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Posted (edited)

I'd like to suggest to remove all modules.. 

 

they break the balance on so many levels and the all important immersion   B)  

 

 

 

for ship buffs/de- buffs   visit a shipwright to slightly tune your vessel, even player crafters but only very slight increases in chosen modification 3-5% max? ... of course for a price

 

 

for crew buffs/de-buffs  hire officers/characters that also only give slight increases in said catagory

 

 

maybe even have a chosen skill for the captain but that's probably another topic

 

currently NA is totally gear based

any thoughts gentlemen?

Edited by Generaljake
  • Like 5
Posted

I agree, I'd like for the focus to be one the ships themselves and not what you have slapped on. There can be modules but today they (the compulsory ones) are too good. Mods have made two of the "metas" we've seen: speedcraze and boarding. If we bring mods down a few notches maybe they won't dictate the game so much?

At night, when I pray to the pig cloud, I pray that he will free us completely from speedmods. Maturin is the prophet in the wilderness who has prepared us and opened our eyes.

  • Like 4
Posted

Until such time as officers and/or captains skills come into being modules are the only practical way to test the affects of buffs and debuffs. As such I have no real issue with them beyond the devs time it takes to tweak them. This will change a bit when ship crafting becomes tuneable and we can turn out ships to order.

  • Like 1
Posted

I don't understand how modules are different then your idea Generaljake. Your idea is the same as modules just implemented in a different way. Either way, installing a module or having a shipwright tweak you boat, you are adding buffs and debuffs to your otherwise vanilla ship. You have to pay for modules or the tweaks (I guess here you would have to remove modules as loot) and the benefits are similar to what we already have in most cases.

 

If I like the idea it is only in that it provides more "jobs" for people to do. It would require that they bring in limited crafting capability that would force the player to choose how he wants to make money, i.e. shipbuilding, the making of parts, ship tweaking, supply chain, cannon fabrication, etc.

  • Like 2
Posted

Mods are far from immersive, and the most realistic option would be to make crew and officer skill paramount.

 

No argument there.

 

The problem is that then we have WoW, where HMS Surprise with a lvl 50 crew wipes the floor with a lvl 26 crew Surprise. It means that everyone has to grind and grind just to be competitive.

  • Like 1
Posted

Then we have WoT where one year of crewtraining only boosts the overall potency of the tank (global statistics) by 2-3%. You can grind but the return borders on wishful thinking. Player skill 98%, grind 2%. 

 

No amount of mods or crewskill can make any tank to any faster in WoT <- There is wisdom here.

  • Like 1
Posted

Mods are far from immersive, and the most realistic option would be to make crew and officer skill paramount.

 

No argument there.

 

The problem is that then we have WoW, where HMS Surprise with a lvl 50 crew wipes the floor with a lvl 26 crew Surprise. It means that everyone has to grind and grind just to be competitive.

thats a positive not a negative, crew should be the most valuable asset also NA is a game of skill a lvl 50 might get wiped by a lvl 26 

  • Like 1
Posted

thats a positive not a negative, crew should be the most valuable asset also NA is a game of skill a lvl 50 might get wiped by a lvl 26 

If a well-trained crew fires three times faster than an inexperienced crew (which would be totally historical), then Naval Action will NOT be a game of skill. It will be an action RPG.

  • Like 1

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