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Captain Lord Cochrane

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  1. http://coastguard.dodlive.mil/2017/06/tlbl-operations-of-cutter-active-in-war-of-1812/
  2. Not too bothered by the location of the pirate capital, as long as pirates aren't a nation.
  3. Improved versions of the Surprise and Trincomalee for sure. Guerriere, Macedonian, Newcastle, Cyane, Levant, Africa, Mars.
  4. Oh wow, yeah that defeats the whole point of the hostility tug of war- which I think is a fantastic addition to the game. If a nation can sail up with some Indiamen when the other nation is off peak hours, dump 130 war supplies all at once and that locks in a PB then yeah that's the end of the hostility mechanic. War supplies should be limited to 30-40% of hostility max.
  5. I too would recommend Sails of Glory, you don't need the hex mats, the movement is more natural and the rules are easily modded to make it more complex if you wish.
  6. No, because if they were to implement this historically then the British would suffer the worst to desertions and the Americans would gain the most.
  7. By the way, please, please no, we have enough perks. Just simply up the XP and gold from PVP. Perks do not need to become the equivalent of a president or prime minister announcing 20 new government programs to fix all the problems the last 20 government programs created.
  8. 'Surrender' or as it should be called, 'striking colors', should never be blocked. A captain can haul down the colors anytime he wishes, this is historical. If someone does not surrender before he crosses the critical sink threshold, then he is just a bad captain and will pay for this in the crew replacement costs, which should be even more expensive than it is now, that is if you want the medkits to have any value. If the medkits become more valuable, you also as a result will drive the economy as this increases the value of fish, salt, tobacco, sugar, barrels, rum and the ports and trade routes where those are acquired. Rewards for PVP against other nations should be quadrupled, XP, money, loot, all from it (this means they should be reduced to nothing for pirates vs pirates and same nation vs smugglers to avoid the obvious exploits). Fire should require more crew than it does currently btw. If a ship is sinking or on fire there should be no option to turn off survival, a crew would throw a captain overboard if he told them not to save themselves. If a ship is sinking and has surrendered, the captain who pulls up alongside and adds crew to it, not only captures it, but that crew immediately aids the pumping efforts, doubling the chance it survives. So a player could pull up to a sinking ship, capture it, send 40 crew aboard and then sail off to rejoin the fight. There were a few incidents of this happening in the age of sail, one that comes to mind is when the crew of the USS Hornet tried to help save the HMS Peacock it had just defeated. They tried to plug the holes below the waterline and throw the guns overboard to lighten the brig, but she still sank unfortunately. Three Americans and nine British sailors were trapped below deck and drowned. Maybe this could be another risk/reward choice for the player. Efforts by the crew of the USS United States kept the HMS Macedonian afloat, however they also lay alongside one another at sea for 2 weeks repairing her so she could sail, but I doubt we need this level of detail, perhaps a captured ship requires one of your repair kits to make it to port though?
  9. Thank you everyone who has like this, remember to vote the topic so the devs will look at it, cheers.
  10. I certainly can add one for fore and aft vessels. With this method any officer can have even a dozen perks, you still get to choose but two. Mystery machine is a nudge and a wink to the American cartoon Scooby Doo, wherein their van the Mystery Machine could somehow accommodate all sort of shenanigans including chase scenes, but Doctor of Space has a wonderful ring to it and more people may get the reference. Update: Small vessel perk added
  11. Thank you gentlemen for taking the time to read and feedback. Suggestions for raising/lowering bonuses welcome. The overall approach was to take care that no stacking of perks could occur to make it become magic, but I might have missed something.
  12. This is a proposal to overhaul the entire officer system to something more realistic with more crucial choices. You start out with 1 officer of your choice. After a certain XP level you get another and so on until you have 5, you have 7 officers to choose from. When you hire a new officer, you choose just two perks from the list, these can never be changed. Each perk chosen will then level up over time from level 1 to level 3. They will still have 10 lives. Summary of officers and perks followed by their detailed breakdown Master Crack sailing teams Mathematical Genius Secured Rations Motivated Sailing Crew Frigate Expert Trader Expert Ship of the Line Expert Fore and Aft Expert Gunner Hopped up Powder Monkeys Gunner’s Allowance Ballistics Experts Gunsmiths and Combat Medics Carronade Master Ready and Able Purser Astute Haggler Lord Advocate Labor Master Charismatic Storyteller Carpenter Man of Action Tool Hoarder Ship Builder’s Apprentice Sailing Crew Veteran Yankee Ingenuity European Tradition Surgeon Combat Veteran Experimental Methods Well Prepared Naturalist Occam’s Razor Herbalist Boatswain Trim and Ballast Expert Mystery Machine Shipyard Connections Carpenter’s Friend Captain of the Marines Disciplinarian Sea Fencibles Pirate Coast Veteran Kentucky Rifleman Indian Fighter Former Pirate Officers and Perks Detailed Master: The Master’s main duty was navigation, taking the ship’s position at least daily and setting the sails as appropriate for the required course and conditions. During combat, he was stationed on the quarterdeck, next to the captain. The master was responsible for fitting out the ship, and making sure they had all the sailing supplies necessary for the voyage. Crack sailing teams This Master has whipped his mast monkeys into select squads of the fastest ratline scramblers and they can get up, down and across all the spars to luff, furl and let fly at very rapid speed. Level one: 3% yard speed, 3% sail movement speed Level Two: 4% yard speed, 4% sail movement speed Level Three: 5% yard speed, 5% sail movement speed Mathematical Genius This Master is expert at learning the art of navigation and mapping and gets better with each voyage. If he dies in combat and this perk is selected again, it starts at level two, his young charges paid attention during his lessons and his legacy lives on (as long as the entire crew pool is not wiped out when he dies) Level one: Give you coordinates that places you somewhere within one of the larger grid zones (the ones visible from the zoomed out position Level Two: Coordinates within the smallest zone Level Three: Exact Coordinates Secured Rations Part of the Master’s duties is the security of the ships alcohol. Only he and the Captain have the key to the drink locker. He has doubled the guard and set a rigid system of dispensing the rum and grog. Level one: 1% less negative effect for grog and rum rations Level Two: 2% less negative effect for grog and rum rations Level Three: 3% less negative effect for grog and rum rations Motivated Sailing Crew This officer has whipped his men into fine form, they especially excel at getting underway, which includes advanced techniques for unfurling the sails and raising the anchors. They can be moving several knots before the enemy is even underway. Level one: 10% faster start at beginning of battle Level Two: 20% faster start at beginning of battle Level Three: 30% faster start at beginning of battle Frigate Expert This man has spent his whole life on frigates and has sailed on dozens of them. He knows this particular ships personality very well. Level one: +.2 knots on when on a frigate Level Two: +.3 knots on when on a frigate Level Three: +.4 knots on when on a frigate Traders Expert This man has spent his whole life on traders and has sailed on dozens of them. He knows this particular ships personality very well. Level one: +.2 knots on when on a trader Level Two: +.3 knots on when on a trader Level Three: +.4 knots on when on a trader Ship of the Line Expert This man has spent his whole life on SoLs and has sailed on dozens of them. He knows this particular ships personality very well, but don’t be silly, you can’t get more speed out of these tubs, but you can make them heel less. Level one: -.5% heel knots on when on a SoL Level Two: -1% heel knots on when on a SoL Level Three: -1.5% heel knots on when on a SoL Fore and Aft Expert This man has grew up on privateers and as such knows how to sail almost straight into the wind. Level one: +.2 knots on when on a Fore/Aft vessel Level Two: +.3 knots on when on a Fore/Aft vessel Level Three: +.4 knots on when on a Fore/Aft vessel Gunner: "The Gunner was the senior of any rated ship’s three “standing” warrant officers – along with the Boatswain and the Carpenter, that is to say one of the officers who theoretically remained with a ship throughout its life. In fact this was rarely so. In very small ships he often acted as an officer of the watch. As a Gunner, his responsibilities were considerable – the maintenance of all of the ship’s great guns and small arms, the powder magazines, and shot. In battle, his station was in the magazine, supervising the filling and issuing of cartridges to the guns. He would often be called upon for special jobs, laying guns personally for the captain, for example." Hopped up powder monkeys This Gunner feeds his monkeys coffee, rum and sugar sweets when a sail is sighted. He also makes sure they always have a good nights rest. They move cannon balls and shot like the devil himself is after them. Then they collapse after the battle. Level one: 10% faster changing shot type if already loaded, 1% faster reload speed Level Two: 30% faster changing shot type if already loaded, 2% faster reload speed Level Three: 40% faster changing shot type if already loaded, 3% faster reload speed Gunner's Allowance This Gunner makes his gun crews contribute 10% of their pay to a fund to purchase extra shot for live fire exercises. The surgeon loathes this man, never having a quiet moment on board the ship due to the constant booming. Level one: .5% faster reload rate, -3% dispersion per 100m Level Two: 1% faster reload rate, -5% dispersion per 100m Level Three: 1.5% faster reload rate, -7% dispersion per 100m Ballistics Expert This Gunner keeps as many books on cannon ballistics as the surgeon keeps on the human body. He has a keen eye for selecting good powder when in port and knows the nuances of his cannons, selecting the optimum loads for their best performance. Level one: +2% penetration all ammo, +5% damage for charged ammo Level Two: +3% penetration all ammo, +7% damage for charged ammo Level Three: +5% penetration all ammo, +10% damage for charged ammo Gunsmiths and combat medics This Gunner has a small team of men on the gundecks who are adept at fixing damaged and unseated cannons during battle and fashioning tourniquets and administering shots of rum and laudanum. Mitigating cannon loss and getting slightly wounded crew back into action until the battle is over is a high priority and can make the difference in the more brutal slugfests. Level one: +10% cannon recovery and +10% gun crew recovery during repairs (they still count towards crew loss when battle ends) Level Two: +20% cannon recover and +15% gun crew recovery during repairs (they still count towards crew loss when battle ends) Level Three: +30% cannon recovery and +20% gun crew recovery during repairs (they still count towards crew loss when battle ends) Carronade Master This Gunner has spent many hours and much of his own money practicing and testing carronades and their performances under various loads Level one: -3% dispersion on carronades Level Two: -5% dispersion on carronades Level Three: -7% dispersion on carronades Ready and Able This Gunner insists on loading cannons the moment a sail is sighted Level one: -30% loading time at the beginning of battle Level Two: -50% loading time at the beginning of battle Level Three: -70% loading time at the beginning of battle Purser: “The Purser was warranted by the Admiralty but did not require professional qualifications. However, some kind of financial surety was required. The duties were to oversee supply and issue of victuals, slops (clothes) and other consumables. The Purser was one of the five standing officers of the ship. If he was good he could make sure the ship's claims for prize money were higher than normal and could acquire deals in port.” Astute Haggler This Purser is silver tongued and through methods honorable and less honorable he is able to save money in port. He is also quite good at helping the Captain write up his post battle reports and is good at haggling with the Admiralty for prize money. Level one: 1% discount on all goods purchased, +1% gold acquired from battles Level Two: 3% discount on all goods purchased, +3% gold acquired from battles Level Three: 5% discount on all goods purchased, +5% gold acquired from battles Lord Advocate The Purser has a close friend in the government who hands him favorable orders and generally watches out for his well being. Level one: 5% more XP from missions, +5% gold acquired from missions Level Two: 7% more XP from missions, +7% gold acquired from missions Level Three: 10% more XP from missions, +10% gold acquired from missions Labor Master The Purser has experience in managing craftsmen and laborers and is able to help them operate more efficiently and ensures they are taken care of. Level one: 5% more labor hours, +5% more resources harvested from forests, mines and farms Level Two: 10% more labor hours, +10% more resources harvested from forests, mines and farms Level Three: 15% more labor hours, +15% more resources harvested from forests, mines and farms Charismatic Storyteller The Purser can captivate a pub full of men with stories of his captain's exploits, making them willing to sign on for less money. He is also able to write convincing letters explaining why his ship should get first choice of available replacement crew from the Navy Board. Level one: 5% discount on crew replacement when purchased at port Level Two: 7% discount on crew replacement when purchased at port Level Three: 10% discount on crew replacement when purchased at port Carpenter: "The Carpenter was responsible for the maintenance of the hull and masts of the ship. He was unusual in that many passed most of their careers as civilian employees of the Navy Board in the dockyards and only partly as officers on ships. The majority qualified as shipwrights in the dockyards before going to sea. His duties in action included the plugging of shot holes and sounding the well to ensure the vessel was not taking on too much water and sinking. This rank was one of the five standing officers appointed to a ship." Man of Action This Carpenter is quick during crisis and keeps his team well positioned and expertly trained at plugging shot holes and making pump and rudder repairs during combat. Level one: 1% more hull repair, +1% more module repair, 1% more water bailing Level Two: 3% more hull repair, +3% more module repair, 3% more water bailing Level Three: 5% more hull repair, +5% more module repair, 5% more water bailing Tool Hoarder This Carpenter keeps every tool he acquires and sends his crew out into harbor towns looking for rare and expensive tools of the trade. These allow him to do his work more efficiently as having the right tools for the job is half the battle. Level one: 5% more repair from open world repair kits, 5% less costs to repair in port Level Two: 7% more repair from open world repair kits, 7% less costs to repair in port Level Three: 10% more repair from open world repair kits, 10% less costs to repair in port Ship Builder's Apprentice This man has years of experience in working in the shipyards and thus is able to oversee the building of his captain's new ship, finding ways to cut costs and do things more efficiently. Level one: 5% less labor hours to craft planks, rudder parts, frame parts and to craft the final ship Level Two: 10% less labor hours to craft planks, rudder parts, frame parts and to craft the final ship Level Three: 15% less labor hours to craft planks, rudder parts, frame parts and to craft the final ship Sailing Crew Veteran This carpenter grew up working on the masts and yards and was trained by a legendary Bosun. He knows tricks of cables, rope and rigging that others do not Level one: 5% more sail and mast HP, 5% more sail and mast repair Level Two: 7% more sail and mast HP, 7% more sail and mast repair Level Three: 10% more sail and mast HP, 10% more sail and mast repair Yankee Ingenuity This carpenter learned how to think outside the box while working in America in his youth. He can do some creative things with wood on the fly. Level one: 5% more module repair Level Two: 10% more module repair Level Three: Ability to shift one top deck cannon (smallest size) to the bow or stern chaser position during combat on ships that do not have them European Tradition This carpenter was schooled in the ways of the European woodworkers and keeps his ship in excellent condition. Level one: 10% more gold selling ship to the port Level Two: 20% more gold selling ship to the port Level Three: Ability to sell ships with less than full durabilities on the market Surgeon: “The Surgeon was warranted to the ship by the Navy Board. They were the only medical officer on the ship and were assisted by one or more Surgeon's Mates (inferior warrant officers). They were responsible for the sick and injured, performing surgical operations as necessary and dispensed medicine. They were required to keep a journal of treatment and advised the Captain on health matters.” Combat Veteran This Surgeon has learned the bloody hard way methods and techniques of saving limbs, stopping blood loss and removing shot and splinters, and crucially knowing when a seaman cannot be saved and not wasting efforts better put to saving one who can. Level one: 3% of crew instantly recovered after battle Level Two: 5% of crew instantly recovered after battle Level Three: 10% of crew instantly recovered after battle Experimental Methods This man has spent hours studying the radical ideas of the Scottish Enlightenment school of modern medicine and is not afraid to try them. He often has time to experiment with the moderately wounded when the ship is repairing and the cannons are not booming. Level one: 5% crew recovered when a hull repair kit is used in battle Level Two: 7% crew recovered when a hull repair kit is used in battle Level Three: 10% crew recovered when a hull repair kit is used in battle Well Prepared This Surgeon personally oversees the stocking of medical supplies on board the ship and convinces the Captain that no expense be spared in acquiring medicine and medical tools. Level one: 5% more crew from medkits Level Two: 7% more crew from medkits Level Three: 10% more crew from medkits Naturalist This Surgeon spends hours and hours reading about all forms of flora and fauna. He devises quite ingenious methods for catching fish, fowl, insects and mammals. Some of his fishing techniques have been picked up by an observant crew. Level one: 15% more chance of catching valuable fish Level Two: 25% more chance of catching valuable fish Level Three: 30% more chance of catching valuable fish Occam’s Razor This Surgeon does not believe in superstitions and has a very calming effect on the crew. He explains phenomena and myths in ways that is believable and easy to understand. This virtually eliminates all cases of hysteria induced cowardice and hypchondria. Level one: Recovers 10% more crew if using a medkit in port Level Two: Recovers 15% more crew if using a medkit in port Level Three: Recovers 20% more crew if using a medkit in port Herbalist This Surgeon hails from a hidden hut in Wales, or he was a mountain man from the Rockies, or was a village doctor in the Pyrenees, or a nomadic hunter in Northern Norway- at any rate he knows plants and has quite a few medicinal secrets. Level one: Medkits crafted with 10 Historical Artifacts give 3% more crew Level Two: Medkits crafted with 10 Historical Artifacts give 5% more crew Level Three: Medkits crafted with 10 Historical Artifacts give 7% more crew Boatswain: “The Boatswain (usually referred to as Bosun) was responsible for rigging, cables, anchors, sails and boats. They were not eligible to command ships but could stand watches. The sailmaker and boatswain's mates were under the command of the boatswain. This rank was one of the five standing officers appointed to a ship.” Trim and Ballast Expert This Bosun has spent his free time studying the placement of ballast in the hold and the trimming of sails, he squeezes out the optimum performance from your ship. Level one: -1 degrees heel, +.2 knots Level Two: -2 degrees heel, +.4 knots Level Three: -3 degrees heel, +.5 knots Mystery Machine No one quite knows how the inside of this man’s ships are larger than the outside. He manages to squeeze just about anything you can think of into the hold. This really comes in handy on smaller vessels. Level one: 10% more room on trade ships Level Two: 20% more room on trade ships Level Three: 30% more room on trade ships Shipyard Connections This Bosun knows a few people at the shipyard where he once worked. He uses this to get good prices on things like planks, frame timbers and cables. Level one: 10% cheaper repair kits purchased in port Level Two: 20% cheaper repair kits purchased in port Level Three: 30% cheaper repair kits purchased in port Carpenters Friend This Bosun has made good friends with the carpenter and they have pooled their knowledge and resources to take care of the ship more efficiently. Level one: 20% less labor to craft repair kits Level Two: 30% less labor to craft repair kits Level Three: 40% less labor to craft repair kits Captain of the Marines: “This man is in charge of the Marines aboard the ship and is responsible for their training in the use of personal arms such as firearms and swords. He selects the ones to be assigned to the tops as sharpshooters. Marines were outside the traditional naval hierarchy and answered specifically to the Captain of the Marines.” Disciplinarian This officer keeps his men under a short leash and as such they function as a more cohesive unit. Level one: 2% boarding party bonus Level Two: 3% boarding party bonus Level Three: 4% boarding party bonus Sea Fencibles This man served in the British Sea Militia at one point and was able to convince the Captain to bring aboard a small contingent of his former friends to augment the marines. Level one: 2% more marines Level Two: 3% more marines Level Three: 4% more marines Pirate Coast Veteran This man once served with the Russian navy fighting against Turks and Barbary pirates in the Mediterranean and as such has acquired some special methods for dealing with corsairs, buccaneers and other vermin. (If pirate skill is vs other nations) Level one: 2% attack bonus versus pirates Level Two: 3% attack bonus versus pirates Level Three: 4% attack bonus versus pirates Kentucky Rifleman This man was born with a gun in his hand and was using it acquire food by age 10. Some say he can split a frog’s hair at 100 yards. Level one: 2% bonus to muskets and pistols Level Two: 3% bonus to muskets and pistols Level Three: 4% bonus to muskets and pistols Indian Fighter This man spent many years fighting Indians in America before befriending a tribe of Creek who taught him the deadly ways of the axe. Level one: 2% bonus to boarding axes Level Two: 3% bonus to boarding axes Level Three: 4% bonus to boarding axes Former Pirate Unbeknownst to his fellow crew, this man spent a few years under a different name raiding commerce in the Caribbean and learned from some hard to crack traders a good boarding defense. Level one: 2% bonus to barricades Level Two: 3% bonus to barricades Level Three: 4% bonus to barricades
  13. Oh well now we can remedy the lack of interesting choices for different officers, it's what we are here for! And when was the last time Sid Meier made anything worth a toss Please don't say Civilization Also, with the current OP perks and cascade of gold modules flooding the player base via shipwrecks, all choice and hard limits will soon be gone. I think a slot for the following would be best, each with a choice of area of expertise. Is your sailing master better at repairing sail damage or does he get the yards moving faster? Does your gun captain reload faster or does he have the crew shooting with less dispersion? Etc, etc: Sailing Master: 2 perks maximum from a choice of 5 Gundeck Captain: 2 perks maximum from a choice of 5 Surgeon: 2 perks maximum from a choice of 5 Quartermaster: 2 perks maximum from a choice of 5 Captain of Marines: 2 perks maximum from a choice of 5
  14. I forgot I had to break things down to a lower level for most readers, sincerest apologies to the skim-n-post crowd. I will quote myself since what I'd posted originally was accurate. "So I was wonderfully surprised to see the moving and fluttering sails on the shipwrecks and it gave me great hope and joy to realize that this type of 'live' sail was possible in this game. So when will we get this on the rest of the ships? Also, since we have the fluttering flags on ports in open world, when will we see ship flags?" So this would imply obviously that I would like to see flags on the ships in the open world as well as moving sails, like on the shipwrecks, at least have the moving sails in the instances. Let me know if you gentlemen were able to follow this.
  15. So I was wonderfully surprised to see the moving and fluttering sails on the shipwrecks and it gave me great hope and joy to realize that this type of 'live' sail was possible in this game. So when will we get this on the rest of the ships? Also, since we have the fluttering flags on ports in open world, when will we see ship flags?
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