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Sir William Hargood

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Everything posted by Sir William Hargood

  1. I'm not sure where to post this but I found this incredible site for information on historic smooth bore cannon. https://www.facebook.com/groups/778434452503624/
  2. Or what city: a Middelburg foot and an Amsterdam foot differed...
  3. The Yanks are simply a bunch of "versetters en dwarstrekkers". That's Dutch/Afrikaans for basically a Rebel but with much more meaning. They cannot play by the rules. They just re-invent everything just to be difficult. Look at their sport...and then they call it World Series and stuff...😝 🤣
  4. Skull and Bones is a graphical feast...but that's pretty much it. Its a silly rinse and repeat game with zero depth. Sea of Thieves was exactly the same sea of boredom... What I like about Skull and Bones apart from the obviously stunning graphics and atmospherics is the sense that you are on the deck of a real ship. The decks are full of detail, some a bit much...fiery torches on the deck, really?...the crew avatars are cool, as are the shanties, all giving the impression you are on a living & working ship. Depth of game-play it seems to have none.
  5. Really? I would love to disagree. In my opinion the Dutch built the most beautiful ships by far and cast the most beautiful bronze guns. However, realistically, there was not much difference between the ship designs in the 18th to 19th centuries. You must know that Peter the Great traveled to both England and Holland to gain vital shipbuilding knowledge. Himself working in shipyards in those countries.
  6. You Sir, were a very naughty boy...so all your privileges have been revoked...
  7. Although I tend to agree with you, the Viking Longships crossed the North Atlantic via Iceland to Greenland and then onto Newfoundland. They too had low free-board but were remarkably seaworthy as attested by the numerous sailing replicas. Perhaps the Zebec could similarly ride the seas due to its lightness of structure. The basic lines are not drastically dissimilar.
  8. Rather give me other more relevant things to do whilst at sea. Add dividers to navigational tools. I'm sick of using my index and little (pinky) fingers as dividers on my screen. Then other relevant things a Captain needs to check on. Manifests, trade agreements and such like. Immersion chaps immersion.
  9. Yes. I would suggest that the ship's default state be gun-ports open and the guns run out: battle stations as it were. And during battle, therefor only in battle instances, only the guns re-coiling and running out once loaded be added to the animation sequence. Far less intensive than the smoke and cannon ball tracking of each cannon ball in the air. Therefor gun-port lids never change.
  10. Just a note: The port lids would not close between reloading otherwise the you would not be able to use the ramrod. They would open at "beat to quarters" and stay that way for the duration of the battle. But you have a point: a re-coiling gun could hardly be as system intensive as each gun's muzzle flash and smoke. Smoke is notoriously resource intensive.
  11. Yup true. I try to manage efficiency and time to chance of drop per battle. Most efficient seems to be 5th rates and particularly BellePoules, although I know its random. @AeRoTR Thanks for your link o7. I'll look into that.
  12. I would say that operational costs of rated warships should be high and exponential. First rate ships of the line should be hugely expensive to build, operate, man and maintain. As was the case historically. And so the operational cost should be decreasing the lower the rate of ship is. Save on costs by putting the ship into "the ordinary". To re-activate the ship would be some cost too. I would even suggest refitting be required periodically at a certain cost. Rebuilding a ship, which was historical, would be an awesome ability too in game with the option to change certain ship characteristics.
  13. I have effectively solved the loot issue. I go out in an Endymion or any other highly maneuverable ship in company with a fleet ship like a Bucentaure to take all the punches and dish out the damage. I easily handle 2-3 Frigate AI fleets with 4-5 small ships no problem and have no issues with looting them all. I want to try the Endy with 2 heavy fourth rates. Devs, I apologize for my emotive post above.
  14. Something like this. I think physically landing troops is over complicating things. Once you have destroyed/incapacitated enemy fleet go on to destroy port defenses...job done.
  15. I was in a Traders Lynx and was tagged by Sayid in a Prince right next to Carlisle. I called reinforcements which appeared in a Navy Brig right next to him. Silly me not having guns or repairs as I was in a low key trade run. The Brig did some damage but Sayid had no problem whatsoever outmaneuvering him and reducing my ship to 43% sails. I only survived thanks to support from nation players. In my opinion the AI reinforcement was of zero value in this case.
  16. There is a simple fix to the cancellation limit. Sail into the mission in a basic cutter and then leave. Yes I know it takes some time but it is a workaround. It saves risking your rated ship if you don't wont to. By the way I don't do missions anymore. Attacking AI fleets in the open work with a 3 minute battle timer is far more productive gold and xp wise plus you get the chance at better book drops.
  17. Could I please request that the loot distance be adjusted to ¾ the length of your ship and not the length of the sunken ship. And perhaps increase the sinking time somewhat.
  18. Why can't I loot a ship literally half my ship-length off? Is this a distance compression thing like the silly time compression. Just give my crew a goddamn longboat please
  19. If the sinking is relative to time compression then this is an issue too. Why does my ship react so slowly then? So it takes me how long to tack or come about? I believe there should be no time compression in battle instances. It is seriously annoying all this damn daytime/nighttime changing in battle. Why do we need time compression in battle instances. When did battles ever take days to complete?
  20. OMG please Devs please improve the loot mechanics: Doesnt't my ship have a fucking longboat in which I can row to the goddamn wreck to loot. Really? I am literally next to the wreck and cannot loot. Either the loot distance or the sinking speed must change...Wooden ships wallowed in the water much longer while foundering...remember the footage of the Bounty that sank in 2012 in Hurricane Sandy off North Carolina? She was awash for quite some time. Please guys the last 6 ships I was right next to and couldn't loot. Its very very very frustrating. Especially since this is the only way to get essential books and stuff for PVP.
  21. I was under the impression that the function of the Tutorial was to gain more players ... now it appears that the hidden goal is a selection process to cull unsuitable players. Is this a game or Trials for the Navy Seals or SAS? Guys: your business model is very very strange indeed. If I was an investor or on your board of directors I would have a very stern conversation with you regarding your preceding post and its apparent objectives. This a very small niche market game to start with. Now it caters only for a very few select within that very small niche market...Just remember what most current supporters/players want: More player numbers and more PVP. PVP players don't care for the quality of PVP, they just want more PVP, in whichever shape or form it comes. Your above statement is counter productive. IMHO the Tutorial is show new players the ropes...the basics...not hang them by the rope...
  22. Then I'm far worse at this game than I expected ...
  23. Sorry guys, you are going to be scaring off far more players with the final exam than you think you'll be gaining whatever rank officers it may bring. Make the AI ships the same build strength as as the players ships...and take away away whatever gunnery BS accuracy, pens and reload mods they have. Level the playing field. I have solo'd Fleet missions in a Trinc before and this is in no way easier than that. Broadside for broadside they are doing way more damage than me. P.S. Unless I need to redo the entire tutorial to gain some sort of advantage. I had done the previous tutorial except the previous very last one. I did not redo any of the previous. Please advise.
  24. I'm sorry I have to disagree: the current wind changes are nothing short of a circus and have absolutely no relation to reality....
  25. Hi Devs, I have the following suggestions regarding Open World Battle Instances: Variable winds in battle instances: I believe that the radical changing of wind direction inside battles is not realistic and screws up tactics inside battles. I believe that more subtle changes in direction and adding variables to wind strength would be far more realistic and immersive. This along with real time time scales which I discuss below would improve immersion of battle instances significantly. Open World Battle Timers: I am of the opinion that battle timers in open world could be removed leaving battles open. With the more constant wind direction stated above the action would constantly drift away from the battle join circles, the later you arrive the less likely you are to affect outcome of the original combatants. However with constant joining on both sides could result in some fantastic battles. Obviously the willingness of allies to join and the obvious difficulty in finding distant battles would add considerably to immersion and action. Battle Instance Time scales: I sincerely believe that the time scale in battles should be real time and not scaled as in the open world. Therefor 1 hour in battle is 1 hour real time. Thereby reducing the constant changing of daytime to night time. Rarely did battles last from day into nighttime. This to me is a realism issue. I know the result would be that daytime would vary then from battles to open world. This to me is irrelevant. Positional exits from battle Instances: The issue of revenge ganking in my opinion would be resolved with the following: The relative position of the ship gained in battle instance when leaving becomes the relative position of the ship dropping into open world when leaving battle. In other words the distance he sailed away from the join circle is transferred to open world. This open considerable tactics regarding intelligence. i.e.: drop a player in the instance to report enemy position to remaining fleet in open world. The fact that the timescale in battle instance as stated above is 1:1 would limit unreasonable distances sailed away from battle center. What do you think?
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