Difference between revisions of "Overview"
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=== Game Modes ===
=== Game Modes ===
* Open World
* Open World
consists of either shallow water or deep water port battle
* Event consists of either Small Events or Large events
=== Controls ===
=== Controls ===
Revision as of 17:19, 9 November 2017
- 1 Welcome to Naval Action
- 1.1 SAILING AND NAVIGATION
- 1.2 COMBAT
- 1.3 ECONOMICS
- 2 GAMEPLAY
Naval Action is an MMO (Massive Multi-player On-line) simulation game created by Game-Labs http://www.navalaction.com/
Naval Action is an exciting, realistic, and beautifully detailed naval combat game immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas.
The action is centered in and around the Caribbean in the Golden Age of Sail when many nation states were laying claim to territories and hungering for the goods of the new world.
SAILING AND NAVIGATION
Breathtaking open world based on 18th century historical maps gives you an opportunity to explore the 18th Century Caribbean. More than 365 historical ports based on their real locations are scattered across the map. Map is enormous - you cannot see another shore of lake Maracaibo.
Unlike other games the Open World Map does not identify the player position. Captains are expected to navigate using landmarks and compass. This brings back the feeling of getting lost at sea into the computer gaming experience. Wind and Weather conditions make travel easier or harder requiring tacking and reducing visibility of the shores and landmarks. Heavy weather also allows for sneak attack on enemy fleets and in PvP sneak attacks on ports.
Water depth is important and there are large areas available only to light ships. If you are not interested in sailing heavy frigates or ships of the line, you can move out to Bahamas’ sand banks and only sail your favorite brig without fear of encountering a heavy super frigate.
Advanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Yard angles, ship angle to wind, cargo, fittings and ship condition affects speeds and turning rates. Correct tacking, box-hauling, club-hauling and other elements of the age of sail sailing are possible. Hidden ship characteristics will allow gradually uncovering the potentials of each vessel – every ship in game will be unique.
These factors not only apply in navigating the Open World but also in combat.
At this stage of the game all nations are at war with each other.
All players sail under the flag of a nation that historically had a presence in the Caribbean (had at least one port between 1600 and 1830)
Or you can be a Pirate! In PvP pirates may attack each other (as well as those of all other nations) and that changes their mechanics compared to other nations. Pirate mechanics are in development and might improve or change in the future. It's also possible that attacking the AI vessels of your own nation may get you designated as a pirate, but that is changeable.
SEA COMBAT AND GUNNERY
Realistic ballistics and cannon performance of the period. Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and wind affects the shooting distance and will require change of tactics.
Weapons: All major types of naval artillery are implemented: from long guns to carronades, and mortars (of course limited by the ship role and its hull). Fort and land batteries will provide support during port battles. Fire ships and branders will also be present in the game.
Damage model: Leaks, splinters, loose cannons, de-masting, raking, fires and all other hazards possible in that era. Damaged ship fittings and modules will change behavior of the ship.
Sailing is simple and works similar to guns. You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any penalties to speeds of raising sails or turning yards. If you have enough crew you can work sails and man guns at the same time.
All main tasks have a certain allocation of crew depending on ship type.
All main tasks have a minimum and optimal size of crew required.
- Optimal crew – task will be fulfilled at max speed
- Minimal crew – task will be fulfilled with penalties
- Less than minimal crew – task wont be fulfilled at all.
Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. The crew requirement is the sum of individual crew requirements. Switches between crew focuses take time and the bigger your crew the more time it takes to re-position the squads from task to task. If you have full crew you can toggle optimal performance for all tasks.
All guns are loaded gun by gun if you have minimal gun crew.
How it works. Example: You first rate have lost most of the men and has 20 men left
Penalties and reload will depend on the gun composition of cannons for this particular vessel. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle.
- Equip lighter guns – you will have more flexibility in choices when you start losing crew.
- Equip heavier guns – you will have to manage the crew.
If you have only 1 leak it will take only 5 men to repair and will not affect other sailor/gunner crew composition. If you have 90 leaking holes you will have to find 450 men to plug them in.
If you are repairing Victory you might need up to 30% of crew to repair 15% of the integrity (number is arbitrary at this stage).
Boarding crew has to be allocated before the boarding. And the main difference with the old system is this: if you have enough men you can shoot guns and have boarders ready at the same time. Some ships with low number of guns will shine as a result – lynx is the best example. And it will allow you to board when you are sinking (sending some men to repairs and the rest to boarding party).
PVP and PVE servers
Players must elect whether to play on a PvE Server or a PvP. It is strongly suggested that you review a Comparison of PvE and PVP environments before you decide. But briefly...
- On the PvE server no Ports may be captured and all combat is player versus AI controlled vessels.
- Player vs player battles rage everywhere from the lower Antilles to French Louisiana. You are at risk everywhere and can be attacked by other captains. You can capture any ship you want and sail any vessel you like if you have the proper rank requirement. You can also particpate in Port Battles.
Prices go up or down based on supply and demand. Each port has limited possibilities as to what raw resources may be harvested there and many ports have specific demands. Ship construction requires specific resources that can be captured and protected from enemies. Every port has its own supply and demand patterns providing the trading opportunities for the players. You can build any ship in the game the way you want it: tweaking its battle and sailing performance during construction. The game features player constructed production buildings and player crafting is an integral part of supplying what's demanded
The game economy has undergone some major changes and is still being frequently adjusted. Interaction with the economy is accomplished through the port Home screen menus.
Every Port has a shop that buys and sells raw commodities and manufactured goods. Players may also place Buy and Sell contracts for goods and in this way influence the supply and demand dynamics of the game economy directly. Contract sales are indicated on the Shop screen with small boxed 'i' icons following the names of the Goods. Selecting that icon will display the player contracts for that specific Good. Note: to abort a contract and get either the gold (Buy) or the goods (Sell) back, use the 'Your contracts' - 'Claim' menu from within the port where the contract was created. Cancelling a contract from any other port will cause the gold or goods to be lost.
To do more than just visit and trade outside one's home port, players may invest and develop up to 8 outposts. Beyond their home (starting) port, players must have or buy a port Permit, then pay for the construction of an Outpost. This gives access to docking facilities for individual ships and fleets, and a warehouse for storage and crafting operations. An Outpost facility also allows erecting other Buildings for producing the resources available to (already sourced by) that port.
Players may build up to 5 production buildings in ports where they have outposts. Once built, these buildings will slowly begin to produce resources that can then be "gathered" at a small cost Once gathered the goods are stored in the player's warehouse and may be used for crafting, sold in the local market, or loaded onto a player's ship for sale elsewhere.
Players are responsible for crafting a wide variety of goods in-game for sale or for use or as components in other items. Among the items players can craft are
- Ship Upgrades
- Hull Repair Kits
- Rigging Repair Kits
- Planks of assorted kinds
- Ingots of assorted kinds
- Ship fittings
- Gold and Silver Coins
- Ores of various types
- Logs of various types
- Open World
- In Port
- Ship Battles PvE
- Ship Battles PvP
- Port Battles consists of either shallow water or deep water port battle
- Event Battles consists of either Small Events or Large events
For more specifics on the various aspects of game mechanics look here.
|Rudder Port / Starboard||A / D|
|Sails Raise / Lower||W / S|
|Foremast Port / Starboard||Q / E|
|Aftmast Port / Starboard||Q / E|
|Toggle Auto-Skipper On/Off||F|
|Toggle Gun Decks 1 - 4||F1 - F4|
|Aim Cannons/Carronades||Right Mouse|
|Fire Broadside||Left Mouse|
|Fire Ranging Shot||Space|
|Interactive Menus||1 - 9|
|Toggle UI||CTRL +H|
|Open World Map/ in battle AI commands||M|