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Boarding prototyping

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How interaction with ongoing battle will be implemented? 

If someone will rake one of the boarding ships - how it will be reflected in boarding app? Crew hp will suddenly go down? Some animation will be played?

 

P.S. Overall not that necessery feature. Fix a LOT of small problems first, pls. Like stupid uncraftable (for some reason) upgrades, broken eco, 20 seconds tag in OW, insane amounts of AI fleets, towers distribution, hostility generation with blocades, crafting rework, ability to put loaded traders into players fleet, admiralty reward for all PVP, not just inside some "PVP zones"(which are completely ahistorical and immersion-killing now), etc

Boarding is ok to stay as it is for now. It's one of the things that (suprisingly) doesn't feel "unfinished" now. Unlike buttload of all other features. I think current working, simple and effecient boarding system will be 100 tmes better than some wow but unfinished feature..

Edited by Vaan De Vries
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Make boarding go into loading screen/instance. Make players in boarding immune to outside attacks with swords over their ships spinning while boarding is active. 

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1 minute ago, Wind said:

Make boarding go into loading screen/instance. Make players in boarding immune to outside attacks with swords over their ships spinning while boarding is active. 

HUGE dislike. This would be worse than the system now. 

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Agreed with Vaan de Vries above - current boarding, while not 'pretty', is functional enough and interesting if you end up fighting another player without a massive advantage on either side.

Substituting it with a new system prototype when there's a whole lot of other things that should probably be prioritized first, probably isn't the best idea.

While the concept itself looks interesting, it looks very 'disconnected' in a way, with the oversized crew models and whatnot. I'd honestly prefer a refinement of the current system, with more details relating to positioning and deck heights, etc. being visible to the participants.

4 minutes ago, Wind said:

Make boarding go into loading screen/instance. Make players in boarding immune to outside attacks with swords over their ships spinning while boarding is active. 

Yes, because that's totally immersive and not prone to abuse...

Edited by Elouda
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1. This has amazing potential for depth in gameplay.  That is also its weakness.  A good ship-to-ship boarding game is really everything about 18th C. warfare packed into a small space.  It could easily be a full-featured tactical game on its own.

2. Turn-based. Great!  WeGo style would be best.

3. Separation of ships and resulting "bridges" needed.  AFAIK the separation between ships seen in movies is often related to movie-making, not reality.  Many (most?) direct boarding actions brought ships into direct contact and allowed boarding directly from one ship to another. Vertical separation of top decks could then be handled more elegantly with ropes / ladders.

4. Complete absence of masts and rigging.  Perhaps this is related to prototype, but fighting tops were very important elements in boarding combat.  The fighting top is the "high ground" that gives huge advantages.  Ships also look deeply unsatisfying as stripped hulls.  Perhaps models with masts in place, and rigging / sails shown with transparency? Of course the big challenge would be translating battle damage into the boarding instance.

5. Crew numbers.  Is this a resource issue or a UI issue?  If resource-based, could sprites be utilized instead to control men as a similar number of units rather than individuals?

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39 minutes ago, Wind said:

Make boarding go into loading screen/instance. Make players in boarding immune to outside attacks with swords over their ships spinning while boarding is active. 

ooohhhh i like this

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43 minutes ago, Wind said:

Make boarding go into loading screen/instance. Make players in boarding immune to outside attacks with swords over their ships spinning while boarding is active. 

I find it as an extremely bad idea, easy to exploit.

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 I am very sorry to say this but i am far from impressed. 

 I know this is probably early stage and it need some polishing, models are probably just placeholders, that this is early representation and i don't know the restrictions from coding or from your game engine.

 But when i see what you did with ultimate general, how simple and intuitive it was, but how brutal it was, and when i see how beautifull naval action can be, 5vs5 heroe units with healthbar and mana, that would really be a huge disappointment to me.

I can't even imagine if boarding instance become separated from the rest of the battle, that would be worse than what we have now ! Replace heroes with animated sprites for each real crew on deck and show them only to the two participants if it's too heavy to keep a good frame rate.

I will wait for more info, anyway thanks for keeping us informed, 

 

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2 hours ago, sruPL said:

Look at this, I tried boarding Agamemnon with less than 100 crew, from 18 to 30 minutes and then again... Hope this will be fixed in future boarding.

 

 

Not sure what you want to get fixed here???

That you should be able to stop a far heavier and bigger ship with your small suprise so it would be easier for you to board or that you would like to board at full speed...

If you don't manage to slow him down you don't deserve to board nad you should now that trying to stop a ship that is allmost twice your weight won't work..

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4 minutes ago, North said:

Not sure what you want to get fixed here???

That you should be able to stop a far heavier and bigger ship with your small suprise so it would be easier for you to board or that you would like to board at full speed...

If you don't manage to slow him down you don't deserve to board nad you should now that trying to stop a ship that is allmost twice your weight won't work..

First think, at the end he was down to about 80 crew. Other thing is he was at 70-80% sails. How can such ship still push my surprise with full speed? This is just unrealistic. Also how can he control such ship with 80 crew? Depowering and rudder, skipper auto takes almost no crew...

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Will the various crew locations and their numbers be represented by single sprites as shown in your example, or will they be represented in large numbers as in Ultimate General: Civil War?

This new boarding idea should encourage all of us to have patience with the developers in their efforts to make the game better and better. 

Can't wait to see what the final UI will look like!

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Turn-based... yes please. Sorry to be so blunt, but this niche game will likely have an older demographic less suited to real time action. Ofc - your mileage may vary. Mine doesn't.

The boarding instance needs to be insulated from the ongoing battle instance action. Otherwise the crews of either ship could be slaughtered by a battle instance ship that is invulnerable. It's not like you'd be able to man the lower deck cannons even if boarding is being successfully contained in the bow or stern. How is that reasonable?

Exploitable? - please explain.

While this looks very interesting and definitely better than what we have now - it isn't going to be received well if the obvious RoE, RvR and PB problems aren't dealt with first. In that case this would just raise the noise level.

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27 minutes ago, Baptiste Gallouédec said:

 5vs5 heroe units with healthbar and mana, that would really be a huge disappointment to me.

 

 

Thats not health bar - thats a number of soldiers in a platoon. Second bar is fatigue of the platoon (preparedness to fight). The system is binary and elegant. 
If you have 50 marines on your ship they will be split into 2 units (platoons) of marines of 25HP each. (25 men). It helps to design of damage (losses and kills) with ease, and will have clarity for the player.  

So the soldier figures you see are not heroes with healtbars, but abstractions of platoons. 

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How about sprite-based unit with floating icon for ID and strength (as in Ultimate General)?  There should be a bit of "confused mess" of men coming together in boarding actions.

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Will there also the posibility to have 2 ship boarding one ship. back in the day it happend that 2 ships boarding but dont know of 3 ships

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That sound Sid Meiers Pirates when we attack town, and Desperados wanted dead or alive, very good too!

 

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I don't like the turn based system, so as long as you can keep the action moving by controlling the different squads it should work.  ANYTHING will be better than the current system. 

When you prep for boarding, are you planning on allowing each group to have their orders already issued?  For example: Marine squad 1, provide musket covering fire from the rigging.  Marine squad 2, stage on the forecastle and attack once the ropes for planks are in place...

 

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Just now, ElricTheTwo said:

I don't like the turn based system, so as long as you can keep the action moving by controlling the different squads it should work.  ANYTHING will be better than the current system. 

When you prep for boarding, are you planning on allowing each group to have their orders already issued?  For example: Marine squad 1, provide musket covering fire from the rigging.  Marine squad 2, stage on the forecastle and attack once the ropes for planks are in place...

 

we need turn based for connections issue, think about it: a us player with 250 ping vs a EU players with 40 ping, who will win a real time fight?

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29 minutes ago, akd said:

How about sprite-based unit with floating icon for ID and strength (as in Ultimate General)?  There should be a bit of "confused mess" of men coming together in boarding actions.

impossible - UG is a 2D game. Confused mess looks good in TW but it took them 10 years from first shogun to get to Empire TW boardings

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1 minute ago, elite92 said:

we need turn based for connections issue, think about it: a us player with 250 ping vs a EU players with 40 ping, who will win a real time fight?

exactly! even current command based boarding has some ping effects if you choose to click in the last millisecond. 

turn based unit based boarding will have ZER0  ping issues. 

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1 minute ago, admin said:

exactly! even current command based boarding has some ping effects if you choose to click in the last millisecond. 

turn based unit based boarding will have ZER0  ping issues. 

the new boarding looks really cool, do u have an eta when it will be almost ready? and can we try it in lobby events before its release in all game? would be cool to try it a separate mode in missions tab ;) so we can give out suggestions before release in OW and u save time and we save and we are all happier xD

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4 hours ago, Twig said:

Will there also be snipers placed in the crows nest?

Hey! Why did no one correct him that they're called 'fighting tops'??  LoL ;)

 

3 hours ago, Sir William Hargood said:

I would most certainly remove the "Bridges" shown...the ships should be brought hull to hull, gunwale to gunwale...crew would swarm over the gunwales.

Let's not get too picky here.

Bridges should be beams, unless the decks are different heights - then hooked ladders. What about boarding axes and grappling ropes with hooks?

No bridging at all, just gunnel to gunnel. What about swinging across from the yardarms like Tarzan? That's missing too.

*Rolls eyes* You guys do get carried away...  :D

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