Captain Gunrose
Honorable Pirate
I haven't seen any posts about this game so I thought I would share for all you Captains that have been itching for some ship combat and sailing.
The game is in Alpha testing right now and will release primarily as a PvP ship combat game. However, they have intentions (if there is enough interest) to further develop it into an open world game in the future.
Here is the introduction from the developers:
Introduction
Our goal is to create an exciting and realistic naval combat game. We want to give players the opportunity to experience the most beautiful period of naval history first-hand – a time when sailing ships ruled the seas. A time when traders, naval officers, privateers and pirates roamed the oceans in search of fame and treasure.
We are following a development process similar to Kerbal Space Program, Minecraft and DayZ, releasing content early and improving it using player feedback. You are encouraged to join the development process by voting on features and milestones that will be developed first.
Our current priorities are combat and core systems, render development and tools programming.
Further steps include:
General information about the game (work in progress)
Ship line-up: 16th Century to the end of Napoleonic Wars.
The Royal Navy Rating System will be used for our ships with hull sizes ranging from First Rates wielding 100+ guns to unrated with just one gun.
Players will be able to customise and improve their ships. This includes adding better equipment, armour, weaponry, sails, and variety of internal modules.
We will post a more detailed post on ships within a week.
Weapons and combat
The game will include the common weaponry of the Age of Sail: fort guns, mortars, carronades, cannon and their variations
Combat
Your performance in combat depends on your skill. Players must judge variables like velocity, distance, movement and crew performance. Weather and ship conditions will also affect your aim: a pitching ship due to damage or stormy seas will change the way you fire your broadside.
Boarding will be a feature. There are no plans to create an action game with characters fighting it out on decks. There are ideas that are being discussed on how to realistically represent boarding combat from the captain’s perspective. Players are invited to participate in these discussions on the forum.
Damage model
The game will feature a comprehensive damage model. Different parts of ships can be targeted and damaged to have various effects. These can include destroying a rudder, or tearing sails and rigging to damaging internal equipment like pumps or the magazine. Flanking and maneuvering will have a great impact on battlefield performance, because of weak stern and bow armour. Buoyancy and flooding will influence combat as well – you may sink without having lost anything vital. A simple repair system will be implemented to keep combat dynamic.
Navigation
Wind, heel, and pitching will affect performance of all ships. Wind needs to be taken into account when planning your maneuvers. Our selection of ships and sail layouts will let players choose what fighting style they want to use.
Crew
As the captain, you must higher sailors and officers. Officers will participate in combat with you, influencing a wide range of combat, sailing and passive parameters and gain experience. The number of officers on the ship will be limited by ship class and your rank.
Ranks, awards and titles
A selection of ranks, titles and awards will be issued for achievements in and out of combat. Ranks and titles will grant access to new ships, officers, flags, banners, weaponry and ship upgrades. Skilled players may even display their achievements on their masts.
Go to www.navalaction.com if you want to read more about it.
The game is in Alpha testing right now and will release primarily as a PvP ship combat game. However, they have intentions (if there is enough interest) to further develop it into an open world game in the future.
Here is the introduction from the developers:
Introduction
Our goal is to create an exciting and realistic naval combat game. We want to give players the opportunity to experience the most beautiful period of naval history first-hand – a time when sailing ships ruled the seas. A time when traders, naval officers, privateers and pirates roamed the oceans in search of fame and treasure.
We are following a development process similar to Kerbal Space Program, Minecraft and DayZ, releasing content early and improving it using player feedback. You are encouraged to join the development process by voting on features and milestones that will be developed first.
Our current priorities are combat and core systems, render development and tools programming.
Further steps include:
- Open world gameplay
- Player Guilds, Companies and Global Conquest
- Crafting and Trading
- Guild owned ports and villages
- In-depth exploration
General information about the game (work in progress)
Ship line-up: 16th Century to the end of Napoleonic Wars.
The Royal Navy Rating System will be used for our ships with hull sizes ranging from First Rates wielding 100+ guns to unrated with just one gun.
Players will be able to customise and improve their ships. This includes adding better equipment, armour, weaponry, sails, and variety of internal modules.
We will post a more detailed post on ships within a week.
Weapons and combat
The game will include the common weaponry of the Age of Sail: fort guns, mortars, carronades, cannon and their variations
Combat
Your performance in combat depends on your skill. Players must judge variables like velocity, distance, movement and crew performance. Weather and ship conditions will also affect your aim: a pitching ship due to damage or stormy seas will change the way you fire your broadside.
Boarding will be a feature. There are no plans to create an action game with characters fighting it out on decks. There are ideas that are being discussed on how to realistically represent boarding combat from the captain’s perspective. Players are invited to participate in these discussions on the forum.
Damage model
The game will feature a comprehensive damage model. Different parts of ships can be targeted and damaged to have various effects. These can include destroying a rudder, or tearing sails and rigging to damaging internal equipment like pumps or the magazine. Flanking and maneuvering will have a great impact on battlefield performance, because of weak stern and bow armour. Buoyancy and flooding will influence combat as well – you may sink without having lost anything vital. A simple repair system will be implemented to keep combat dynamic.
Navigation
Wind, heel, and pitching will affect performance of all ships. Wind needs to be taken into account when planning your maneuvers. Our selection of ships and sail layouts will let players choose what fighting style they want to use.
Crew
As the captain, you must higher sailors and officers. Officers will participate in combat with you, influencing a wide range of combat, sailing and passive parameters and gain experience. The number of officers on the ship will be limited by ship class and your rank.
Ranks, awards and titles
A selection of ranks, titles and awards will be issued for achievements in and out of combat. Ranks and titles will grant access to new ships, officers, flags, banners, weaponry and ship upgrades. Skilled players may even display their achievements on their masts.
Go to www.navalaction.com if you want to read more about it.
