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Sir John

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Everything posted by Sir John

  1. Sir John

    Dismasting / Destruction

    Hello all I have recently been reminded of the importance of dismasting physics, and how it would change this game. I suggest that, at the very least, the devs develop a system of dismasting which subjects the fallen masts to some form of physics. When a mast is shot away, it could sway briefly, fall and catch on the last few lines supporting it until they part, and then fall into the sea. Or, no extra animations need be made, only adding collision between the mast, ships, and water. Better yet would be to create a realistic system where one's mast acts as a sea-anchor, as it truly would have. As your ship makes about 3 knots (boarding speed) and turns, perhaps 20 men go on survival for 1 or 2 minutes as they cut the mast away, and then your ship can regain speed. Cutting a mast away https://youtu.be/qNB0LDIeIwM Constitution vs Guerriere
  2. Sir John

    Dismasting / Destruction

    Good point, so no penalties. I'd like to see at least and masthead streamers, pendants, and other flags keep flying as the mast falls
  3. Sir John

    Dismasting / Destruction

    You mean realistic in the sense of how easy it would be for the devs to do it? At the very least I would like the devs to let the masts rest on ships and sea... shouldn't be too much time, instead of them slowly sinking into oblivion they get some physics. Then again, I don't know game development, I am simply hypothesizing.
  4. Sir John

    Dismasting / Destruction

    I've tried to figure this out many times... not sure if there is a concrete answer, I go with dismasting because it makes up for the lack of fluency in sense.
  5. Sir John

    Questions to developers

    I think it should be a toggleable feature in graphics settings... I feel it is unfair to call this game a sailing simulator without simulating the destruction which was so much a part of this era... besides, eye candy Games have been made off the backbone of destruction (beamng) and I know that battles would be infinitely more rewarding or 'epic' with destruction Many of the people being drawn to the game read epics of naval action, such as the Aubery-Maturin series and the Hornblower series
  6. Sir John

    Questions to developers

    /@admin are you guys eventually going to work on realistic damage visuals? if so, I assume that is far down the list of work?
  7. Sir John

    One Week and Zip!

    What nation are you?
  8. Sir John

    The Unbreakable Bowsprit

    I'm going to propose some solutions around that subject... thought I had already but it seems I forgot to
  9. Sir John

    The Unbreakable Bowsprit

    I agree, as the Requin's bow sprit strikes the Hercules' broadside, and le Requin is approximately 90-210 tons lighter than Hercules (Requin is approximately 260 tons burthen) I can't remember what ship our Hercules is based off of, but ships of similar sizes can be 350-450 tons
  10. Sir John

    The Unbreakable Bowsprit

    Rigging on a ship with a bow sprit is inevitably connected to the bow sprit, the bow sprit is a major part of the rigging. I'll spare you the details but, should the Herc lose her bow sprit in a realistic simulator, it might well drag her fore topmast down with it or something like that. It is hard to simulate, let alone fathom the destruction shipboard during a battle. In this situation, I would wager that the colliding ship's fore topmast fell as a combination between the force of the collision and the loss of the structural support provided by her bow sprit. In collisions, furthermore, one's rigging becomes entangled in that of one's enemy, making salvaging the bow sprit all the more unlikely. Rigging like that which runs between the foremast and the bow sprit is absolutely imperative in order to ensure the stability and fastness of a ship's masts. It is a balance of forces designed to keep the mast upright in heavy weather and light alike.
  11. hope this helps Devs will get to it eventually
  12. Sir John

    Grief Fleets

    What do you guys think of this? This way, it is possible to take revenge if one plans ahead and brings fast ships. Otherwise, the raider may escape by running to sea.
  13. Sir John

    Grief Fleets

    If it wasn't a revenge fleet, and it wasn't over the course of hours, how would the question be different? "If there is a large fleet coming after me, I should be able to dump my hold and escape" Just turn and fight, when you hit and run and return to port every time, it's only natural that one would like to finish you once and for all, or keep you away in any way possible. I agree that there is some lack of realism, and I feel it is because in battle one is restricted to a realistic speed, while ow revenge fleets take a fraction of the time to reach the position of your battle. I feel like there should be some way around it, but I oppose what you suggested. Perhaps invisibility increase depending on the distance from shore? When a ship is close to shore, invisibility is normal, thus the player may be recaptured. But, as they run from shore into the open sea, the invisibility timer increases, giving them more chance to escape. Seems somewhat balanced and counter-able, also realistic and historically accurate If this allows too frequent of raids to coasts, how about the more often a raider kills in the same region, the lower his invisibility timer is?
  14. Hello, all I have been wondering recently about this question... could the devs successfully implement customizable forts? At the moment I cannot see a way, so I put this question to you all and hope you discuss with me. Perhaps one way this system might work would be in the capacity of the port management screen. There might be an additional section dedicated to port defenses, where one is brought to a map of the port. Here, the captain can click on forts within the port and build them, destroy them, or perhaps even move them. There could also be a system of upgrading... cannon size, heated shot? Having forts in a port would increase upkeep for the ports, as would upgrades. I would also hope for a clan conquest competition, to drive conquest and defense. Working into the new DLC, could we also see forts flying special flags? This all adds to customization, making ports really feel as if they are one's own. At the moment rvr feels quite impersonal, ports hold little to no significance if not for their resources. Perhaps this could change that, allow for more strategic ports and more dynamic defenses and defensive strategy that works with fort placement. These are barely thought out ideas, I simply want to ask the community their opinions on all this. Thank you for reading, happy sailing, Sir John
  15. Sir John

    Hostility mission exploit

    😐
  16. Sir John

    Labour Hours Shortage

    You can pay others for labor hours You can get the labor hours perks I'm not sure if you are already, but if I were you I'd join a clan where there is a sort of supply chain with members who craft menial mats for ships for the crafters Also, combat marks are easier to come by when you pvp
  17. Sir John

    bring back storm battle or storm istance

    I completely agree Hopefully the devs bring them back (with alterations) soon, personally I think they should be a priority. More content, realism, skill, overall fun. Last time @admin commented: User interface is partially implemented now and tutorial is good, since that post I think more than a couple ships have been added... What we have now are battles where it rains or a slight wind picks up (with no effect on the ship)
  18. It seems this has already been suggested, my apologies. I leave my work here anyway From the Steam description of Naval Action, I quote "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." So, I ask that we might see some ballistics improvement. My suggestion here is a relatively simple one compared to the changes that must eventually come. As Slim McSauce reminded me, boarding needs an immediate overhaul/complete rework, but I feel this suggestion is small and quick enough to warrant its own topic, separate from the massive boarding suggestion to come. I would like to see boarding parties give a better target for grape shot than they already do. For instance, one captain runs up his boarding prep. As it runs above 50, his crew becomes more vulnerable to grape from enemy ships (assuming they have the shot - they must have a clear shot through bulwark or directly onto spar deck.) I would like this to have a more profound effect than it does at the moment. This change might lead to a number of positives. First (and foremost,) this suggestion brings another element of realism to the game and works toward fulfilling the promise the devs have made us. Upon studying the engagement between Speedy and El Gamo, the importance of this feature becomes quite obvious. Under Thomas Cochrane, Speedy would sheer away from El Gamo as boarding parties massed on the xebec's deck to shred them with her cannons, until Cochrane saw fit to board and carried the day (the odds being originally 5 to 1 against Speedy and her crew.) Secondly, there is another way for skillful SoL captains to outmaneuver sterncamping frigates. In order for the frigates to take advantage of their work, they must brave a period of vulnerability for their crews, and the SoL has one last opportunity to save themselves. Not overpowered at all, very counterable, just gives the SoL another route. Boarding parties massed on the deck of Surprise Tasty for cannons loaded with grape!
  19. Sir John

    Boarding Party Realism - Already suggested?

    To what extent? I was unaware that it already has an effect, which makes me wish that this effect was more profound.
  20. Sir John

    Boarding Party Realism - Already suggested?

    Yes, of course, I was simply making this suggestion as a first step towards this. Boarding needs an immediate re-do, but I felt this was small and quick enough that I could suggest this separate from a massive boarding topic
  21. Sir John

    Devs, you must see this video.

    "leave sails, man the weapons!" : ( "Catch the wind" WTF is going on at 4:35!? Safe to say there is absolutely nothing realistic about this game.
  22. Sir John

    Marked with the Black Spot - Caribbean

    Yacht (that was the bounty condition)
  23. Sir John

    Marked with the Black Spot - Caribbean

    collecting bounty
  24. Sir John

    Patch 25: Open world user interface update.

    This new build seems so buggy... two crashes in a half an hour of playing Once when I alt-tabbed and again just randomly I like the new UI but the ship info seems a bit intrusive I'm seeing a framrate BOOST My graphics in OW seem a little worse but my battle graphics I like... can't quite put a name to what's different Note - 1 hr later and no crashes since
  25. Sir John

    Patch 25: Open world user interface update.

    Not sure if someone has already said this, but please allow players to see name change history of another player (troll then namechange prevention)
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