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Posted

Hello,

 

I'm a diehard player of Napoleon Sea Battles, with a particullary taste for fighting with small fleets, like 4 razees or two 80's (NTW turns too laggy with much bigger fleets), friends against other players 4vs4, and that´s what I care about, I don't care so much about the detailed realism of micro managing a sailing ship or eye candys, and as you know a good game is always a good compromise, not a realistic simulator.

I read the game intro, and I have some suggestions regarding the sailing battles, for multiplayer, (player data, server hosting settings and game play).

 

-Hosting bigger than 4vs4, like 10vs10.

 

-Capability of taking over and control friendly fleets, if player leaves server.

 

-Capability to return to the game if connection or game fails, and regain control from AI or other friendly player.

 

-Ability of setting side passwords only when hosting.

 

- Flexible use of funds the host can set manually (not preset values) to restrict size of fleets, with vessels being kept from game to game, till they sunk and get lost. The option for restricting the use of some vessels would be nice too.

 

- Use of funds for buying ships, for deep repair (after battles), buying crews, sails, weapons etc.

 

- Ability of earning funds and keeping them by participating (to restore initial funds for the losing side), by winning battles, and as a prize from captured enemy ships after taking the cargo, it requires the ability of boarding any defeated ship for transboarding the cargo (weapons, raw materials, etc)., that could be used to increase firepower by replacing canons or better repairs during or after the battle. Sizing and keeping those ships if they can be repaired, it would require the ability of repairing captured enemie ships and supplying a crew, and putting them back to battle under our flag, (without hull damages, or huge masts problems being repaired like NTW).

Keeping captured enemie vessels after battle, and maybe the possibility to sell them in a public auction or direct selling, giving the oportunity to the opponents to reclaim their lost ships.

Another way to prevent wasting funds would be the ability to recue crews from water during battles before battle ends and reinforce ships crews till its over.

 

 

 

Thank You

 

 

 

Posted

this game is not about fleet controlling. Its about captaining one particular ship.

You sail in 1st person view, have to shoot, sail and manage your crew. The zoom only goes out until you see the head of your mast.

Fleet action is not about us controlling multiple ships. Its us controlling one vessel as a chain in the line for example.

This answeres at least some of your questions ;)

 

The game will feature a lot of variations between gundecks. Means you can choose the caliber and art of weaponry. Carronade vs Cannon for example.

 

All economy stuff you ask about is beeing discussed in the forums. Check out the threads and find your answer there..  well.. there is no answer at this stage of development :P

 

ATM we test arena like conditions. ship to ship combat. Its very early alpha testing.

Posted

Let's be a bit easy on the lad guys. And was NTW that bad? I have Empire and it seems O.K.

 

Anyway, as BungeeLemming stated the game is from the Captain's viewpoint, not the Admiral's/Commander's, per say.

 

I foresee any "fleets" will be comprised of groups of players moving and communicating together in small groups. Much like PotBS's group system (on the open sea at least).

 

And yes a plethora of topics on Economy, ships, vantage point and more are here for your reading pleasure in the forums.

 

And lastly, welcome aboard to the Naval Action Forums Port WK!

  • Like 2
Posted

this game is not about fleet controlling. Its about captaining one particular ship.

You sail in 1st person view, have to shoot, sail and manage your crew. The zoom only goes out until you see the head of your mast.

Fleet action is not about us controlling multiple ships. Its us controlling one vessel as a chain in the line for example.

This answeres at least some of your questions ;)

 

The game will feature a lot of variations between gundecks. Means you can choose the caliber and art of weaponry. Carronade vs Cannon for example.

 

All economy stuff you ask about is beeing discussed in the forums. Check out the threads and find your answer there..  well.. there is no answer at this stage of development :P

 

ATM we test arena like conditions. ship to ship combat. Its very early alpha testing.

Thanks, then it seems its not our kind of game we were hoping for.

 

Are you sure you actualy read anything about this game?

I read alot, but you could avoid wasting my time reading yours..

 

And I think we can all agree that Total War is a good what-not-to-do example from top to bottom.

How is that pertinent?, did I say the NTW was great?

 

Let's be a bit easy on the lad guys. And was NTW that bad? I have Empire and it seems O.K.

 

Anyway, as BungeeLemming stated the game is from the Captain's viewpoint, not the Admiral's/Commander's, per say.

 

I foresee any "fleets" will be comprised of groups of players moving and communicating together in small groups. Much like PotBS's group system (on the open sea at least).

 

And yes a plethora of topics on Economy, ships, vantage point and more are here for your reading pleasure in the forums.

 

And lastly, welcome aboard to the Naval Action Forums Port WK!

Thanks, well then, for a fleet fight (multiplayer) would be needed like 15-20vs15-20 players slots.

 

For what we seen in NTW, 95% of people don't understand or use properly points of sail (and its pretty simple in NTW), or any simpler tactical fighting positioning or understanding of the real roles of biggest ships.

 

Increasing dificulty in other sailing game, would only benefit people like us with some level of sailing knowledge and combat tactics even more, increasing the gap to the average player, and from the insults we get everytime while defeating other players, its not worth it since rather a fun game we though it would be, seems now to be more a simulator, with the downfalls it will emply concerning game play. Anyways thanks and good luck, all the graphics and art work of the ships are astonishing.

 

Farewell

  • 2 weeks later...
Posted

oh well we lost WK))

 

Would like to say for others that if you are a talented tactician and level up some fleet command skills - you could command a fleet of real players against other real players: call targets, block fire, tell them where to sail and where to stand in line winning or losing a battle. 

 

Which we believe is a lot more interesting than anything else on the sailing topic.

This IS a real fleet combat game. 

Posted

oh well we lost WK))

Would like to say for others that if you are a talented tactician and level up some fleet command skills - you could command a fleet of real players against other real players: call targets, block fire, tell them where to sail and where to stand in line winning or losing a battle.

Which we believe is a lot more interesting than anything else on the sailing topic.

This IS a real fleet combat game.

By this answer, may we assume that instant messaging of some form is going to be present in game to help coordinate large fleets and societies? Or will there be a different kind of communications closer to history involving signals, packets, and delay time between messages?
Posted

By this answer, may we assume that instant messaging of some form is going to be present in game to help coordinate large fleets and societies? Or will there be a different kind of communications closer to history involving signals, packets, and delay time between messages?

This question was also raised in another topic recently. 

We have played a lot of games since pong. And we know for sure - people will do everything to win. Its an arms race.

 

We cannot force players to use only packets and signals for communication. Thus those who only use packets and signals with time delay - will be at a severe disadvantage. If your opponent uses teamspeak for talking, coordination and command - you will start using teamspeak and ventrilo very soon. 

 

 

ps. unless they are your friends or it is an e-sport event in a controlled environment.

Posted

This question was also raised in another topic recently. 

We have played a lot of games since pong. And we know for sure - people will do everything to win. Its an arms race.

 

We cannot force players to use only packets and signals for communication. Thus those who only use packets and signals with time delay - will be at a severe disadvantage. If your opponent uses teamspeak for talking, coordination and command - you will start using teamspeak and ventrilo very soon. 

 

 

ps. unless they are your friends or it is an e-sport event in a controlled environment.

What you can do, though, is not give them any information IN GAME that they could not have. 

 

For example:

No damage information that is not visible through a "glass" (telescope) of the period. 

 

No positions marked on a GPS map.

 

No ID tags on the map, or in game. 

 

No IFF data. ID the target by looking at her. (given ships being identical except country, you can force the models to fly a country flag)

 

So while they are on TS, they have to give at least relative positions. Once the smoke is in the air (persistent smoke moving downwind will help here ;) ), they may not see the targets they are trying to talk about on TS.

  • Like 1

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