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Showing content with the highest reputation on 08/05/2013 in all areas

  1. 2 points
    I saw 5 different game modes players would like: 1. No world. Encounters with all parameters chosen by a player (map, goal, number of players, initial positions, ships, weather conditions). This is the mode described by those only interested in fighting in a known environment. "Hey, what if Nelson had 2 less ships ?" 2. No world. Encounters with most parameters randomly chosen by the AI. This is the mode like WoWP. "Hey, let's choose a ship and fight anywhere against anything balanced" 3. A mix of 1. and 2., players choosing more parameters. "Hey, let's team up and fight a 15 vs 15 in a bay against Les Enfants du Roy" 4. A world with no navigation view. Encounters with some parameters chosen by players, some parameters randomly chosen by the AI, and some parameters chosen by the AI depending on what happens in the world. This is the mode Adair described in post #1. In this mode, if a player is in Bristol he can choose amongst pre-determined possible action types: privateer in the Channel, attack Cayo de Marquis in the Antilles or trade to Amsterdam. There is no actual travelling: to trade from Bristol to Amsterdam, a battle is created. 5. A world with a navigation view, and encounters with all parameters chosen by AI depending on what happens in the navigation view. This is a mode like PotBS. In this mode there is no pre-determined possible actions, the player can choose anything. There is actual travelling: to privateer in the Channel, the player sets sails in Bristol in navigation view. I'd be inclined to play 3. and 5., but all modes could be interesting of course. Also Admin mentioned the possibility of gaining money from "Faction Warfare" and using it in the "Open World" to buy a ship. Since features aren't well defined yet, I think the money shouldn't be transferable from one mode to another (otherwise, the economy might be screwed). I'd rather see a system where a player can gain experience, that would be shared in all modes. In the Open World, Navy ships would be free: each country would keep a few unconquerable ports with an arsenal (for example, Brest and Toulon for France). For that to be possible, the economy shouldn't be aimed at building only ships (otherwise all players would play Navy), but ultimately at building ports as strongholds and/or economical power houses. Owning economical power houses would give political and diplomatical power, and strongholds with an arsenal would benefit to the Navy (more strategical bases like Gibraltar or Havana). It could be great to be able to fortify our ports in order to shape the conquest encounters. We could build walls to protect the outport, forts on the heights to protect the harbor, or even on the sea:
  2. 2 points
    I would agree with most of the comments made here on ship to ship encounters. But there are a few things that I would like the designers to consider as they work on ship combat. Because there are many more factors at work than the combat, wind direction, wave mechanics, ballistics, crew assignments, etc. that have been mention. Age of Sail ship to ship battles were mostly leisurely affairs simply because the wind could push a ship only so fast. Naval combat in Assassin's Creed 3 is much too fast as if the ships are all powered by diesel engines limiting the time you have to assess the current situation, make decisions, and then give the orders to carry them out. It was more like an arcade game which required more reflexes than brains. That is wholly unrealistic and gives you no time to take into account the multiple factors involved with sailing, the relative positions of the two ships, and plan your next move to gain the advantage. Please do not set a time limit like 15, 20 or 30 minutes on a typical battle and then adjust ship speed to accommodate it. The game should be as realistic as possible in terms of real world physics. The initial encounter on the main map is just as important as the battle map. From the moment a sail is sighted on the horizon, a captain must make a number of decisions. Should he investigate by altering course to intercept or give chase or continue on his present course and watch to see what the other sail does? If he gives chase, does the other sail run or turn to face him? If he decides to stay on course, does the sail continue on it's course or does it give chase? Does he then change direction to meet the ship or pile on canvas to outrun? Or maybe draw closer to telescope range to get a better look at the ship and perhaps it's colors? Does he run up false colors in an attempt at deception? Finally, a decision to engage or an attempt to outrun must be made. Starting positions on the combat map will be critical. There should be enough room between the two ships to provide the time necessary for maneuvering to close the gap and gain advantage over the enemy, but not so far away as to eat up too much time for this phase. The relative position of the ships, the wind direction, the weather conditions, and other map features should be same as those that existed on the main map prior to the encounter. There was a wide range of tactics available to captains during naval combat aside from maneuvering for a broadside, a rake, or a boarding action and a choice of cannon shot. Marines or sailors could rake the enemy decks with musket fire. Primitive hand grenades could be used against concentrations of enemy crewmen. Pistols could be used as well in boarding actions to quickly cut down the enemy numbers. Fire ships or bomb ketches were a favorite tactic used in small to large fleet actions. Sometimes in fog or darkness and under limited wind conditions, a long boat filled with gunpowder could be rowed next to an enemy ship and detonated. Or fill the boats with men and board the enemy ship. Of course these various items cannot be used unless the wise captain ensures that they are in stock and available to use in a fight. After the battle, there are also more decisions to make. If the enemy ship has been sunk, do you rescue the few survivors and if so what do you do with them? Kill them, throw in the brig, or press them into your service? Salvage a few cargo items floating on the sea or leave them? If you have taken the enemy ship by boarding or damaging or surrender, do you repair the ship and put a prize crew aboard or simply loot and sink it? If you keep the ship do you add it to your fleet or sell it at the next port? Or does it become the property of your king, if you're a naval officer with perhaps a small reward for your efforts?
  3. 1 point
    Do please keep the wind and weather gauge as critical in combat. Gaining or losing the wind position should dictate which ship or squadron could bring on a battle, or run from it. Really this is completely key to age of sail naval warefare and without it I think you would be missing the most basic of foundations. P.S. Hey Con20or, how's it going, Saddletank here
  4. 1 point
    I'm familiar with that sim - it's about as advanced as things get. But there's a huge gap between what's currently out there - furled, battle, full sails and maybe a slider to what they implemented in the surprise simulator that you could fill. One of your competitors - Hearts of Oak, has a great plan in store for sail control. http://media.moddb.com/images/games/1/20/19616/Sail_Concept.jpg
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