Jump to content
Game-Labs Forum

Sir Lancelot Holland

  • Content count

  • Joined

  • Last visited

Community Reputation

85 Excellent

About Sir Lancelot Holland

  • Rank
    Able seaman

Recent Profile Visitors

257 profile views
  1. Increasing Ship Visuals while making Devs Money

    It is a pity about ship names, as a simple database of merchant and warship names of the period would suffice to keep out the more risqué names some people would inevitably use. I like the idea of permanent paints for ships, most navy's even then had a specific hull scheme usually the coloured stripes indicated nationality in the smoke of battle, in game a clan could have several squadrons all indicated by colour in the same way. Even today many sailors can identify nationality by the shade of grey on the hull. While I am certain you have good reason to consider coloured or patterned sails to be 'arcadey' in reality a good lookout could often identify the nationality of a ship by the cut/colour of her sails usually before the hull was over the horizon. Many could even identify ships by name if they had served aboard or alongside particular ships in a squadron, a skill that can be mastered quickly and easily by anyone even with average eyesight. With the hours you must have in game I would think that you are able to tell between a Vic and a Santi at a considerable distance by sail cut alone, as well as most other classes of ship. Clan flags, commissioning pennants, Commodores pennants and admirals flags all would be nice visual touches all were flown on ships that had flag officers aboard at sea, every ship flew at least the long commission pennant and even had a signal hoist to identify her by name, the predecessor to todays pennant numbers flown by warships on entering or leaving port. Sadly I think the use of signal flags would be prohibitive in time, and the knowledge needed to formulate signals in clear, never mind in code or I would advocate their use as well, maybe they would not even be possible.
  2. Limit Chainshot

    Limit repairs definitely. Yes surgeons worked long and hard both in and out of battle, accidents and illness aboard sailing ships were commonplace even without battle injuries. A significant number of battle injuries resulted in amputation particularly where injuries involved smashed bones, head and stomach wounds were frequently fatal and if survived would take months to heal. That left those who were lightly wounded, who could still wield an 18lb cutlass or at best a pistol, even a belaying pin if necessary. The question should be, should the number of men returned to the fight be historical v a reasonable number? Replacing manpower is critical, replacing numbers that equate to almost a full ships company is not really a good thing, neither in truth is using historical values as the numbers would limited to those who while unfit for duty were still capable of defending themselves and their ship, the answer I think would be a reasonable percentage of casualties, for example, a third of the number of casualties sustained, it would cover the number of dead and critical injuries yet still provide more men than the historical values would permit. At least it would provide the defender with an reasonable chance during boarding actions.
  3. Can pirates finally get some mechanics of their own?

    Pirates are unique, the game should reflect that, they should be roaming around in small over gunned, over manned ships making a nuisance of themselves as the nations fight it out. They should be able to hire themselves out as privateers if they desire, they should be able to find merchants and small warships up to frigate size to sink, if they have the nerve to take on bigger warships then fair play to them, to be the huge drain on resources both economically and militarily that they actually were. They were men dissatisfied with authority of any description, unless it suited them to be so at the time, let them be what they actually were, outside of law until governments needed them, let them be what they were, Pirates.
  4. Limit Chainshot

    You are correct, every Navy had and still has ammunition scales, shipboard space is always limited and every Navy had their preferences as to ammunition load-outs depending on the tactics they employed in battle. The French would often cripple ships rigging to facilitate boarding, or if circumstances dictated, disengage from the action. In fairness to the French it was a sound military tactic, they had after all, at that time lost many of their best officers to Madame Guillotine and was not a reflection on their honour or courage. The British however preferred ball and grape to reduce crew numbers to facilitate boarding, a more brutal choice, but highly effective. other Navy's carried a more balanced load-out. Repairs at sea were, and particularly in battle were very limited. Patching shot holes below the waterline and fire fighting being of the highest priority followed by getting the guns back into the fight. Mast and rigging damage was often left until after the battle unless a ship was left behind as the battle moved on, even then repairs were often patching sails or jury rigging lost masts with a spar and scrap canvass, anything to get steerage way. Replacing Spars and rigging at sea was difficult and dangerous work, re-stepping masts was impossible, in any case it required the ship be to on an even keel and thus a dockyard repair, although a quiet cove could be used as long as the ship could be shored up and refloated post repair. In the event of boarding as many men as was possible were needed to repel boarders, the only exemptions being those working below plugging leaks/ fighting fires, it was common to recall the lightly wounded from the Orlop deck to fight but given the types of wounds inflicted in these battles and medical practices of the day, there would not be many of those. While these issues are reflected in the game it is a question as to what degree they should be, should a dismasted ship be left behind in the wake of battle to take her chances of escape or not as circumstance dictates? Should the percentage of men returned to the fight reflect more accurately the injuries sustained? Should ammunition load-outs reflect the time period or be infinite as they currently are? At the end of the day it is a game, it should be playable and fun, and the questions raised above will affect gameplay, More historical I think, would result in more ships escaping, to fight another day, Less would take the game more toward an arcade game where it is easy to sink anything and everything, somewhere between those extremes lies a good balanced game, and that balance is, I think, what will make the game what it deserves to be.
  5. Port battles are missing the 'port'!!!

    Is it a miniature Battle of Aboukir Bay (Nelson's Battle of the Nile) or Copenhagan that inspires the idea? I like the idea in principle, in theory the attacker could decide whether he is simply raiding the port or taking the port, Raiding could be simply sinking warships or 'Cutting them out' along with any merchant ships in the harbour and a small scale raid ashore with Marines before withdrawing, or a full on attempt to take the port with mortar Brigs and a ship load of marines to take facilities in addition to the attacking fleet A clan or nation may not particularly want the port they are attacking, so raiding gives them an option for PvP/RVR without the expense of paying for a port if he wins and also allows the defender to keep enough of their assets so they can get up, dust themselves off and fight another day without the fear of being one ported or effectively put out of the game due to lack of resources. Much of the coding will I think be already written, all that would be required is that the game is told prior to the battle what kind of battle it would be so it can award points and gold appropriately, Small clans and nations could benefit in that they get to experience PVP/RVR in the form of a more affordable raid rather than face the huge expense of a full port battle and overreach by losing an overly large proportion of their assets on the roll of a dice. It is also something the Pirates I think would excel at, the thought of messing up the well laid plans for a nation's port battle or simply the rewards of a raid would be equally enjoyable to some of them and one would hope, provide for open water PVP in the area at the same time.
  6. Port Battle suggestion - Boarding the port

    An interesting idea, perhaps a port garrison and barracks for Mortar brigs to target? Maybe the possibility of graping the jetties in support of the boarding ship? A nice job for enterprising Frigate or small ship Captains while the Sol's slog it out in deeper water. Marines doing what they were meant to do even.
  7. Exploit bug?

    Many Napoleonic surgeons almost certainly saved many lives, of whom a surprisingly high percentage returned to active duty. I would suggest that while a wounded gunner or Able Seaman who worked in the rigging would be unfit for his duties especially if the wounds were to limbs, he would I think, be of limited use in the melee of hand to hand combat where mobility is paramount. I think the concept of returning wounded into action is a good one and as you say historically accurate, perhaps if the percentages of returned wounded would be higher in a boarding than in the preceding ship v ship battle, a man with light wounds may not be able to help load/run out a gun or climb rigging but he could still use a pistol, belaying pin or cutlass albeit somewhat clumsily.
  8. Contract In Enemy Port

    There is no doubt that many of Britain's newer richest families in the Napoleonic wars made their money smuggling, Lace Rum, Brandy, tobacco were all contraband goods and large amounts of money was to be made from them (tobacco and alcohol are still high profit smuggling items due to over taxation). Indeed the only reasons the Inland Revenue was formed was to put an end to smuggling and eventually enforce taxation. Smugglers were then highly resourceful fellows, they not only had to beat the forces of law and order home and abroad but also beat the Royal Navy's blockades and patrols off of French and Spanish ports a high risk occupation and a capital offense under British law of the day (or transportation to the Americas pre 1776 or even earlier and Australia). I have no particular axe to grind with Alts, the rights and wrongs of which have been discussed often and vociferously, it is I think unfortunate that 'real' smuggling is rare, since smugglers would provide a limited amount of O.W. PVP, they were as much outside the laws of every nation as your friendly local neighbourhood pirates and should be treated as such. Smuggling from high taxed enemy ports and selling to lower taxed friendly or even enemy ports of high value cargos or crafting mats could make serious profits by volume especially when sold privately or under contract. Given that every nations hand would be against them and I have no doubt that any Pirate worthy of his calling would not pass up high value smuggled cargos at almost 100% profit! Maybe, an Alt account or two that run purely as Smugglers and provide PVP content when or if intercepted on OW could be an acceptable option to all?
  9. Major problem - new player experience

    Yes sir, despatch boats, Cutters, Brigs, Ketches (the mortar ketches were the lesser known sisters of the Mortar Brig, it would be nice to have an example in game to give another choice for those who specialise in these ships) and Sloops were all commonly tasked with despatch duties, on occasion even Frigates, the Navy's maid of all work, were so employed due to their speed. Every fleet and port worthy of name would have two or three Brigs running despatches to ports, other fleets or even individual ships on detached service. They were worth their weight in gold as they freed Frigates for more urgent duties. It was not unheard of for Royal Naval ships to get the news of war or peace via an 'enemy' Brig or a merchant vessel before one of the fleet Brigs could locate them!
  10. Major problem - new player experience

    You are actually very close to how 18th/19th century traders conducted business, Transactions/shipping orders in the UK were often created in the Lloyds coffee houses, these transactions would be posted in the shipping newspapers of the day alongside ship sailings and manifests, news of such deals travelled quickly around ports via taverns, crews often knew what the cargo would be it could take days to load ship or if prominent passengers were sailing, although government employees suffered the cramped conditions (and often the annoyance of the Captains) of warships . Today Lloyds of London is known as one of the most famous shipping insurers in the world. Details of departure and expected arrival would be sent on ships sailing to the destination ports prior to the consignment being shipped so that owners knew when their contracts would be fulfilled, such news could easily be simulated, even if it is just a forum thread for traders seeking contracts, ship owners and captains would often accept cargos to fill holds if space was spare. Naturally such details being common knowledge would also be known by Wreckers, Pirates even national enemies, most competent captains could approximate where a given ship and cargo would likely be on a given date with a fair degree of accuracy.
  11. [PvP Global] Please Solve Port Building Problem at Bensalem…

    You know that is actually a really good idea, Captains of the era, and to a limited degree today, use(d) distinctive buildings as navigational aids or to fix their position at landfall after a long period in open water. With the right local knowledge a building can tell you which group of islets you are passing or confirm that you are near a given port, for example transatlantic shipping bound for Liverpool or Bristol would often close to shore for a fix at or near Queenstown (Cobh) in Eire. It would also offer a little eye candy too, something to perhaps divert the attention on a long trip, or merely a reason to explore a little, especially if there is something else that may of value hidden in the area.
  12. Clan mails bugged

    That would be Able Seaman Eric, the half a bee currently deployed on exchange to the USS Wasp!
  13. HMS Prince of Wales is a Go Go Go....

    I hope she has better luck than her WWII predecessor, were circumstances different for her she'd have become famous for better reasons. I think they will do well, while I personally would have preferred to see both ships with Cats and Traps and operating Sea Rafael's or F18's time will tell if the F35's are up to the job. Fair winds and a following sea to HMS Queen Elizabeth and HMS Prince of Wales.
  14. Hurricane Irma

    Good luck and stay safe all those in harms way during these hurricanes in the Caribbean and the Gulf of Mexico.
  15. how far can i see

    I would be In favour of National flags in open water, though flags were and still are difficult to see until the ships are relatively close together and some national flags can appear similar at a distance or in poor light or angle which simply serves to make the contact more intense. Lookouts were generally experienced sailors, Able Seamen or above, they would have had 10 years or more as an Ordinary Seaman and maybe several more years as a Boy Seaman, they would have served on several ships and would be able to recognise those as well as ships that served in the same squadron for a considerable distance, often before a national flag becomes visible. Some could even name ships individually from a class of ships as there were often differences in the way they look in the water or the cut of their sails, though I suspect such differences would be difficult to build into a game, even the paintwork could give a clue as what ship was approaching, Captains were responsible for the upkeep of their commands and painting came out of their own pockets, a degree of leeway was allowed from the painting styles, they would look similar in style but may of had variations in shades of colour. This is in part why Paints can be important in game, one tends to remember distinctive ships and the Captain(s) of them. Scouting ships were almost invariably 6th or 5th rates, sometimes a 4th would be used if nothing else was available, consequently their visibility was more limited, they would actually get close enough to the enemy to determine what ships were there then run back to the fleet which would generally speaking be just over the horizon. They operated in comparative safety as no Captain of a Ship of the Line would fire on them unless fired upon, It was, strangely to us today, considered to be 'not the act of an Officer and Gentleman'. Scouting could be one way to 'employ' newbies, give them something a bit different to do and involve them in the community. In game of course it will be more dangerous for them, very few SOL Captains would resist the temptation to blow a single 6th rate apart and of course he may well be chased back to fleet by the enemy's own scouts.