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DeRuyter

Naval Action Tester
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Everything posted by DeRuyter

  1. Stuns'ls would be a great feature but you need to implement varying wind speeds and damage to rigging in OW & battle for weather effects first. Agree - low priority atm.
  2. Yeah you don't get much from breaking a ship. People do it for the random chance of getting a ship blueprint - which is very random.
  3. I dunno William did you check the BR totals on that Morgan's bluff battle - something like 900 Pirate to 600 US! I noted it when I entered in a Pickle. Only one or two US players in a Merc rest in smaller ships.
  4. Welcome to Naval Action. o7 I'd join but I am already in a clan as you can see - We do have some prior service/retired folks in TDA. Does MG have a War Thunder branch?
  5. ^^ Yes and other brigs. She was a shallow draft vessel and over canvased in comparison to British brigs like the Cruizer class brigs.
  6. Justme - I thought I saw a response to this question in another thread about a Steam family sharing account that may solve this issue? Can't find it atm though. Anyway - 1 character per acct for me - no neutrals for the reasons others have stated. I think a fair number of ppl will buy multiple copies which will help support the game. I mean ppl spend far more on the supposedly FTP MMOs!! Here is the other thread - Steam friends and family system: http://forum.game-labs.net/index.php?/topic/8366-question-for-devs-regarding-character-account-limit/
  7. Great job developers and Good Luck with Valve on the release! Here's to smooth sailing! +1 on the time zone question - 18th is a holiday for some in the US (Me!) - server opening time is important!!
  8. I think Diceman has a point - gamers and ppl online will get creative to win and that may not result in what we read in ship logs and accounts of naval battles in the 18th and 19th century. It is important to note that a ramming ship can go on survival and after a delay come out with relatively little damage. So right now there is little incentive not to do it. However the damage model could include the rigging damage that would really cause the rammer problems and provide for a more realistic collision model (high speed not colliding to board). So Diceman - I'll just bump Mouse's post for you.
  9. Fighting for the righteous cause of lining their pockets with stolen gold.
  10. +1 on this idea. I think Sharpe also summed it up well in the roadmap thread: http://forum.game-labs.net/index.php?/topic/7978-development-plans-prioritization-proposals-and-feedback/ However most of the votes are for Production Buildings or Crew Management with Pirate mechanics lagging well behind. I did vote for land in battles but I see the need for a completed Pirate "system" at EA.
  11. I voted for land in battles and port battles, but the more I think about it, and watch the growth of the Pirate faction, Sharp is right, some sort of Pirate mechanics to set them apart from Nations should be in place for EA influx. Other elements high on the list, land, production buildings, and crew management can be added in after EA.
  12. Niagara had 18 x 32 lb carronades plus a 2 x 12 lb chasers. http://www.flagshipniagara.org/wp-content/uploads/2014/03/Niagara-Specifications.pdf However since the Cerb can mount 32 lb carronades and more of them you are undoubtedly right in the end. I think the Merc v Niagara match is closer with the Niagara having the heavier weight of metal and the Merc more HP. It will be interesting to see if they give her the chasers.
  13. Ramming brings back memories of Sea Trials! Now the ramming is done by wayward AI Snows... I think the consequences for the rammer are immediate - lots of red leaks!
  14. I had this issue yesterday - today no problems.
  15. Just got it - after long wait in log in queue - 15 in queue I've never seen that before.
  16. I am also a causal player with little time to play, however, I created a Neutral alt and started sailing around in my yacht looking for traders carrying contraband or pirates. I am not the best at long range gunnery however I managed to position correctly to chain down a Trader Lynx using 4lbr guns and run alongside eventually grade it down to 1 crew to cap it. I saw this AI maybe within 10 minutes of sailing from Pitts Town. I sailed awhile and then found another with a cutter escort. Trader got away but I did sink the cutter with my yacht with not much trouble using 12lb nades this time. I agree with akd and Seamen - you shouldn't have to shoot a ship down to almost no armor and 1 crew for a capture on an AI. However I wouldn't want to see the game changed because some new players find it hard. Rather than making the game play easier to entice and keep new players, I think a tutorial would help. Maybe like a player mission against a trader to learn the controls. Also include links to the forum guides, etc.
  17. Maybe the patch fixed the port resource bug on the in game map? (map showed different resources than port UI).
  18. AFAIK - certain types of shot such as chain, bar shot and grape were carried in limited quantities though. There are also the stories of the British Admiralty being parsimonious with powder and so limiting live fire target practice. I agree this is would add to the economy and crafting, but I wouldn't want cargo and supply management to play a major part of the game. Naval Action not Naval Logistics, etc.
  19. +1 to cutting back on the fog and haze. Shorten the storm duration as well. Bring back the Caribbean sun! Some fog is fine, but we are not sailing off the coast of Maine!
  20. I updated my video drivers and that seemed to fix the problem for me. Thanks!
  21. After you have caught them using chain and positioning make sure you keep damaging them because if the timer runs out they will disappear! Even if they are 100 meters away!
  22. +1 - I think you win the internet today! The heated shot is flying thick in this thread! I think issues brought up here can apply to many/all of the ships in game. Really some questions to answer before starting the debate: 1. Are we representing ship "classes" in game or individual ships? (Based on reading this thread there appears to be no consensus on this point) 2. Are we sticking to historical armament that a ship/class can be verified as carrying? 3. Does the game account for over gunned ships? Your last line says it all: some ships have less than historical broadside weight and some have more. However I am confident that the devs will iron these things out, especially with the introduction of more ships to fill in gaps, etc.
  23. I can get into the Port UI - but nothing is there and I can't get into the OW. Deleted and reinstalled still nothing.
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