Jump to content
Naval Games Community

Hethwill, the Red Duke

Members
  • Posts

    13,664
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Hethwill, the Red Duke

  1. I like new blood that find interest in spectacular visual rich games based in history and requiring some sort of dedicated mindset for learning the game rules and mechanics without resorting to rushed power gaming. Oh... actualy 50000 that find the game good fun the way it is
  2. Cecil Sealous ... shakes fist !!! I shall never forget that dreadful day ... The attack was well planned and the tag was perfect... except the lookout didn't count for the heavy frigate speed. We, me crew and I, make haste and jump aboard the trader schooner finding a exorbitant amount of silver and started preparing he for a fast retreat off the scene. But captain Cecil had to interfere and send a party to get on the trader and therefore deny us the silvery glittery prize. ( everything happened in the same battle instance. I go fast and get the trader to strike colours and cecil comes forces me away and denies me the full capture ) We made a hasty escape under those massive guns and cursed the silver he just denied us. The only way to break the curse was to return it to the trader. As much as we know the silver is still out there, every single coin piece used.... ... so if you find yourself under suspicious circumstances that almost seem like black magic, you ship or modules most certainly have been built using one of the cursed coins. Captain Cecil we shall meet again...
  3. It is due to bonuses, craftable or not. IMO modules should be a slight help, not a decisive factor. Ships should be what they are from inception/crafting with little personalized touches here and there given by equipment and not completely redesigned by the use of extreme effect modules/perks.
      • 3
      • Like
  4. Changed from true pyracy to national navy captain to test the upcoming Conquest changes in a more standard playstyle. In both playstyles I'm having no issues with finding appropriate action. In Swedish service I can go privateering with the group with several combats per evening, or I can decide to stay with the main fleet and there's always action in home waters. There's everyday action. And yes, no staying at port but going out and seek trouble.
      • 1
      • Like
  5. IMO they are a BIG issue. Modules being more important/expensive than the ships is very very odd. Maybe it is due to the extreme bonuses they add whereas it should be the opposite, a ship build specifications helping the usability of modules.
      • 2
      • Like
  6. Sounds like a reasonable translation of RL into game mechanics, worth a test. On pair with this, should trim be affected by every 10% of rigging lost ( in game meaning limitation on yard rotation or even set to running on a shock) ? Lines are cut, yards set loose, mast free of tension, etc.
  7. ... oh boy... I'm glad my crew can tell no tales. I've seen things you people wouldn't believe. Niagara geing graped off the shallows of the Cays. I watched cutlasses glitter and my crew slaughtered in the dark near the Zoutman Straights... Too many untold mishaps
  8. Naval Action gives the opportunity to plan a cruise, from your naval base, ingress into enemy held waters, to carry out your self imposed mission or global conquest aims, fight combats and struggle for supremacy with a set piece of rules which are nothing short of the most complex tabletop wargames in real time form, in which each ship is under control of your contacts and friends. Then we all must regress back to your naval base or find a suitable free port in the area and make port and close for the day. This is Naval Action core game in a nutshell. What is also great is that one can simply select missions, which are fairly close to the naval bases, go in and fight some brainless AI, but also there's the option to go into arena mode and face players or AI. While some of the complexity of the real world is simply impossible ( or too harsh on our home computers ) to model into the game - such as rig lines and mast tensions, for example - the core of the age of sail combat is there. Deficiencies are easy to spot especially if there are details that leave us uncomfortable with our own particular way of commanding the ships in combat. That doesn't make them MISTAKES. Most tactics used in game can be noted and brought to light by the thousands of naval actions in the timeline covered by the game, from epic boardings to decisive rigging dismantling, from forced surrenders to sudden explosions. The BIG issue is how to make the link between the two levels. I am certain the new BIG roe area will make it. We are either in the operational area and sail in the instance, as big as it may be, or we won't and forfeit participation in the combat. Further and for the fast action captains - Hostility Missions - always open. Good luck and look to the bright side.
  9. Thank you for the clarification Admin. It is more understandable now how it all works together around the new Hostility mechanic.
  10. It isn't. Just a 2v2 matchup whenever you feel like. Or not.
  11. That's only the Hostility Missions.
  12. Hence my question. If OW pvp is also considered this might be possible with no big hassle but is only the Hostility Missions build up ( along with War Supplies interceptions ) then I very much doubt anyone will even try it.
  13. I'd say is highly dependent on the fierceness of combat.Given any one battle on Hostility Missions will be always open the combat can escalate very quickly at the regional borders. What I'm very very curious to know is IF any normal OW combat act towards the hostility levels - considering opposing BR ratings adding or subtracting bonus ( after all a 10x BR should be 0.0x bonus which is zero ). Knowing that War Supplies act towards it, it is easily guessed that trade raiders can have a full day denying the War Supplies, so not everything has to be the full fleet combat.
  14. Welcome Keasy. Press that button. You won't regret ever and for good reason. For one it is a highly flexible game where you may draw your own path, obviously with limitation and a "rulebook" but not tied to any conventions. This means for every cruise there's a suited ship which might not be the biggest or might not be the fastest. On top of that a vibrant community that will surely help you with tons of advice that you might have to filter at times and learn with trial and error. What works for one player might be too uncomfortable to another and therefore there isn't one single way of doing combat or trade or acting shipwright. It is the best game in decades. Every cruise has its own story. Has a nice curve of progression and learning the mechanics which, being still under development, are sweet to see evolving better and better.
  15. Random has a lot of uses, from distance fire to the guns stuck up the enemy gun ports. No ship would ever fire a synchronized one tempo salvo. Batteries had their own cadence and when a full volley was ordered they had a trained sequence. Not sure if the stagger discharge we have in game is entirely correct but it surely is credible. Having the option, was a captain of a ship, to never give the command is quite viable. Maybe have both rolling fire in the V key and the fire broadside key, both [ and ] i think, being the full volley aka random.
  16. If loss is an issue for so many, which I believe it might be correct, then give it as a fairly "special crafters build" for players that want to play Ironman outlaw mode .... if such a thing is even thought of
  17. Actually IRL the gankers would slip into port under colours, probably neutral, claiming to be who they ain't and taking their chances. They might even, during the night cut some lines, drop some fires and overall render a fleet immobile or underprepared for another month. But hey it is a game.
  18. ***** all open to discussion and changes according to community wishes ***** *** insert Championship name here **** ​( example: Live Oak Masts Championship ) · 4 tiers - Exceptional, Master, Fine, Common · No limit of teams, anyone can play and enter at any time. 1. Teams of 6 players, to allow rotation. 2. Mandatory public submission of: Team name (clan affiliation/names not allowed ), Team members and any additional candy you think important, logo, motto, etc. ​examples: The Sea Rats // Hearts of Tuna // Black Sharks.... you get the idea 3. Battles of 2v2 4. No BR limits. Mirror ships setup, i.e. Lynx and Santissima versus Santissima and Lynx. 5. No BR related score. Win, Draw, Loss only with according points, 3, 1 and 0. 6. Start and End screenshot submission. 7. No judges needed. 8. Full battle timer. 9. Teams fight each other twice per round. 10. Team A chooses ship setup for one match. Team B chooses ship setup for the the other match. 11. Teams that do provoke ill-spirit and slight discomfort will be dismissed from the league. No snowball effects allowed. A small thing today gets gigantic tomorrow. · Each league round lasts for 14 full server days. · 12 match days from a Wednesday to a Sunday, after and before maintenance ( always use server time ). · Day 13 and 14 will be timeout for League results and tiers shuffle, with 50% of teams affected by climbs/drops in the tiers. First 4 rounds will be used to populate the Tiers. All teams enter the league in the Common tier. All match setups are of the entire responsibility of the teams themselves. Matchups not played yield 0 points for both teams.
  19. By going into harm's way. Testing might not mean winning. Actually many testers do win the first part, test, and lose the second, they don't win the battle. Example: Facing the gallant fellows of KIN I did throw away a surprise just testing grape concepts. I know it might be a strange concept for some and throw some confusion but hey, testing and pixels
      • 6
      • Like
  20. Now...any armed trader ( or a boarding fitted unarmed trader lynx/brig ) can be used for this type of action.
  21. Curious about it as well. IMO it should be a unknown threshold so to promote constant action.
      • 2
      • Like
  22. How to get out with a warship if the smuggler flag clearly warns you it will not be possible, unless a very specific bug has been found in one port.
×
×
  • Create New...