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admin posted a topic in Patch notesCaptains Part 2 of Patch 14 is being deployed today Ships of the line and frigates sailing performance is finalized based on: Sail percentages on individual masts Spankers Jibs Staysails Spirit sails Displacement to sail power (amount of sails in comparison to weight) Block coefficient Waterline length Width to depth ratios now better affect acceleration and deceleration Width to Length ratios now better affect speeds and turning Crew on sails are adapted to the square area of sails Speeds, yard power, turning, sternway (backward speed), accelerations, decelerations were changed for all 3 masted ships. As a result. Performance of vessels in combat is now extremely realistic. If your ships has a bigger spanker or more jibs you will see a slight difference on how this ship reacts to wind. You can fail a tack if you do things wrong and do not use yards. If you try to tack at low speeds you will get completely stuck in irons if you don't use your yards. Example of the failed tack Other changes Speed will be affected by structure damage. If your structure is below 70% you will see a degradation of speed and will have be more careful when conserving structure. In other words you will not longer see light frigates zooming away at 14 knots having 2 bars of structure left. Open world speeds slightly improved at bad winds (you will travel slightly faster) - this is done to compensate to significant changes to square sailer curves Next patch: Part 3 will cover hp, br and speed performance for light vessels (2 masted and 1 masted ships) some indicative stats https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0 Please use this topic to feedback on the sailing performance of frigates and lineships. Patch update 18 Dec Update was deployed yesterday 18 Dec Important: Defence timers added to ports. Clans can set up the timers for hostility and port defense. Hostility generation is IMPOSSIBLE outside of the defense timers. Port battles will always start 24 hours after hostility reaches 100% defense or defence? Fixed a very important rare bug with the cannon reload (which now allows us to bring light carriages back). Thanks to @Cpt. Reverse Ow Traders now drop better loot Sternway reduced to 55% from forward speed from 65% Bot behaviour against the wind improved Bot OW speed reduced by 15% Update 21st December: Experimental Gameplay changesVictory marks (marks received for winning the map) conversion is now only available for the PVE serverImprovementsCrash reports sent only take into account logs of the recent crash (speeding up returning to the game significantly after the crash) Update was deployed today 22 Dec. Labor hours contracts can now be bought for combat marks Victory marks can be bought for PvP marks to promote both RVR and PVP activites Prices for ship notes for PvP marks updated and generally lowered. Wasa and L' Hermione have been moved to PVP rewards and prices were updated Ability to acquire wasa on a pve server will be added next week together with the removal of permits for majority of vessels on both servers. permits will remain for first rates and second rates Distribution of victory marks changed victory marks will be given to top 3 positions on the conquest weekly leaderboard 3 marks for first place 2 marks for second place 1 marks for third place victory marks will only be given to the players who: Have at least one lord protector status in at least one port by the end of the round - bringing his nation a control point or, Participated in a successful port battle during the conquest round (even if the port was lost later on) - bringing his nation a battle point Update has been deployed today - 26th December Removed victory mark requirements in blueprint and permit acquisitions for all ships except for first rates Reduced prices for PvP content in pvp marks because previously the catered to top pvp players but not the average players (it should be better now) Fixed an important bug with bot reload getting stuck from time to time Increased cool down and time to recover crew on the surgeon - surgeon was working too fast and too often during battles and it had to be nerfed. Final changes for ship physics including leeway and adaptation of all light ships is being prepared. New year gifts will be distributed with the forthcoming patch (part 3 of sailing model improvements)
My suggestion for restricting Ships-of-the-Line that is quite uncomplicated and does not need the imposition of many complex and convoluted changes, which make life hard for players and reduce the playability of the game, and is like trying to fit round pegs in square holes. Now, we have to sail to remote places wasting good playing time, looking for rare materials and using up time crafting complicated blue prints. Many players, including myself, are fed up. No complicated and destructive patches needed. For ranks, I am going to use the British nomenclature. 1) 3rd Rate: requirement is Commodore rank, 800 men. No lesser ranks allowed to sail it. Only one per player. 2) 2nd Rate: Rear Admiral, 900 men. No lesser ranks allowed to sail it. Only one per player. 3) 1st Rate: Vice Admiral, 1,000 men. No lesser ranks allowed to sail it. One per player. 4) Super 1st Rate: Admiral, 1,100 men. No lesser ranks allowed to sail it. One per player. This is simple and should be simple to implement. I have seen 1st Lieutenants trying to sail the gift Bucentaure! It is ridiculous. My preference is that a ship level be tied to a rank.