpha version. I think I will add fishing first instead
  11. extra drop off was applied for all guns it helped to uncover the beauty of angling and tanking.. bugs can be useful sometimes
  12. нам странно слышать "в игре нет контента" от уважаемых капитанов с 1000+ часов
  13. Мы же не харекришна чтобы мантры повторять Мы разработчики нового типа, а не стар ситизен. Мы привыкли говорить с игроками прямо. Лучше недообещать и перевыполнить чем сотрясать воздух межгалактическим шахматным турниром в нью васюках
  14. так это и правильно! средние часы ВСЕХ игр на стиме менее 5 часов по моему вы просто наигрались и это отлично что текущего контента хватило так надолго переведу на более прямой текст некоторые с женами разводятся быстрее чем это время Наигрались - игру можно на полку. Никто не требует нового контента от ГТА 2 или Фоллаут 3
  15. мы не позиционируем себя как ММО - на странице игры и везде где мы рекламируемся мы не пушим себя как ММО. Единственное где упоминается ММО это таг на стиме, но там другого тага просто для игр с большим количеством одновременно играющих нет.
  16. We actually found the bug in the penetration system - which was dropping penetrations at certain distances for all guns. It showed that tanky ships works wonders but made ships of the line life impossible If we are able to retune the penetration today based on the feedback and on the findings over the last 2 weeks it will be deployed tomorrow. If not it will be deployed on friday.
  17. we are aware of the problem it will be done in one of the next content patches - npc ships will try to come back to the nearest enemy player once the sail away to 2km and more
  18. i would edit the poll if you don't mind to reflect this statement above
  19. there will be the big spike on release and then the numbers will fall again, its the way of life players who judge the game based on numbers are making the mistake. for example no-one plays civilization 2 today on steam. GTA 5 numbers are 24 times lower than on release. based on the logic their games are getting worse, which is incorrect. people leave games because when they played enough. and its ok.
  20. next content patch we will increase RC by approximately 40-50 ports (from current 70)
  21. National news section allows statements of propaganda that could be in national newspapers of 18th and 19th century Topic unlocked
  22. it can only be changed on the port reset but we plan to address port importance and desire to defend them.
  23. You should always buy the games based on their current state and our current state is listed on the Steam page Here is what you are buying. Naval action - open world multiplayer sandbox Naval Action is an exciting, realistic, and beautifully detailed naval combat game immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas. Features: Exciting bugs – Because its still alpha we have an interesting selection of annoying, strange, and sometimes wonderful bugs. We are squashing them one by one, but it's Caribbean - they will keep coming for quite some time. Enormous open world – Large open world, recreated based on 18th Century maps, historical harbors, positions, and town names. We do not believe in the various modern hand-holding markers, thus player position is not shown on the map: you will have to navigate yourself using compass, sun or landmarks. PS. battles are instanced to allow extremely complex sailing and fighting calculations for 50 ship battles. Freedom – Build ships, trade, sink enemies of your nation. You can attack anyone almost everywhere. Remember that every action could have consequences. So don't attack everyone - or you will become a pirate. Conquer almost every port in the Caribbean, but remember! other adventurous captains will try to ruin your plans. Beautiful ships – Accurate hull models, sail plans, guns, internal upgrades, historical speed, turning and heel performance. Ships from small cutters to large 100+ gun 1st rates will allow the player to experience every possible role of the Age of Sail period. Realistic 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, 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. Historical 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. Fort and land batteries will provide support during port battles. Mortars are coming soon. Damage model - Leaks, structural damage, torn sails, demasting, raking, fires and all other hazards that were possible in that era. Damage is positional: hit the gun and you might destroy it. Gunnery crews are placed deck by deck. Shot can pass through the balcony, ricochet of the gun, hit a crew member and then fly out of the gunport splashing into the water. Armor thickness and wood type is implemented and at extreme angles cannonballs will ricochet from the hulls. Community driven development - Players actively participate in development and many elements of the game have already been implemented based on the player feedback. Content is immediately given out to players for testing and improvement. Share your thoughts in comments or on the forums. Here is what you want. You bought a pizza, consumed it and probably liked it (if it was bad you would not eat it at all) and now you demand sushi, pad thai and an onion soup. Thats not how it works in the world, there are dreams and there is reality. We are realists not star citizen. We take pride in the fact that we don't bullshit players with empty promises. The Governor's daughter is in another castle - because we never promised it.
  24. now you can relax and go pvp without fear,i have heard rattlesnake is great for trader hunting try to sink as many player ship as you can in a week and next week see if you can beat that record
  25. Captains remember To find the perfect damage model we must conduct experiments. Even if you already love the damage model there might be changes that need to be tested that you personally won't like - but they will allow to close some doors to never be reopened again. Such experiments are needed and you should not react negatively when they are tested. They are good for the game because sometimes they will help to uncover interesting options we could miss if we did not do it. We promise - the closer we are to release the less experiments like that we will do - but now its a perfect time to continue experimenting) You can always say in the future - we tested them and they are not fun. But sometimes we can find something very interesting because of such experiments. We have tested very tankier ships of the line and the result is obvious - battles are much longer in ships of the line and on average they are tediously long which is not a good thing. Raking is not yet a viable alternative for disabling the ships. Gun loss is a lot better now but crew losses sometimes feel inadequate even if you did a perfect rake. Regarding ships of the line armor. We have found the solution that will allow to keep medium frigate combat (that people say are fun) and increase the fun factor on ships of the line We plan to do the following changes next hot fix (again changes will be slow and gradual) Tune medium and heavy gun penetrations (increase them a bit for 9 and 12 and reduce it for 32 and 42 as they are too strong for lower lineship armors) Tune armors for ship accordingly (reduce armor and reduce live oak bonuses a bit) Tweak mast hp and strength (i think we have found the sweet spot over last 2 fixes) it was too high in 9.8 and too low in 9.82 Tweak raking crew losses Tweak marines strength and preparation growth Sanity check questions Do you consider frigate battles fun (compared to older versions)? Do you consider ships of the line indecisive historical battles fun? Should marines be tweaked? What else did we miss? advanced warning: there are 2 things that might change dramatically in the next content patch that are long overdue (ETA 20-25 days) fixes of bugs and improvement of old acceleration and deceleration behavior of vessels fixes of turning, terminal speed and rudder influence on speed.
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