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About DeRuyter

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  • Birthday 08/08/1963

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    Delaware USA
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    Military history in general but in particular the Napoleonic era and age of sail. Wargaming and painting military miniatures. Sailor and bicycle racer. F1 fan. Fan of "proper" football: Gunners and Philadelphia Union!

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  1. There were good reasons ships did not normally go into battle under full sail. Battle sails were the easiest sails to trim when most of your crew was on the guns being one of them. @Hodo suggestion is a good one. Add in weather effects and you'd have another reason not to sail around at full sails depending on the ship ofc. Heeling would have a more detrimental effect on shooting when at full sail. I am for limited repairs.
  2. Have you tried sailing on the OW like you would in battle? In other words sailing on different tacks to reach an upwind destination? It may work out to be faster than just setting a straight course and waiting for the wind to clock around.
  3. It was a limitation based on the rigging. You can only brace up square sails so far - 6 points at best. Even with a fore and aft rigged vessel it is 4 pts off the wind. So yes ultimately your sails are taken aback. Interesting point here. My question would be why wasn't this a sail plan for square rigged ships sailing close hauled, I have not read about it or seen modern tall ships with just staysails set(other than in a storm or under power). Maybe there was insufficient sail area with just those set? Also having different sails set balanced a ship in different ways which could upset the sailing qualities. Keep in mind that IRL the Aggy made 6 knts close hauled (sailing report 1797) which was no closer than 60 degrees to the wind and likely more. For game play reasons ships can sail much closer to the wind than IRL of course but I see no problem with a change in the curve and a reduction in speed close to the wind - at 20 degrees none of the sails should be providing forward movement, so 2 knts is a gift.
  4. The F&A rigged ships in NA already have square sails for downwind sailing some more than others (Pickle, Prince). Having said that you used to be able to wing and wing before the change in controls to the foremast. IMO the topsail yard should have a separate control from the foresail.
  5. Ship speeds

    @jodgi Sounds balanced to me if the wind RNG is correct. Should be easy to determine the average wind speed and work from there with a random storm thrown in which should effect everyone. You take care of the complaints on either end by having a wind strength floor and a cap. So the SoL captain still has some speed in light winds and a small ship some chance in strong winds. Maybe the small ship escapes in the rain and fog... For it to work you have to have sail damage in high winds though. You can also have Studding sails and extra staysails mods actually work as intended IRL (re: painting of USS Constitution escaping British squadron in light wind).
  6. @JobaSet Yup it was the fort map. Rudder always going red on Mercury this time.
  7. I had limited playing time this weekend but here is what I found: Rudders - I have rudder going red multiple times each battle even with full stern and bow armor. I sent F11. Center structure bar not taking damage - AI ships - brigs to be specific. Side shot away and multiple broadsides at close range and no effect! Also F 11. @JobaSet I didn't know if you wanted feedback here so all the issues are consolidated or in a different thread.
  8. Sure but it depends on the port. Several ports require sailing past a fort to get to a cap circle. Some harbors could have decent coverage with good circle placement. I recall they looked at this when the land in PB was first implemented.
  9. This ^^^ You can still have the grind for xp slots, officers, crew etc but the basic guns should be balanced by ship class. I can see unrated ships starting with 4 lb guns but frigates? @jodgi @sterner Even in your WOT examples the basic guns are not the lowest level in tier 1 !! Your tier 9 AMX did not start out with a 20mm cannon did it? The ships in WoWs start out stock with historical armaments for the most part. Why not do it like NA OW - start out in historic caliber but with mediums and unlock longs and carros. Also what about double shot? You can have that be an unlock as well. I do like the crew additions that is a nice feature.
  10. As the wars went on and the French lost veterans Napoleon came to rely much more on artillery in particular after the Russian campaign. Guns and trained artillerymen were far easier to come by than horses and trained cavalrymen. I think if you look at the ratio of guns to men in the 1813 campaign it is higher than in previous campaigns (maybe except Russia). Can't remember the source for this off the top of my head though.
  11. Awesome addition! - All of it but in particular the counters.
  12. Ship speeds

    What @Farrago said ^^ I would also add wind and weather effect in the OW and instances, except admin already stated that weather and storms is not being worked on atm.
  13. Storms, Dynamic Weather in Battle

    Storms and sail damage are great but don't focus on that - instead focus on the other part of your suggestion: Dynamic weather. As @Liq noted some people in Sea Trials complained about too many storms so be careful what you wish for there. But there should be effects of the wind and waves on ships in the game in a persistent way. Here is a recent post about adding a variable wind feature: Bottom line for now is there are other priorities as admin said - tutorial, UI, etc. I still hope one day wind and weather effects will get in the game at least in NAL.
  14. Broken wasa

    You don't start with the best stats either, you must grind the modules to get there, how? PVP of course. No need to grind or search for rare speed mods - but the OP focuses on Wasa. With the 32/24 armament Wasa is really a 3rd rate. @admin noted above that 3rd rates (74s in particular) were kings of the sea, so Wasa should be powerful and 3rd rates were not necessarily slow either. So we have this discussion about ship balance and the speed meta because Wasa is too powerful in all aspects but something is missing. What is a weakness of a large powerful ship like a 3rd rate or Wasa? Wind, wind , wind!! Light air, stiff breeze, squalls, gales, etc. We need some weather to put a wrench into this speed meta discussion! Wasa would have a hard time catching an Endyimon in a moderate breeze, but in a gale she would, but in heavy seas may not be able to open her lower deck gun ports. Let's bring some variable wind and seas into the equation, including sail damage for running with full sails all the time! (this does not mean no wind at all of course). Aside from that each ship should have a base speed and work up to her best historical recorded speed with a few select mods. That way you could do away with a generic speed cap.