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Posted (edited)

Introduction

  • You have now ship knowledge skills instead of regular upgrades.
  • To unlock those you have to gain XP with that specific shiptype.
  • You can unlock up to 5 slots.
  • You can switch these ship knowledge skills instantly and without any costs.

Basic ship knowledge skills

(no order, you can pick any of them as soon as you get your first knowledge slot)

For 4th and 5th rates (thx to @Havelock)

 

Gunnery

- Powder Monkeys: reload time -7%

- Magazine Access: reload time -6% || fire probability 0,05

Speed / Turning

- Copper Plating: max Speed +5%

- Staysails: Jib sail force bonus 0,08 || sailing crew required +10% || max ship roll angle +10%

- Studdying Sails: main sail force bonus +0,06 || jib sail force bonus -0,05 || sailing crew required +10%

Boarding

- Boarding Parties: defense bonus +0,025 || attack bonus +0,025 || preparation bonus per round: 5 || cannon reload time +10%

- Marines: marines percentage: 0,3 || marines level: 1 || marines melee modifier: 1 || marines firepower modifier: 0,1

- Melee Training: defense bonus 0,025 || attack bonus 0,025 || morale bonus: 5

Survival

- Pumps: water pump bailing +5% || pump HP +50%

- Survival Books: repair time -10% || sailing crew required -0,010 || repair crew required -0,015

For 6th and 7th rates

 

Gunnery

- Powder Monkeys: reload time -10%

- Magazine Access: reload time -10% || fire probability 0,1

Speed / Turning

- Copper Plating: max Speed +5%

- Staysails: Jib sail force bonus 0,11 || sailing crew required +5% || max ship roll angle +15%

- Studdying Sails: main sail force bonus +0,04 || jib sail force bonus -0,05 || sailing crew required +3%

Boarding

- Boarding Parties: defense bonus +0,035 || attack bonus +0,025 || preparation bonus per round: 6 || cannon reload time +10%

- Marines: marines percentage: 0,5 || marines level: 1 || marines melee modifier: 1 || marines firepower modifier: 0,1

- Melee Training: defense bonus 0,035 || attack bonus 0,035 || morale bonus: 6

Survival

- Pumps: water pump bailing + 5% || pump HP +50%

- Survival Books: repair time -15% || sailing crew required -0,015 || repair crew required -0,01

1st-3rd rate ships have probably even lower values.

Books

To unlock more knowledge skills (like hammocks, carpenters, muskets&pistols and much more) you need to get books, like this one:

500f5685319a436e84f24676540ed822.png

Once you used a book its gone but the knowledge is forever in your head, no matter how often you sink. You can get some books for PVE marks in ports while others can drop for example after you boarded a ship.

There exist 3 versions of each book. One is for 6th/7th rates, one for 4th/5th rates and one for 1st-3rd rates.

Summary

Books = regular upgrades (once you learned it you cant lose it anymore)

Bow figures = permanent upgrades (when the ship sinks its gone)

Edited by Jon Snow lets go
  • Like 6
Posted
2 minutes ago, Jon Snow lets go said:

Has anyone a clue how much this is btw? What does this number mean exactly?

+ 3,5%?

Posted

 

Devs said there would be hard cap anyway, For exemple, no matter how many speed modules you install, you can't go faster than 15 knots.

Posted
28 minutes ago, Jon Snow lets go said:

No, its not a percentage. Is absolute but I have no clue how much that is.

It would be a 3.5% if it is a multiplier, not if it is additive. I don't know how boarding defence works but such a small value suggests a multiplier to me.

If you look at Survival Books, the sailing crew required -0,015 clearly does not mean 15 thousandths of a person less, but 1.5% fewer crew members.

  • Like 1
Posted (edited)

These stats are only for 6th-7th rate ships. Theyre weaker for 4-5th and even more for 1st-3rd. Maybe you want to change the values to the frigate class ones?

 

Gunnery

- Powder Monkeys: reload time -7%

- Magazine Access: reload time -6% || fire probability 0,05

Speed / Turning

- Copper Plating: max Speed +5%

- Staysails: Jib sail force bonus 0,08 || sailing crew required +10% || max ship roll angle +10%

- Studdying Sails: main sail force bonus +0,06 || jib sail force bonus -0,05 || sailing crew required +10%

Boarding

- Boarding Parties: defense bonus +0,025 || attack bonus +0,025 || preparation bonus per round: 5 || cannon reload time +10%

- Marines: marines percentage: 0,3 || marines level: 1 || marines melee modifier: 1 || marines firepower modifier: 0,1

- Melee Training: defense bonus 0,025 || attack bonus 0,025 || morale bonus: 5

Survival

- Pumps: water pump bailing +5% || pump HP +50%

- Survival Books: repair time -10% || sailing crew required -0,010 || repair crew required -0,015

 

 

Some unlockables i found or bought in the admirality store so far (all 4th-5th):

- L'Horizon Balistique: cannon dispersion -7%

- Notched Angles: cannon dispersion -10%

- Optimized Rudder: ship turning speed +7,5% || rudder halfturn time -10%

Edited by Havelock
marines percentage is 0,3 not 0,25
  • Like 1
Posted

Thanks Havelock, ill add them to the OP.

12 minutes ago, Havelock said:

Some unlockables i found or bought in the admirality store so far (all 4th-5th):

- L'Horizon Balistique: cannon dispersion -7%

- Notched Angles: cannon dispersion -10%

- Optimized Rudder: ship turning speed +7,5% || rudder halfturn time -10%

Those are permanent upgrades right? Are Notched Angles not craftable or why should anyone ever use Horizion Balistique?

 

Posted

I got a "Bentinck Pump" out of a fight yesterday...  something like 10% more module HP and +10% faster pumping.

The bigger question in all of this "Ship Knowledge" topic is:

                                                                               What is the tree?  

Posted (edited)

Thanks Havelock, ill add them to the OP.

Those are permanent upgrades right? Are Notched Angles not craftable or why should anyone ever use Horizion Balistique?

 

Perhaps one is for vertical and the other is horizontal....?

Edited by Raekur
Posted (edited)
1 hour ago, Jon Snow lets go said:

Thanks Havelock, ill add them to the OP.

Those are permanent upgrades right? Are Notched Angles not craftable or why should anyone ever use Horizion Balistique?

 

 

No, these are skills you can unlock by using skillbooks (they will then forever be available as regular skills). Skillbooks are available in light/medium/heavy for 6th-7th rate, 4th-5th rate and 1st-3rd rate. Some you can buy for 25 PvE marks each in the Admirality Store, others drop when capturing AI warships.

Notched Angles come from the store, for 25 PvE marks you unlock them forever... Horizon Balistique is just for maxing it out i guess (just like Magazine Access for reloading).

Theres also some permanent upgrades you can put on a ship (one time use). Only found "Coles-Bentinck Pump" yet, giving +6% water bailing and +10% pump HP.

Edited by Havelock
Posted (edited)
3 hours ago, rediii said:

No need to implement this, you can't change much with these upgrades to fit your style. what i also miss are something to buff musket volley or grenades, else you just stay on defence and wait until you get saved from a mate?

these things have to be more balanced. Also i miss my charismatic boatswain, was a huge fan of him :D 

Sorry man, my original post was wrong in a lot of things. These "skills" aka regular upgrades in the spoiler are just the basic ones which you have unlocked from the beginning. There are a lot more which you can buy or get from random stuff. Muskets&Pistols and Grenades can be bought in the shop for a cheap price for example. And once you unlocked it you can use it all the time whenever you want.

1 hour ago, PG Monkey said:

Image2.jpg

For gunnery on 6-7 rate

Wtf are those names^^

Edited by Jon Snow lets go
  • Like 1
Posted
4 hours ago, PIerrick de Badas said:

stacking bonus is a mess when you succes to get +27% reload on a ship...

As Serk said there will be hard caps.  We know the speed one is 15 knts but would be nice to know what the others are.

4 hours ago, Serk said:

 

Devs said there would be hard cap anyway, For exemple, no matter how many speed modules you install, you can't go faster than 15 knots.

Yah Admin was very clear on that cap number as prob going to be the one most folks try to max out first.

3 hours ago, Jon Snow lets go said:

Thanks Havelock, ill add them to the OP.

Those are permanent upgrades right? Are Notched Angles not craftable or why should anyone ever use Horizion Balistique?

 

Notched Angles is a book you can learn and unlocks Ship Knowledges.  Some of those others if they are books or have where you click on it and use it they do the same.  Not to be confused with a few items that are perm mods like the figureheads and the pumps I found so far.   I need to start capturing ships again as it seems the books are dropped from only captures unless folks are getting them for kills too.  Can some one confirm this?

  • Like 1
Posted

Question, by Hard Cap ( example Speed ) you mean a model completely trimmed, perked and captained for best speed profile, including manual yards positioning, might reach that limit ?

Or is it simple guess work that it could be like that ?

Posted (edited)

All this seems far too complicated and unrealistic.

I thought the concept was supposed to reflect how a Captains knowledge and skills grow over time and with familiarity with a ship or ship type. It seems that was is implemented is just another version of what we already had.

To illustrate my point, since when was fitting  'copper plating' a captain's skill? Copper plating was a 'thing' fitted to a ship in a dockyard. It mattered not one jot whether you were a newly appointed Master and Commander or a highly experienced Post Captain as to whether your ship had it or not, it depended on whether the Admiralty paid for it be fitted when the ship was built or last refitted.

Now, how a ship is sailed is down to the Captain and his skills and knowledge. A good Captain will know how best to trim his ship to get the best from her. A good Captain will know how much sail she can take depending on the wind. A good Captain trains his crew to maintain the ship....to keep her 'ship shape and Bristol fashion'. A good Captain trains his crew to respond quickly and to sail the ship well.

How a ship fights is down to the Captain as well. A good Captain trains his crew to fight the guns, to fire quickly, to fire straight. He trains them in small arms and boarding. He trains them to repair battle damage and fight fires.

Above all, a Captain melds his crew and his ship into a single well run and efficient fighting machine.

The Captain's 'perks' should be restricted to things like:

  • sailing a little faster than the ordinary Joe
  • turning a little faster
  • 'clearing for action' a bit quicker
  • shooting a little faster
  • shooting a bit more accurately
  • repairing damage a little bit more quickly (but not increasing the amount repaired)
  • having higher crew morale and keeping that morale for longer.

To me, these are small incremental bonuses in performance to reflect the skills and experience of the Captain and crew...they are not 'things' that are fitted/removed/refitted depending on the circumstances. Skills and experience are transferrable, copper plating et al not so.

The game is too focussed on building 'things' that can be put on a ship when, in real life (barring a major refit or rebuild) a ship's performance, capacity, maximum crew size  (including number of marines) etc. were pretty much fixed. Drop the things!

A Surprise is a Surprise is a Surprise.......except for the Captain and crew....and they make the ship sail better, fight better and survive longer if they are good and sail worse, fight worse and sink faster if they are a bad or inexperienced Captain and crew.

Edited by NavalActionPlayer
Posted
19 minutes ago, The Red Duke said:

Question, by Hard Cap ( example Speed ) you mean a model completely trimmed, perked and captained for best speed profile, including manual yards positioning, might reach that limit ?

Or is it simple guess work that it could be like that ?

A hard cap means no matter how many mods you put on that ship it will never reach higher than that set stat.  So in the speed case we will never get a ship above 15 knts no matter what mods, wood, trim you put on a ship.

Posted
Just now, Sir Texas Sir said:

A hard cap means no matter how many mods you put on that ship it will never reach higher than that set stat.  So in the speed case we will never get a ship above 15 knts no matter what mods, wood, trim you put on a ship.

Okay, inverse question. A ship trimmed, perked, and manually sailed for speed will reach the hard cap. A ship that is not, will not.

Summing, a hard cap is the best top speed a ship can hope to achieve IF all construction and use of the ship is focused on speed ?

Posted
Just now, The Red Duke said:

Okay, inverse question. A ship trimmed, perked, and manually sailed for speed will reach the hard cap. A ship that is not, will not.

Summing, a hard cap is the best top speed a ship can hope to achieve IF all construction and use of the ship is focused on speed ?

I wouldn't say any ship would reach it.  Not all ships are fast enough even with the right trim and perks.  Though what this means is the Endymion, Renom and other fast ships will be hard capped at 15 no matter what you put on them.  

Yah pretty much that is the sum of it.  We are going to assume there are had caps for reload percentage and other features in the game too.  It's one of the ways to fix a problem when folks stack all one type of stat.   The other way is to do degradation of that state.  Every one you stack on it you get less and less of the percentage.  To effect the last couple of stats can be as little as 1% bonus when they started with 10% or something depending on the degradation of stacking.  I like hard caps better cause you know no matter what some one can't top that stat.

So hard caps are good.

Posted (edited)
14 minutes ago, NavalActionPlayer said:

To illustrate my point, since when was fitting  'copper plating' a captain's skill? Copper plating was a 'thing' fitted to a ship in a dockyard. It mattered not one jot whether you were a newly appointed Master and Commander or a highly experienced Post Captain as to whether your ship had it or not, it depended on whether the Admiralty paid for it be fitted when the ship was built or last refitted.

They tried to somewhat cover it up in the description with stuff like "Better technique to produce ropes" or something like that.

14 minutes ago, NavalActionPlayer said:

The game is too focussed on building 'things' that can be put on a ship when, in real life (barring a major refit or rebuild) a ship's performance, capacity, maximum crew size  (including number of marines) etc. were pretty much fixed. Drop the things!

I get what you mean, but its a game man. And with this stuff we have more variety and choices. I mean if you want realism they could also introduce that your character gets deleted after you sank, because you died. Do you want that?

14 minutes ago, NavalActionPlayer said:

All this seems far too complicated and unrealistic.

I thought the same in the beginning, but there hasnt really changed much besides some name changes and some extra grind. Regular upgrades are now "Knowledge" learned from books and permanent upgrades are now bowfigures.

Edited by Jon Snow lets go
Posted
20 minutes ago, Jon Snow lets go said:

..... much besides some name changes and some extra grind. Regular upgrades are now "Knowledge" learned from books and permanent upgrades are now bowfigures.

Did you notice Hammocks gives you a moral penality and the Mag gives you a higher chance to catch on fire?  I like these little extra things they added.  I have hot racked on drill rigs, double up on one rack using it only your time off and some one uses while you work and it blows so that would be something like extra hammock moral drop

Posted
6 minutes ago, The Red Duke said:

Okay, inverse question. A ship trimmed, perked, and manually sailed for speed will reach the hard cap. A ship that is not, will not.

Summing, a hard cap is the best top speed a ship can hope to achieve IF all construction and use of the ship is focused on speed ?

Not wishing to tread on Sir Texas' toes - he knows far more about this game than me - hard caps are usually set considerably below the level that could be achieved with the best ship fully outfitted foir that particular trait. A Renomee made from cedar with speed build trim cannot be far off 15 knots at 135 degrees without any speed skills or outfittings. However if you then spec it for speed, you won't gain much at 135 degrees (because of the cap), but you'll still gain at 90 and 180. It might even be possible to create a ship that can do 15 knots for a full half-circle of wind angle.

  • Like 1

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