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Sir Lancelot Holland

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About Sir Lancelot Holland

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  1. Merge the nations!

    Pirates became what they were for a wide variety of reasons, most were professional seamen, many time served with national navy's. The difference between privateers and pirates initially was very blurred, during the reign of Queen Elizabeth, His Most Catholic Majesty King Philip of Spain maintained that Drake, Raleigh & co. Were not Privateers but pirates, technically they were of course members of the fledgling Royal Navy established by Henry VIII but in times of peace they did resort to privateering, possibly even under letters of marque, a form of plausible deniability. The argument that Pirates were simply unemployed privateers is a strong one since the Crown actually earned a great deal of money from privateering and the temptation to 'cut out the middle man ' was very high. Disaffection and falling out of favour with the Monarch of the day was also a sound reason for going rogue, Sir Walter Raleigh lost his head through such a disagreement. The very nature of piracy ensured there would never be a nation per se, but alliances there were, often fragile and very volatile with a lot of infighting they were none the less reasonably successful, enough to distract the French, Spanish and British from their numerous wars on Eastern side of the Atlantic! Pirates operated without formal structure, without the facilities available to nations, what they needed they took, be it ships, supplies or cargo's, they displayed an amazing business acumen as well, being able to trade almost at will in some ports, both Port Royale and Nassau were fencing stolen goods for a considerable time period along with many smaller port's in the Caribbean. In many ways the recent countries installed in game are more like pirates than the pirates were, no true home, scant ship building and repair facilities, I think that Pirates in game should be what they were, under the conditions that they lived under, Those who choose to be pirate, should be able to live off of their own wits, should be able to sell their skills as they often did, or live as the outcasts that they were in their often brief careers.
  2. Merge the nations!

    You are actually very close to the mark, according to one after action report at least one navigator did exactly that! That said it will never be known whether it was skill or blind luck that the torpedo struck where it did, in all probability it was a combination of both.
  3. Oak ships

    I think with regard to fires aboard, fires would often start in the more combustible areas of the ship, canvass sails, tarred standing rigging, softer woods used in furnishings or the flammable stores area ect. They would, if left unchecked, not only spread very fast but quickly reach the flashpoint of Oak, a small fire could rapidly grow to engulf large areas of a ship, even today, fire aboard ships is feared more than flooding. Damage from balls did not necessarily have to penetrate to cause flooding, shock could often dislodge caulking in the seams for several feet from the point of impact adding to the natural seepage that occurs requiring the regular pumping out of the bilges, so where penetration did occur the crew gave priority to major leaks often by reducing water intake with plugs or canvass leaving a few men to shore up and re-caulk as and where they could. If the ship's flooding could be reduced long enough to disengage, or sink the enemy ship, then more permanent repairs would be carried out either in Port or beached in a quiet cove or bay by replacing damaged planking. Even today the basic methods are similar, anyone who has been through damage control training will tell you it is not something that you want to do for real! Even before the 18th/19th centuries damage control was regularly practiced and was why chippies (carpenters), caulkers, and rigging specialists were vital members of every nations sea going crews through out the existence of wooden hulled sailing ships. The more holes you punched into a ship, the more shock damage to caulking you could inflict was an influence on gunnery in the Royal Navy, whose policy was to reload faster than their opponents as the British doctrine was the more balls you had in the air meant possibly more hits and more hull damage caused leaving progressively fewer men to fight the ship, a policy that only ended after the demise of the battleship.
  4. Oak ships

    I think also the location where the ships were built had a part to play, HMS Trincomalee was an India build (built in Bombay) and since Oak is not native to India and was too expensive to import she was built from Teak. With the Games more realistic sail profiles it would be interesting to see how she actually handles as a Teak build as opposed to the many options seen in game, the same is true of other ships built away from Europe where Oak may not have been a native wood, or National policy may have decreed a wood other than Oak.
  5. More interaction between PvP, RvR and trade

    I think such a concept could foster a degree of inter-dependency between clans, possibly even at national and international level, Clans that invest in tobacco for example will have an incentive to protect their suppliers, the suppliers have a vested interest to protect their profit margin, in that regard a natural form of diplomacy develops where clans would lobby both their own nation and foreign nations to protect mutual interests. Certainly if tobacco were regional then the greater percentage of produce would be between the Spanish and the Americans with smaller producers scattered around the Caribbean. If a third nation chose to invest in tobacco to the extent that they undercut the U.S. and Spanish interests in tobacco then you have a potential cause for war, and if the Pirates were involved stealing shipments then not only would three nations be at war over tobacco they would also be having to hunt down pirates at the same time! The tobacco trade to Europe could also be simulated by setting a few exit ports on the map close to the Eastern edge of the map where tobacco could be considered to have successfully left the Caribbean, gold and trader marks could be credited to the player's account for this achievement and other lucrative goods from Europe purchased for the return journey, eventually trade routes, either direct or port to port will become established and increasing areas of open water would be opened up for hunting both warships and commerce. The short port to port runs would benefit casual players short on time as they could either sail a trader or an escort for other casuals on an ad hoc or arranged basis. the risk of interception particularly in well travelled coastal areas could be high enough to provide PVP for traders, escorts, pirates and national commerce raiders. It would also provide incentive for mixed convoys, trade and materials with or without escort where smaller clans and trading companies can find short casual routes or longer runs making their gold either by escorting or trading cargo's, run alongside of conventional missions, a greater incentive to leave protected waters could be available.
  6. Would we be so bold as to..

    It is well documented that Pirates could and did set up temporary facilities in isolated coves, inlets and bays, a number of towns sprung up because of this. Captains of national warships too would use them to repair battle damage careen ships bottoms, collect fresh water so perhaps it is not as far fetched as imagined. The real question would be, are players willing to spend the time and effort in: 1 Setting them up? Could certainly add content and a valid reason for exploration of coastlines, especially if it was possible to find items left behind from previous expeditions. 2 Searching for them? Could add local knowledge to home waters that may prove advantageous and the possibility of finding items left behind in abandoned temporary ports. 3 Could they be used as a basis for PVP or RYR or even a proportion of Hostility missions? I think they could, certainly it could increase the possibility of chance encounters in PVP, Rumours of activity in isolated areas could bring on missions in the area, and if stockpiling repairs in an isolated cove in a temporary port became part of the first hostility mission it would make hostility missions in some areas more practical. It is true that National Navies did spend time looking into isolated areas for Pirates who set up temporary residence, it was a part of the dull bread and butter work for Frigates and smaller ships in the Caribbean, and, as interesting as such a proposal is, somehow, I doubt too many players would actually want to do the bread and butter work that has always been, and still is, the lot of Navies worldwide.
  7. Determined Defender Perk

    The decision to board in a large battle is always high risk, to do so implies that the Captain accepts the risk of having his crew decimated by other enemy ships as in the case of the Redoubtable at Trafalgar, or losing the boarding action, or fighting to a standstill as in the case of Serapis and Bonhomme Richard, (Serapis surrendered due to U.S. reinforcement rather than having been beaten outright, and Bonhomme Richard was already sinking at that point anyway) had she not of struck, boarding by another U.S. ship was inevitable. All three instances are likely outcomes in game, all are legitimate outcomes, after all a captain may board and win yet be boarded by another ship and lose because his crew losses were so severe post boarding being both un-manouverable and unable to defend. That was solely the result of the Captains decision to board the first ship. Equally in a 3 v1 battle the defending Captain can expect to have his sails shot away, his crew decimated and eventually be sunk or boarded, unless he can out-sail all three of his opponent's or damage them to the extent that they cannot board or pursue. So if a Captain accepts the risks involved in boarding why should he get a 'get out of being boarded' card? Does that not place a Captain who wants to board a ship seen to have been involved in a boarding action, knowing that ship will be low on crew and possibly less well able to manoeuvre at a disadvantage? What Captain would not wish to take advantage of such a situation?
  8. Flags , esigns flags .

    Is there any intention of displaying Commodore's Broad pennants and Admirals Flags at a later date?
  9. Server Gone Down

    Happened in the UK as well.
  10. Questions for the Historians

    Broadly speaking, this is correct, I would point out though that Frigates were the maids of all work in the Napoleonic era, with a range of roles that varied from close blockading, escort, message/mail running when Brigs, Sloops or Cutters were not available, to long range patrols and fleet reconnaissance. mainly these roles were suited to mid draught, low crew ships that were fast and well enough armed to counter their opposite numbers in the enemy fleet. Battleships and Battlecruisers were regularly used on convoy duties particularly in Force 'H', where H.M. Ships Hood (which was the Flagship of Force 'H' during the controversial and tragic destruction of part of the French fleet at Oran) , Renown, and Warspite escorted several convoys, H.M.S. Rodney was escorting a convoy to Halifax when diverted to hunt K.M.S. Bismark , H.M.S. Duke of York was providing distant convoy cover when she with the Cruisers Norfolk and Belfast intercepted and sank K.M.S Scharnhorst.
  11. Proposed Rule: Don't join battle on your enemy's side.

    Smuggling has always been a high risk, high profit occupation, some of the UK's richest families made their money smuggling during the Napoleonic Wars, probably more than a few in Europe did so as well! Smugglers, like Pirates were in reality criminals, outlawed by every nation and should be treated as such, such was the amounts of money made by them that the Inland Revenue was formed in the UK to recover the losses to the state and bring to justice those who engaged in smuggling. In times of war smuggling reduced the taxable income needed to prosecute a war, and while there is a temptation to turn a blind eye to smuggling, possibly even a necessity to do so since rare materials are obtained both for clans and nations, those who smuggle high value cargos for profit do neither any good. Perhaps there should be an option to stop, search, then release or confiscate the cargo's of smugglers, it would give the act of smuggling greater meaning in game, those smuggling for clan and nation could in those circumstances keep their cargos, those smuggling purely for profit or of combatant nations would lose them.
  12. Changes to how traders work within PvP

    During this period heavy reliance was placed on prize money gained from the capture and selling of merchant ships along with their cargo. The pay scales for sailors was abysmally low in all Navies even for Officers. In game this is reflected by the lack of gold and xp if you choose to cap a merchant, the reward becomes the value of the ship and cargo which was split between the Admiralty, officers and crews of all the ships involved in the capture. The only real issue is the value of ship and cargo should exceed the value of sinking it monetarily. So if you want xp then sink it, if you want the gold then cap it, Captain's choice. Commerce Raiding has always been a factor in naval warfare, even as far back as the Phoenicians, while commerce raiding in game has a very limited impact it still maintains a tactical benefit. Of course any Island nation is vulnerable to commerce raiding as most produce comes by sea at that is currently not reflected in game. If for example two or three ships carrying repairs for a PB were lost that would have an impact on the attacking side, like wise if crafting parts and materials were lost at sea that too should have an impact, so perhaps then trader's and the economy should play a greater role in game rather than be viewed as Cinderella.
  13. Unequal battles

    Hence the Board of Inquiry, with limited punishments, exoneration, or recommendation for a full Courts Martial, the loss of any ship, Naval or Mercantile, was, and still is subject to such a board. So the citation would read for Captain Pearson's Knighthood, but, were it not for his actions against Commodore John Paul Jones it is probable the convoy would not have escaped, in that regard it is no different to the AMC Rawalpindi making her stand against Scharnhorst and Gneisenau, where Captain Kennedy was awarded a posthumous VC for saving his convoy. In both cases, both Captains could have been considered to have either runaway had they of not fought, or unduly hazarded their commands by fighting overwhelming odds. In both cases the Captains were rewarded for the loss of their commands with high honours, equally both Captains could have faced execution under different circumstances had they of not saved their convoys and presupposing that Captain Kennedy had survived. I think that the real point is that the Articles of War and the judicial system were both flexible enough to be able to judge the difference between the applicable clauses and the actions of the Captains involved.
  14. Unequal battles

    In every instance of allegations of cowardice, neglect and any instance regarding the loss of a ship an Admiralty Board of inquiry determines whether the Captain should or should not stand Courts Martial. There are many instances of actions that on the surface appear to violate the Articles of War yet do not, the 'great Constitution chase was one such case, as was Flamborough Head. Captain Pearson of the Serapis surrendered his ship when it became apparent that he was both outgunned and outnumbered by the return of the USS Alliance, Not only did the Board find no case to answer by Pearson, he was Knighted for his actions against USS Bonhomme Rcharde, The natural conclusion is that the Captain of the Consitution was also exonerated by an American Board of Inquiry and that the Articles of War in those instances were not applicable. Both cases were the result of Naval legislation working as it should.
  15. [Caribbean] Great battle results.

    Thank you for your advice, it is I think good advice, given with good intent. For a so called 'easy nation' life in GB is not a bed of Roses, in all factions there are those who argue, there are those who think their clan has greater entitlement because they are more skilled or bigger, I do not condemn such attitudes they are human nature and as such unavoidable. I am with a small clan, one which is close knit and with whom I enjoy playing, we help out GB where we can, we are also learning as we go along, which means we learn by doing things, we may not be successful by the standards of ports held or the numbers of players we sink, what we do have is though is the will to learn, if we lose then we refit, come back and try again, each time we do a little better, one day our opponents, will tell us we were worth the effort of fighting, When that happens, we know the effort we put in is worth our time, that we earned the respect shown to us.