Overview

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Naval Action

Welcome to Naval Action Community Wiki

This is a work-in-progress rebirth of the Naval Action Wiki, originally hosted and created by OlavDeng2 at NavalActionWiki.com. This is an entirely community-driven site. If you see mistakes or something is out-dated, please go ahead and correct it, but please read the Wiki documentation first! Thank you and enjoy your stay!

Naval Action

Naval Action is an MMO (Massive Multi-player Online) simulation game created by Game-Labs.

Naval Action is distributed via Steam:
https://store.steampowered.com/app/311310/Naval_Action/

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.

Find more information on the About Naval Action page.

Servers

There are two Naval Action servers online:

  1. PVP (war) server
  2. PVE (peace) server

PVP and PVE Servers

When creating a character, players must select whether to play on a PVE Server or a PVP Server. Characters cannot be transferred between these two servers. 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.
    • All combat is player versus AI controlled vessels.
  • On the PVP server...
    • 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 particpate in Port Battles.

Server Maintenance Downtime

Both servers have a daily maintenance downtime starting around 11:20 CET (TBC). Downtime length is typically between 30 and 60 minutes. Downtime can be longer if complex updates are installed. Maintenace is announced in game by several on screen warnings informing the players about the downtime in advance.

DLC

Information on the current downloadable content, available via Steam can be found here.

Gameplay

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 across Lake Maracaibo.

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 is unique.

These factors not only apply in navigating the Open World but also in combat.

Combat

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)
Players can attack any player or NPC of another nation, but they cannot attack their own nation.

and

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. Fort and land batteries provide support during port battles.

Damage model: Leaks, splinters, de-masting, raking, fires and all other hazards of the era are factors in the game. Damaged ship fittings and modules will change behavior of the ship.

Combat Sailing

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.

Crew Management

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.

Crew allocation

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.

Repairs/Survival

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

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).

Economics

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.

Trade

Every Port has a shop that buys and sells raw commodities and manufactured goods. Players may trade with other players in the same port, and 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 Claim/Cancel a contract and get your gold and/or the goods, use the 'Your contracts' - 'Claim' menu from within the port where the contract was created.

The Trader tool may also be used to both find and interrogate pricing (stored at server maintenance, prices are not live).

Outposts

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.

Production

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.

Crafting

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

Ships

Upgrades

  • Ship Upgrades

Cannons

  • Cannons
  • Carronades

Consumables

  • Rum
  • Hull Repair Kits
  • Rigging Repair Kits

Materials

  • Planks of assorted kinds
  • Ingots of assorted kinds
  • Ship fittings
  • Gold and Silver Coins

Resources

  • Resources
  • Food
  • Trading

Resources

  • Ores of various types
  • Logs of various types

Game Modes

  • Open World
    • The open world is everything, in-game that is not in-battle or in-port.
  • In Port
  • Battle
    • 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

Game Mechanics

For more specifics on the various aspects of game mechanics look here.

Controls

Open World Function Battle Function Key Binding
Rudder Port / Starboard Rudder Port / Starboard A / D
Sails Raise / Lower Sails Raise / Lower W / S
Battle Sails Battle Sails B
None Depower Sails T
None Foremast Port / Starboard Q / E
None Aftmast Port / Starboard Z / C
None Toggle Auto-Skipper On/Off F
None Toggle Gun Decks 1 - 4 F1 - F4
None Mortar Mode K
Pan & Tilt Camera Aim Cannons/Carronades Right Mouse
Drag Map Fire Broadside Left Mouse
None Fire Ranging Shot Space
None Fire Port Broadside [
None Fire Starboard Broadside ]
Telescope Telescope "Left" Shift
None Interactive Menus 1 - 9
None Chat TAB
None Capture X
None Grapple/board G
Toggle UI Toggle UI CTRL +H
Open World Map AI commands M