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Idea: (Pt3/4) Fleet Commanders Companion [FCC]


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Idea: (Pt3/4) Fleet Commanders Companion [FCC]

 

Short Version at the bottom...

 

@admin

Try acid instead of wine here,

 

Summary

To create an out of game persistent linked reference manual for the Captain in NA-OW. The closest reference would be a Jane’s Fighting Ships for the age of sail. That can be pulled up in-Game...

https://www.scribd.com/doc/84063027/Jane-s-Fighting-Ships-1938

This is not to give secrets away but is a general knowledge database with real History included leading to possible Easter egg buffs.

 

Background

http://forum.game-labs.net/topic/26423-idea-norfolk-compares-apples-to-oranges-to-avoid-a-lemon/

This the [FCC] is different and would work along side my Out-of-Game Player Character history persistent link mentioned in Apples and Oranges.

This basically replaces the current Wiki but also adds History.

 

Quick Example

Norfolk nNimtz in his flag Victory starts reading up on the USS Constitution.

This our basic weak statistic page. On this page I’d like ship build list and more handling details as well. Scrap the history section completely. What role dose she play in the game?

http://www.navalactionwiki.com/index.php?title=Constitution

Along side this page is another...

https://en.wikipedia.org/wiki/USS_Constitution

You’ll go through and read its history, why and how she was built. The actions she took part in. This is all great but probably most would say how’s that going to improve my game? And the younger gamer couldn’t give a fcuk…

Another section will list Campaigns, Battles, wars etc. Go back and read under Wars to the “First Barbary War...” Also, Quasi-War with the French

https://en.wikipedia.org/wiki/Quasi-War

https://en.wikipedia.org/wiki/First_Barbary_War

Just general reading shows She didn’t do much in both. However, Norfolk nNamitz just surfing the different ships and their History realized another ship served alongside the Connie...

 

Easter Eggs...

https://en.wikipedia.org/wiki/USS_Essex_(1799)

The Essex served in both wars. I suggest when both ships are sailed together they get a [Barbary War] Buff or it opens a 2x ship campaign for the two ships that lead to special Bling.

ITS HIDDEN THOUGH AND NEEDS DISCOVERY

 

The L’Ocean and the 3rd Rate storyline...

In the Old Admiral & the Sea chapter V, Norfolk nNimitz looking through the [FCC] about the L’Ocean notices the 74-Temeraire class (NA-OW 3rd Rate). They work together in a defensive role better. They could when placed in the same FRENCH only fleets offer an extra defensive buff?

http://www.navalactionwiki.com/index.php?title=3rd_Rate

Adding extra external value...

You might not like the Easter Egg style, but it could drive deeper research into the game as a whole. This out of game content could drive small groups to use the other types and styles of ships more and together. The Barbary Quest is fighting AI pirates the Victory and Aggy another role...

Maybe one campaign is solely Nation linked like L’O and 3rd Rate France, Victory and Aggy GB, Connie and Essex, US. While smaller ships are totally open. Could involve PvP and not just RvR tasks...

 

The [FCC] Builds out...

It wants to offer tactics and other parts to the world.

http://www.gwpda.org/naval/s0100000.htm

https://en.wikipedia.org/wiki/Line_of_battle

https://en.wikipedia.org/wiki/Glorious_First_of_June

https://en.wikipedia.org/wiki/Category:Napoleonic_Wars

So [FCC] builds into something like this...

http://www.hnsa.org/resources/manuals-documents/age-of-sail/textbook-of-seamanship/

http://www.hnsa.org/resources/manuals-documents/age-of-sail/the-elements-and-practice-of-rigging-and-seamanship/

 

 

Summary

This is the third part of my Old Admiral & the Sea idea of [FACS] and [FCC]. The idea with [FCC] is to help the beginner but also immerse him into the world dynamically. This also appealing to the older player as well.

Finding a couple of ship links in [FCC] that helps [FACS] that gives a history lesson.

This you can see builds into this also...

http://forum.game-labs.net/topic/26648-idea-dynamic-npc-nation-overlays/

The fourth and final part of the idea will post later in a day or so...

 

Thank you for taking the time to read my scribbles. If you think its rubbish please let me know, or can do better likewise

 

 

Norfolk nChance [ELITE]

 

 

 

The Short Version

Fleet Commanders Companion [FCC] is a dynamic persistent link out of Game reference library. Not focused on the Player Character, but on the different aspects of Naval Action Open World. This database is not to reveal all NA-OW secrets but to give a good reference knowledge to start with.

Easter Eggs, encourage the PC to delve deeper into naval warfare and its rich history forming better player retentions...

 

 

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these are actually some good suggestions, read through your parts 1 and 2 and its interesting thoughts, combining spanish ships to gain some bonuses etc. Could also develop it into ships that fought each other IRL would give some buffs/debuffs to each other

Edited by Guest
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Idea: (pt3.2) Fleet Commanders Companion [FCC] Supplement

 

 

This is just a short PDF on how I’d envision the [FCC] to build a battleplan. This not for just a campaign but normal interdictions also. The weather issue also is brought.

Let me know what you think, and again thanks for the feedback on the Old Admiral ideas project.

 

 

Norfolk nChance [ELITE]

 

Edited by Norfolk nChance
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An interesting, if unorthodox plan of attack,  and, as always, no plan survives first contact with the enemy.

To paraphrase a British quiz show, Hethwill You are the weakest link, Sorry Hethwill, the splitting of your squadron is a major disadvantage, and the destruction of two Half Squadrons is easier than a complete Squadron, it would force the remaining attacking Squadrons to either defend you, or, attempt to carry out the plan without you, assuming, of course, that all Commanders are willing to accept a high risk strategy to do so. 

"I will not stand by, and, have my ship shot out from under my arse" Captain Ernst Lindemann to Admiral Gunter Lutjens @ 05:55, 24/5/1941. 

I think defensively I would prefer to fight on a 225*/ 045* axis and try to keep to seaward of the attacking forces with the hope of leading some of them away from the port area (with the Rear Squadron) and keep half of Blue Squadron and White Squadron close to shore with the Van, I would also wish to keep Red Squadron engaged to prevent support, and, if possible, take down the M-brigs giving me the forts to fall back on if things go badly wrong. Denying room to maneuver to the the White Squadron and half of the Blue Squadron limits their options while denying support from the Red Squadron makes their position worse. In any event the battle could still go either way.

I think many experienced Battle Commanders in game would consider this to be extremely risky, which, of course, it is, but the defender is only required to deny the circles and run down the clock, the attacker has to take them and also fight through a defence that is trying to keep them as far from their objectives as possible.

Cutting the hawsers, and, getting under way, I think, is preferable to attempting to warp ships about their hawsers to open the 'A' arcs for broadsides, weighing anchor is not an option due to time considerations, and, anyway, cutting the Hawsers takes fewer crew, less time, and enables the guns to be manned while getting under way.

In principle I think the general idea of the FACS and FCC is sound, it adds depth, and content in a different form to what most players are used to. It is fair to point out that military planning is not a specialised field, anyone with a working knowledge of wind, ships and positioning can do it, they are skills instinctively used in every battle that we fight, the Officers, NCO's and Ratings at the Department of Naval Operations are all serving members in the service, and, are subject to reassignment like everyone else when their tour of duty is up, indeed, assignment to the DNO is often an indicator that Officers are on track for Flag Ranks. 

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@Sir Lancelot Holland

Thank you for the reply, is this your defensive idea below? I had issues with the defensive setup and although anchoring is not in the game I’d try to show it.

I agree with your assignment totally though. My idea was both Van (Red) and Ctr (White) would slow up doubling into the French Van 1 then 2 ships. With Flag cleaning up. I’d expect the remaining Fr-Van squad to turn W with the wind. The Fr Rear 1 & 2 wouldn’t stay SE facing but also turn W attacking GB Red.

The idea then for GB White to Rake into Fr-Van and split into Flag chasing the Fr Rear Balance. Hethwill REAR are Frigates and their targets are the Trade ships with not much support. The defensive proves a weak setup.

 

 

 

For this one more the crossing the T with Hethwill following up raking as an idea?

 

Norfolk

 

Edited by Norfolk nChance
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13 minutes ago, Norfolk nChance said:

@Sir Lancelot Holland

Thank you for the reply, is this your defensive idea below? I had issues with the defensive setup and although anchoring is not in the game I’d try to show it.

 

I agree with your assignment totally though. My idea was both Van (Red) and Ctr (White) would slow up doubling into the French Van 1 then 2 ships. With Flag cleaning up. I’d expect the remaining Fr-Van squad to turn W with the wind. The Fr Rear 1 & 2 wouldn’t stay SE facing but also turn W attacking GB Red.

 

The idea then for GB White to Rake into Fr-Van and split into Flag chasing the Fr Rear Balance. Hethwill REAR are Frigates and their targets are the Trade ships with not much support. The defensive proves a weak setup.

 

 

image.png.4649ac59197849f4e34efb208c9997c1.png

 

For this one more the crossing the T with Hethwill following up raking as an idea?

 

Norfolk

 

In this instance the positions are reversed, the French would have give ground to gain sea room in order to wear in succession, tacking would leave the French Van vulnerable to broadside fire from both the GB  Van and Centre leaving GB Rear free to pass close inshore and very possibly intercept the merchants as they try to flee. The French Rear would find themselves close ashore with the wind driving them onto a lee shore so their option would be to tack onto 225* then pass through the wind astern of GB Van attempting to catch up. the counter move would be GB steering about 315* hoping to catch  the French Rear mid turn, or, forcing them to reverse the turn so as not to get caught in irons, either way the French Rear is in trouble. 

The GB Centre could hold course leaving them in a position to either break the the French Van's line creating an opportunity for a general chase, or turn to either 090* or 270* to engage with Broadside in line of battle, on the downside they can then either support the Frigates (who should be in a fair position to cross the 'T' and rake the lead ship of the French Van as they go by) or the Van by being between them and the French Van, who, of necessity will need to wear ship simultaneously to keep position and avoid running onto the lee shore. If the maneuver is left too late they would be forced to tack through the wind. The Frigates would by now be passed and in good position to carry out their task of catching the merchants. In this instance the advantage lays with the attacker as the proximity of land to the French reduces their options to a greater extent than it does to GB especially if GB Centre and Van can keep to seaward of the French.

Tacking or wearing in succession or together is something we don't do, neither do we form echelon in order to form line faster (on the rare occasions line is used), which involves a series of incremental turns to make the line from 45* off of the lead ships course, reducing collisions while forming the line astern. The formations are easy to learn and form, and once line is formed turning in succession or together is relatively easy. Unlike the 'blob' no ones 'A' arcs are obscured for long periods of time, the risks of collision are also far higher in a blob, and, in line, support from the ship ahead and astern is usually available. 

Now, none of the formal formations or tactics means that individuality is wrong, any tactic that works is a good tactic until countered, simply put, the formal tactics are the result of hundreds of years of practical experience, and, they work, Individuality is good for shock value, it can, and, does win battles, but, if two well disciplined lines ever start funneling individual ships from a blob between the lines from astern then the Blob has to break cohesion in order to break the lines or die because they cannot get sufficient guns to bear on target. Of course, the lead ships can escape, as can any ship that is not tagged, or, slowed down and funneled,  what may be waiting for a depleted fleet that escapes, will, naturally, be a whole different story.

 

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