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-   -   Naval Action (WIP) (https://www.subsim.com/radioroom/showthread.php?t=207990)

Seeadler 10-03-13 08:05 AM

Naval Action (currently in development)
 
Naval Combat game - 16th Century to the end of Napoleonic Wars.

http://www.navalaction.com/

ajrimmer42 10-07-13 05:01 PM

looks and sounds promising, will be keeping an eye on this one

Bilge_Rat 11-12-13 04:17 PM

http://static.squarespace.com/static...G?format=1500w



very nice, really hope this sees the light of day...:arrgh!:

Fender74 01-09-14 02:15 PM

Looks good this,and they've modeled the surprise too.
Can't wait.:up:

Seeadler 03-02-14 02:39 PM

YouTube Channel with WIP clips

tater 03-02-14 03:26 PM

Looks very promising tactically if they don't wimp out on the sailing.

The MMO aspects (and the kind of players that want an MMO) are going to be the problem since MMO and "naval simulation" are pretty much mutually exclusive.

zachanscom 03-10-14 10:54 PM

in terms of community, maybe. but nothing prohibitive in terms of game design or complexity. or do you think calculations might be hampered by net code?

tater 03-11-14 01:18 AM

You cannot have a good naval simulation in a "persistent" (whatever that means given people logging in and out) MMO, period. It is fundamentally impossible.

Say a sub sim. Patrol is several weeks. How can even 2 people play? If I compress time to get to the patrol area, even if you use the same compression to meet me for a wolfpack, what happens if you drop out because of an aircraft? You are at 1:1 for even a minute, and I'm still zooming along at warp speed. We're now in different universes.

PvP is possible in a sim, but a sim and MMO, doesn't work.

The tactical looks great, though, so it might be possible to simulate single engagements very well.

My ideal age of sail game would literally be like SH4 with a frigate instead of a sub :)

You could have a way for a kind of "instant action" where players using the game can spawn into other people's campaigns as the hostiles they encounter.

I'm alternately excited about NA, and fearful it will be as crap as PotBS was/is.

akdavis 05-24-14 10:02 AM

You can help get the game on Steam by voting here:

http://steamcommunity.com/sharedfile.../?id=259130636

Voting doesn't commit you to buy or anything.

tater 05-24-14 11:12 AM

I was active on the forums, but frankly I became disheartened. The ships are all moving too fast, and the whole MMO thing is inherently anti-simulation. The idea of a combat that might last hours is not something they seem to want.

It certainly looks to be way better than PotBS, but that's a VERY low bar.

zachanscom 06-23-14 01:37 PM

Quote:

Naval Action is being developed by professionals who participated in production of S.T.A.L.K.E.R, World of Tanks, Metro Last Light and Battlefield
uh oh

Highbury 03-28-15 12:52 AM

Quote:

Originally Posted by tater (Post 2210462)
I was active on the forums, but frankly I became disheartened. The ships are all moving too fast, and the whole MMO thing is inherently anti-simulation. The idea of a combat that might last hours is not something they seem to want.

It certainly looks to be way better than PotBS, but that's a VERY low bar.

I have to agree with this. The direction it seems to be taking is not what I had originally hoped. I still very much intend to play it, I was just hoping it was going to be a bit more realism based.

Highbury 01-18-16 12:14 AM

In case anyone is still interested in this game, the release is coming soon. :arrgh!:

http://forum.game-labs.net/index.php...nd-next-steps/

Partial quote from link

Quote:

1. 17th Jan - Servers stopping
2. 18th Jan - Data wipe
3. 19th Jan - Head start
4. 20th Jan - Long maintenance (approx 9pm CET till 9am CET next day)
5. 21th Jan - Several exceptional ships given to all captains who logged in from 19-21
6. 21th Jan - Release (tentative on valve timing)

Polak2 01-19-16 08:34 AM

I do not own this title ...yet. I write this only after watching few YT videos and browsing Game Labs forum.

This piece is way, way above average game production and its art, complexity with great attention to detail and game play is worth noticing and broad support. It is my understanding, that at this point the main action ATM is in MP sea battles, but IMHO there is enormous potential in other avenues of this project like trading and adventuring.

Modding capability would be most welcomed specially in beefing up their Open World.

So many great titles here in :subsim: and so little time.....

Von Due 09-08-23 12:52 PM

Having about a day's worth of playing this game now (free on Steam) I must say I am partially impressed... Partially.

The base game as it is now is nice enough, a bit grindy for newcomers like myself but it did not take long before one (presumably) veteran reached out out of nowhere and next thing I knew, I had a bunch of money and a ship 'gifted to me. Point here is, it seems to me there is a healthy community there (quite possibly there are less healthy groups there as well but so far I have only met good guys).

One thing that took me aback was, even though the base game is free, the price for the DLC is well in DCS territory. Not only that but some of that DLC I really wonder why it isn't included in the base game. Take this Flags DLC. A bunch of flags to choose from to liven up your ship(s) but 21 quid is STEEP! Never mind the 50+ quid DLCs they offer. Pay to win? In DCS it makes more sense as the modules there are pretty complex and require a ton of work each. For simplified sailing ships, I think I'll pass on those.


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