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Semni

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Landsmen

Landsmen (1/13)

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  1. Dropping an anchor while under sail would be an unpleasant experience. If you are lucky the anchor will just drag through the mud and you'll slow down a bit. The less fortunate would have the anchor snag and then something would break, the cable, the anchor, maybe the retaining mechanism. The unlucky will have the anchor cable dragged through the ship, carving a nice big wedge out of it.
  2. Getting run over by a Santisima in my Brig was a particuarily traumatic experience. Identifying distant ships by flag and ship type is a nice feature. Actually, wouldn't it be rather interesting to implement visual communication methods? In stead of having a regular style chatbox, text you type would pop up above other ships. Simulating visual telegraph, semaphore or signal flags etc. Assuming you are close enough.
  3. Yeah, I figured that would be pretty reasonable and actually fairly historically accurate. Some sort of scale from the horizon. I imagine that something like this would work well and be easy to understand. All it really needs to be is consistent.
  4. I have to admit I'm actually quite happy with the pace of the game. At the current pace the game manages to be relatively sedate while avoiding being dull. It flirts with aspects of simulation while not losing sight of being a fun game. This is important because we play games and simulators for two very different reasons. I've seen some games fall into the trap of sacreficing gameplay for the sake of simulation while still not being that great a simulator. Maybe you want to try some more stand-off gameplay? Equip your ship with long range weaponry and keep your distance? That'll give you a lot more leeway to adapt to the situation.
  5. It really is a lovely collection. The renovations really have done the Rijksmuseum justice. I ought to head up to A'Dam at some point and visit it again.
  6. Thanks a bundle for the warm welcome. I got my key the other day and I've been having fun learning the ropes. I'm really impressed by how complete and enjoyable the combat mechanics feel already, it's the most fun I've had in a game in a while!
  7. A little suggestion here. It'd improve the learning curve a lot if there was some indication of the angle from the horizon that you are elevated at. Perhapse a little indicator giving you increments of 5 10 15 degrees. It helps you keep track of things between ranging shots. It'd even let you estimate range based upon how many degrees tall the mast on an opposing ship is, assuming you know how tall that ship is. Which seems to me like a decent way to let people learn ranging with methods that would be available to your average ship of the time. Here's an example:
  8. Indeed, likewise, I'll look forward to seeing all.
  9. Looks like I bought in hours too late to get a key today. Them's the breaks! Anyway, just posting in to say hi to you all. I came across Naval Action a couple of months back as I was looking into Fast Fourier Transform based procedural wave generation ( now there's a mouthfull ) and just now realized that they opened it up for preorder. Being Dutch and a bit of a history nut, I've always had a healthy interest in the age of sail. I have very fond memories of playing Age of Sail 2 on my dad's computer as a little blighter as well as pouring hours into the old Encarta based tall ship educational game that I can only vaguely remember now. For now I'll wait for the next batch of keys and enjoy the stunning visuals. Cheerio, merry Christmass, and a Festivus for the rest of us.
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