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Norfolk nChance

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Everything posted by Norfolk nChance

  1. @Mr. Doran That’s a big old number. The exponential decrease limiter cannot group a whole population a player has ie MPC + ALTs. If the game could then this would be a good hurdle. However, a player like @Intrepido who has always being firmly against ALT use and suspect a large number of hours from just one account would suffer more than a player with an MPC and multiple ALTs... The individual ALTs would probably be quite low compared to the players MPC ie Norfolk nWay at 400 only. I’d suggest @jodgi or like @Sir Texas Sir states his ALTs 2k-6k hours. Many ALTs wouldn’t reach the hurdle mark... The Promotion change is the hurdle for ALTs. Firstly, a Twink (battle ALT) would need a load of time input. A Mule (Trader) couldn’t sail large ships with fleet protection without Ranking, again time. The ALT cannot craft anything useful without input... The ALT use with little time and effort will be used as a SPY or fishing or plantation owner only. The ALTs will need time input and effort to be of real use going forward. You make a really good point, and my added promotion idea helps but not AFK bottle hunting agreed. The limiter I agree is good but wouldn’t help either with the combined numbers of hours earned. Norfolk
  2. @admin If I may comment on the public relations, FORUM and STEAM Discussion pages. This from my not professional gaming industry point of view. I’ve played NA-OW, tested NA-Legends, tested U-Age of Sail, tested U-Dreadnaught. Testers Playing the Game The first thing I notice is Testers stop testing and start playing the game. They don’t understand the difference. Me included. Both Dev’s and Testers are at fault here. Dev to Tester contact In the past like 9.96 Dev’s would disappear without giving timely updates or feedback for long periods of time. This has dramatically improved. However, if I may say not always perfect… Suggest: Whether needed or not do a 1x a month YouTube Developers Update. Don’t roll your eyes its important. The FORUM and STEAM Dev Pages are fine but this simple action will reduce repetitive traffic. This will focus the testers into what you the Dev’s are trying and the problems your encountering. Be honest and open to an extent. We all make mistakes and understand wrong paths are taken from time to time. If the TESTERs feel closer to the process, both GOOD and BAD or DIFFICULT a problem we feel closer to solving the issue or project. Language if an issue, The Community mods do it or have like @Jeheil interview you. Pre-structured of course. Keep connected with TESTERs (clients) with a push (YouTube) rather than a pull from the FORUM mechanic. The Rank/Craft wipe backlash may have been somewhat mitigated via this method. Instead of seeing multiple posts on both forums and YouTube with the repetitive complaint. Easy to say in hindsight. Ideas, Suggestions and Criticisms I admit I’m a Fanboy but haven’t always agreed with @admin and the Dev’s actions in the past. However, when expressing my point, I try to show it from multiple angles and give a balanced argument. I never start with “Admin you’re a dick…”. Any posts opening with this type of line should quite rightly ignored. Should the user be banned? Me disagreeing with the devs… https://forum.game-labs.net/topic/27041-idea-dreadnought-ea-easier-build-road-map/ Suggest: Have a Mod or @Ink reply… Please re-state your problem with a structured outline. Testing with Dreadnaught and Age of Sail… The closed group or smaller testing with these two titles works much better. However, with the smaller group you get a narrow views and feedback. That’s the downside. Has these games progress they’ll need a much wider tester pool and that pool needs managing? Summary Have a think about doing a NA-OW YouTube update as it stands now from a developer’s point of view. NOT and sales job, that’ll come. Then once a month Dev Blog YouTube update always on the same date 15th etc. I believe the PR is simply client contact. Monthly reviews that mentions tester ideas and complaints makes the customers feel they are being listened too. Even if you don’t agree with them… Take this with a pinch of salt from this amateur armchair admiral… Norfolk nChance [ELITE] Ps A Balls of Steel move would be to Un-Ban everybody from the last month as an amnesty…
  3. Main PCs and ALTs... Made a rod for my own back here. Will post the Admin quote, still searching through all of his posts though. I did come across this thread I’d forgotten about in the Q&A section. Make sure you sort by DATE to follow along the chat... https://forum.game-labs.net/topic/26279-how-do-i-set-up-an-alt-account/?sortby=date The Question was how to setup an ALT account, my Déjà vu guide was quoted. Via Sandboxe 1x ALT its free. @Liq follows up with a very good post regarding the Paid version and the crush it can have on your machine. His screenshot shows 10x NA clients, implies whatever you think it does. With @Sir Texas Sir giving a YouTube and others chipping in… My Main PC Norfolk nChance 4k hours my ALT Norfolk nWay 400hours gives a combine 4400hrs. This I class myself as an Old Hardcore player waiting on the side-lines… Category2 Maybe Admin was assuming @Liq entire population within NA-OW? This I have NO problem with at all if the case. Remember we have never PLAYED Naval Action only tested it. Whether AFK, fishing, Farming, ganking ... ALTs are still testers all the same with exactly the same given rights as your Main Player Character... Opening Point Distraction I don’t want to detract from the idea: The Equalizer, but might as well cover some other points raised. Whatever solution the Dev’s come up with, it must be simple to implement. A fair criticism of REALs for Time is it favours the ALT Farmers. This proposed by @Mr. Doran @Banished Privateer and others. I’ve pointed out just above that all accounts are TESTING and not playing the Game. Looking at the rewards I proposed the range from Zero to a very high hours Player was to show the differences. Not just using @Liq but @Sir Texas or others. YES, they rightly get more REALs for their testing input. However, its not Grossly higher than mine in terms of time to earn the cash difference. Does that make sense…? The proposal of a hurdle by @Mr. Doran I do like, but actually feel is not needed in the end. The actual REALs difference is not much compared to time input. Also bare in mind where will these REALs end up…? In the end not opposed to the restriction if wanted. Remember NEW PLAYERs have no need for REALS, in fact it’s a hindrance in the early days. Think Bellona… Rank Promotions and ALT roll overs The Rank promotion xp tied with a time element will help in many ways. The main benefit to the NEW PLAYER obviously. To you & me and our MPC more grind but we know what we’re doing so not such an issue. The Grind will be on our ALTs. Is this a good a thing? Norfolk nWay was used in many different ways with Rank10 Craft50 and outside the Elite clan setup. I’d need to invest a hell of a lot of time in that ALT to get him back to the same place. This along with @Norfolk nChance my main as well. So, players with plus five ALTs or more will have these PCs on specific roles Farming, Twink or Mule…, but not all three… Time will hurt ALTs in the new Universe, more if my Promotion idea was also adopted. The Economy The idea will add investment to the economy from day1. With the game’s average player Rank and Craft level increase so too would the expansion in the economy also occur. What we don’t want is @admin softening the blow. This has a major negative effect on the new universe which we’ve already witnessed. My problem is the RATIO reward pay-out. IS IT FAIR? It replaces all your hard work including knowledge, skills, Rank and crafting levels… Summary I will post the quote as soon as I find it @Liq you have my word. The Equalizer is NOT perfect. It is simple, will attract older players back and will add not take away from the new Caribbean economy. Norfolk nChance [ELITE]
  4. Go back and read the whole POST and not just my last line… Norfolk nGenius
  5. I’ll pull out the thread tomorrow, its 2:30am now. You, me, Admin, Sir Texas and Jodgi in a thread about Game Hours xp and you had 13k was Admin’s quote… It’s a couple of months ago now Norfolk
  6. @van der Decken I know there are casual players in NA-OW, but needed a bit of poetic license here to setup the 1,2,3 triangle story. The REAL and Doubloon ratios per 1x hour as I’ve stated would need the community input due to me being out of the loop and yes agree with your point. The threshold with an exponential decrease past a few thousand hours suggested by @Mr. Doran I do like. However, I glanced back at @Liq numbers and you tell me… his 12k hours against my 4k seems colossal and yet 6mil REALs versus 2mil in the game is not that wide against 8k hours of gameplay… As a side note, if this was adopted and my Rank Promotion hurdle, what do think would happen to maintenance upkeep of your ALTs…? I posted this idea onto STEAM. Now the testosterone teenagers can be more adamant and blinkered in their views more than some of our FORUM chaps… https://steamcommunity.com/app/311310/discussions/1/1771511442689858469/?ctp=2 Now they say a picture tells a thousand words… I’m quite sure he never read the whole post or came with an open mind. If he had he’d have seen the Rank suggestion input where the rank promotion is tied to xp as well as a time component. Even so the element of truth laid within is cutting… The Only suitable Carry-Over entity from the Old Universe to the New Universe is the hours of game play experience within NA-OW you had. Nothing else will work… Good to see @Jeheil popping in… Norfolk
  7. @toblerone This PvP won’t ever happen on a PvE server unfortunately. A few years back we had a smugglers flag function which allowed you into enemy ports. PvP had risks with its use. However, on the PvE server it became a stupid license to print money. La Tortue to Mortimer Town and back again became the highest yielding trade run with a round trip of forty minutes. I campaigned hard at the Dev’s to change the setting. If I used the flag, I was happy to be attacked by another player or AI patrol... @Ink was adamant, PvE is PvE and that’s it. NO duels, No flag systems, no competitions, its Player versus Environment. The only addition to this was Co-Op missions for EPICs. Even doing group missions there was NO friendly fire. You can’t hit each other. The reason is player manipulation forcing another player into a PvP situation. Full stop, it won’t ever happen. Norfolk
  8. @Mr. Doran Remember you’re a Category1 and would really benefit from that strategy move. In fact, as the launch date approached the server population would build. This also sucking in Cat2s like me into copying you... Great advert pre-launch Would you have a guess at the Ratio numbers for Doubloons and REALs...? N.
  9. Idea: The Big Wipe Equalizer Short version at the bottom @admin You’ll need a glass of red for this one… The topic of the Big Wipe before the full game launch is never far away. It’s a hard problem with no easy answer. However, I wanted to give you an idea that just might work. I would ask that you read the whole post and come at it with an open mind. Then tear it to shreds… The Point of View Problem 1. The Current Player (Hardcore) He has Rank10, Craft7(50) loads of Knowledge and rare books. After a few thousand hours of grind, books and knowledge to even contemplate starting all over again is depressing. Maybe a game stopper. Why do we need a total wipe? How many new players are we expecting…? Not many my guess 2. Inactive Player Same as above, but he’s going to wait for the launch. There is no added value grinding anything at the moment. No Fun and to what end? Or he stopped playing more than six months ago for many reasons. May give it a go on launch but if it’s a totally wipe that feels like hard work starting over… 3. New Player Buys game on day1. He’s got issues with the above Hardcore Player. If he’s allowed to carry over his rank craft knowledge skill books etc… what chance do I have? Plus, he’s also got all that game experience… Think I’ll pass on this… Now obviously these are some very broad strokes, but probably covers most players over three categories. In my humble opinion I believe in a total wipe. However, if we do this, we are in danger of killing the current customer base. The Inactive player may try it, but he’s already quit once. He’ll also need to reclimb the grind ladder… The New Player is an unknown entity. Marketing drive and push will bring in new players. Flat playing field is fine for him and expected. So, the New Player will need to replace the other two and add more to build on the game for the future. I’m not expecting a massive influx at first… this could be a problem. If we allow certain carry overs… knowledge or craft or whatever to placate 1 & 2 then 3 won’t join. These categories highlight the juxtaposition problem. Am sure you can think of many more conflicts as well, but this paints a simple picture all the same. Carry-Over Problems Imagine back to when you first started at Rank1. Now think about how long it took to get to Rank10. Between 1 & 10 how much Gold and Resources where added to the economy and game as a whole. Do the same with craft from 1 to 50… How much gold, resources etc…? It’s quite a lot you’ll agree. If on day1 on the new Universe YOU redeem both Rank10 & Craft7(50) how much have they contributed to the economy or game as a whole? Actually zero, and in that lies a massive economic sink hole. Do it with Knowledge or skill books or whatever its still the same result. The below link is my old ‘Junkie & the Dealer’ post about the May’17 wipe. We’ve all learnt a lot since then, but I wanted to highlight ‘The Dealer’. The Dev’s softening the blow (excuse the pun) giving away a couple of ships and both your Rank & Craft xp seems fine. https://forum.game-labs.net/topic/20652-the-junkie-his-dealer…/ Unfortunately, the economy took an age to get going, why? There was no impetus to climb ranks and thus there was an invisible sink hole in the economic game. Have a think about for a minute. I highlight players looking at a 10day Universe with 4,000+ hours of game time. This is important because all testers will carry over in game time play into this new Universe. Side Note: I genuinely believe the Game promotes way too quick. This I would like to see change at the launch with a mix of xp and time component hurdles. This is the link below… https://forum.game-labs.net/topic/28448-do-we-promote-too-fast/ Idea: The Equalizer Imagine NA-OW launch. The day before everything is wiped from the STEAM Client apart from your in-game name. You launch the game, asked to change name option, pick a Nation and location etc. Upon port entry in the Redeemable box you’ll find a number of Doubloons and REALs. The amount will be defined by ONE In-game hour played = ‘x’ number of Doubloons and ‘x’ number of REALs. An example might be 0.5 Doubloons and 500 REALs per hour. If you look at my profile in STEAM, you’ll see I have 4,000hours. So, let’s look at a few players… @Norfolk nChance 4,000hrs 2,000 Doubloons 2,000,000 REALs @Liq 12,000hrs 6,000 Doubloons 6,000,000 REALs New Player zero hrs 0 Doubloons 0 REALs @Jeheil 2,600hrs 1,300 Doubloons 1,300,000 REALs The FX Rate… The cross rates of 0.5D & 500R to 1hour might be way off, but what do you think it should be? Less or more and the ratio of Ds to Rs. It must reflect the time a player has given to the game fairly. The Possible Point of View 1. The Current Player (Hardcore) He’s not happy having the whole restart thing, but what an opportunity. With all his peers starting at the same level he can forge or carve out a much better position than before. Careful resource planning and strategic locations plus he won’t be out gunned or ganked by clans to start. 2. Inactive Player The fact that we all start the same level means the Current Hardcore don’t have that strangle hold to start with. A quick learning curve, with the cash from the hours spent works really well at holding him into the game up that grind ladder. Haven’t played for a year and yet his hours of input are worth something. This is the hook that draws the Old guys back in like @Jeheil… and helps keep them. 3. New Player He expected a level playing field and got one. The cash the old players have the New Player doesn’t need to start with. In fact, it’s a massive anchor. How many new guys buy a Bellona after a couple of weeks? Get jumped clubbed to death dropping back to a Snow unable to afford a Cerberus no cash no resources etc. Summary It’s not a perfect solution by any means, but it kind of works. The kicker is the REALs will need to be spent on inward investment by the player. It can’t be all at once, he won’t be able to sail a line ship for sometime but will need to carefully map out his path. This means the economy grows from the very start and expands as the player base rise in both craft and rank levels. It should be a good hook for past players also. The level playing field with Gold… The key is the Ratio’s to hours played. This is more for the Current Hardcore guys and Dev’s to suggest. I’m too out of touch. Sorry for the length, and thank you for reading Norfolk nChance [ELITE] Short Version Over the last few years Denzel Washington, and in the 80s Edward Woodward were able to level out the playing field against some mountainous problems. What we need come launch day is an Equalizer… STEAM Client account sees a total wipe apart from the PCs Name. Rank1, Craft1 no nation clan knowledge book or assets. 1hour Gameplay before launch = x amount of in game REALs. In the redeemable tab each tester will receive x amount of REALs equivalent to hours played prior to launch. New Player happy will all starting on a level field. No REALs are ok as he doesn’t need them yet. Old Player maybe more tempted to try it again with level start and a cash bump Current Player not overly happy but will see the freedom of the fresh start and challenge. The REALs would be invested in the new economy. This kicker is much better than allowing Books and ranks to cross over which add no value but inflation.
  10. @Angus MacDuff Just ordered Sea of Grey, 10th book. Set in and around Saint Domingue and the first book The King’s Coat… Can’t wait, thanks N.
  11. I think its my poorly worded script. When I said “used” I meant pulled down into the warehouse as a contract. Then open that contract. This would then replenish the PCs 0LHs to 2,000 LHs. Not use as in craft something. If I crafted something then it draws down on both servers. This was never fixed until the STEAM Client patch break 10.00? The RA levelling is a great point. All [ELITE] where RAs. As a team we worked closely together and did it well from all the EPICs etc done from PvE. But we needed to learn PvP, where you guys came in. The problem we found was how many players on PvP acted like weak PvE players. They didn’t want to fight, and when they did, they didn’t work well together... I think a lose link with PvE, is a perfect tool for PvP rank linked or not. Just duels or any form of PvP is a big no in the Peace server. Norf.
  12. This is how the transfer worked... Labours Hours example, NnC on [PvP2 US] sells or uses his 2,000hrs. He’s in K/PR. On PvE NnC has a base at Kingston labour farm with perk bonuses. After NnC PvP is 0hrs he relogs into PvE. The PvE account shows Norfolk has NO 0Hours. Now based at Kingston he draws down 2,000hours and uses them. He now shows 2,000hrs in PvE. Logs out and relogs into PvP... Norfolk PvP NOW shows 2,000hrs... Norfolk PvP in complete safety has his LH replenished without travelling all the way down to Kingston. XP and Craft reset completely agree total wipe. Just the early guys get their Yacht. https://forum.game-labs.net/topic/28448-do-we-promote-too-fast/ I do think we promote way too fast on either server. It should be a much longer time related climb. The Rank and XP tied to both servers would work much better then. On the wipe, imagine YOU or I or Jeheil get their character apart from name totally wiped. However, Game-Labs gives Doubloons against hours in the game. This has two major effects... 1. Everybody starts the same, but the testers are rewarded with hours input. This amount will be spent rebuilding clans and infrastructure. New players don’t need cash to start with. It causes them to buy too big a ship for their skill set. 2. It would encourage old players back to the game. Hardcore Players old and new because of the level playing field... You are completely right, PvE and PvP must somehow tie together. I believe that’s where the learning arch comes in... Co-Op missions including PBs... a must NA-Legends I loved to bits, but that type of game is way off and needs NA-OW launch first... N.
  13. @Sir Texas Sir The labour hours is a big No-no on sharing servers. When we (my clan) first jumped across to your PvP2 US from PvE, the client link was in place. We setup the labour factory at Kingston PvE just farming. When used the hours they replenished in PvP... That’s how we started the clan build process. Even selling the hours to get revenue starts. It was totally unfair to the other PvP players. It creates bad inflation in the PvP server. However, I do believe encouraging PvP players onto the PvE Server is a good thing. Whether to test new ideas or train up new clan members to work in a team. Linking the accounts to a limited extent would encourage that... The powers that be like @Archaos says don’t that’s going to happen though. N.
  14. @Angus MacDuff Will look for that book, brilliant thanks. I do like Historical fiction set around accurate real-world events. Not Navy but Flashman is always a fun way to learn history… https://en.wikipedia.org/wiki/The_Flashman_Papers NnC
  15. Some great choices here... Will give this amateur clown a plug also... https://forum.game-labs.net/topic/28715-the-haiti-campaignstory/ Norfolk
  16. @Hethwill Nice OP and thought it seemed somewhat loaded Sir. lol Quotes already given answer the OP. An additional point is if close in the windward ship takes the wind from the Leeward. Takes the wind out of their sails. Look up modern race sailing tactics here. I assume your real question follows... “Why did Rodney attack from leeward in Cape Saint Vincent then?” I assume you mean the Battle off Cape St. Vincent 16th January 1780... ‘The Moonlight Battle’ https://morethannelson.com/moonlight-battle-16-january-1780/ https://www.britishbattles.com/war-of-the-revolution-1775-to-1783/battle-of-cape-st-vincent-1780/ The Royal Navy was introducing the system of sheathing the bottoms of ships with copper, thereby preventing fouling and the consequent loss of speed. All of Rodney’s ships were ‘copper-bottomed’. The Spanish ships were much slower. Rodney’s orders to his Captain’s were to OVERTAKE the Spanish ships on the LEEWARD side, thereby interposing between them and the safe port of Cadiz. This forcing the much slower and weaker crewed Spanish fleet no choice but to engage. Good question Norfolk
  17. Thanks for all the feedback guys. Keep it coming both good and bad points are truly much appreciated. I should have added a thank-you page not just to @admin, but to YOU the community that really make the game come alive for me. We as a whole (Dev’s & testers) sometimes forgot this with over tweaking in my humble opinion. Name dropping was a big part of the fun within the story, from @Banished Privateer to @Wraith to even @Ink and many others. The community make this game come alive just to repeat myself... The appendix I stripped back a lot. Originally, I included a lot of my research notes and links. Just this very short piece took an awful lot of background fact finding. Definitely added to my knowledge of the whole period. The Cast in Order of appearance, was very important with three types of distinct characters, The real-life person, the player character in NA-OW game and the purely fictional entity. In the end it felt I was making it too easy for the reader to add a wiki-link page to see if Captain Miller or Shia Delma or Lazare Carnot were real-life people or not. Again, this applies to the ports and the ships mentioned. The idea, if you like was to encourage the reader to dig deeper into the history if he liked a certain idea or aspect of the story. This led me to a new appreciation for the old ‘Age of Sail’ writers like O’Brian and C.S Foster pre-internet. The leg work they did was amazing. I’ve got a good book collection both technical and fiction, google and the wiki were indispensable plus a couple of other dedicated websites. However, the big surprise was how much I gained from our own FORUM page. The HISTORY and Shipyard sections became a real go too in cases of ambiguity or ideas @Fluffy Fishy and gang are a real resource. This was my first attempt and amateurish I’ve no illusions. I really enjoyed the process and really appreciate honest cold feedback. Hopefully one of you out there maybe inspired to have a go at something like this and do a much better job. The purpose originally was to show ideas like a campaign for RvR, but with some deeper dimension within a complex storyline. In the end, it was just a short dark tale set within NA-OW... Norfolk. Ps the Capt. Norfolk nCook guides mentioned can be found here. https://forum.game-labs.net/topic/26689-the-elite-archive-guides/
  18. The Haitian Campaign (a Naval Action Open-World story) This is a fictional story I’ve being playing with set within NA-OW. The PDF has hyperlinks and printer friendly. The Maps maybe an issue though. Norfolk Haiti_Campaign.pdf
  19. @Coco Well done nice work and glad to see an updated craft guide. This was my first guide I wrote for NA and is a tad out dated to say the leased... https://steamcommunity.com/sharedfiles/filedetails/?id=821902779 This is the problem with any sort of guide. However, as I keep pointing out try to show the method or strategy behind the tactics. This way the player can use the idea and develop his own route even if the game mechanics have changed. This includes PvP guides as well... My Crafting Experience Understand the build mechanics before embarking on any build. Piss Poor Planning Pisses off Norfolk. In my day the Trader Lynx had no guns therefore no carriages needed building. Its Labor from basic parts and CREW space made it the easiest and cheapest to do. The fact that Oak Log was used in several first stage construction to second and final means this was the ideal main source material. All base materials should easily be found in all the adjacent ports to a Capital PORT. Build an oak farm. NEXT, is set the warehouse up logically to build T-Lynx’s in sets of 20x. Estimate production costs. With your perks, an old perk not sure if it still exists was called Shipyard Connections. This added 15% to the AI bid price of your ship. Using excel, workout the actual cost of the build to then hit the AI bid. I had it down to 100Gold only. This method, is so much more convenient than trying to sell the ships to players. Analyze the break-up prediction cost as well. I found selling into the AI worked the best. Planning... The problem comes to money. Early on you simply don’t have the resources to do something like this. Later on, yes and training up a CRAFTer ALT as a Clan ruler is vital to free up other players. This ALT would then build and store the clan FLEETs not the individuals unless passing over a time zone. The Clan ALT would then be the focus for the resources in order to build much larger ship fleets with specialist woods etc... My advice to New players is split the goals up. Aim for Rank 20 then do something else. Comeback aim for 30 and then 40 and finally 50. Its logarithmic scale will have players not sticking with the original plan, deviation is the killer. It took three days to train Norfolk nWay my ALT to level50. That’s with resources and planning from my MPC. On its own an MPC must plan realistically. Really like the work you’ve put in. Well done Norfolk nChance [ELITE].
  20. @Fluffy Fishy Great topic and agree with @Haratik hoping it takes off. My short answer is Sane like you. https://en.wikipedia.org/wiki/Jacques-Noël_Sané The reasons will probably be different and I’ve got the history wrong somehow so please correct me. I’d like the link to the other thread, but of Sane’s three four major works this is the one reason why he stands out. The fact that his peers copied it reason enough. https://en.wikipedia.org/wiki/Téméraire-class_ship_of_the_line The Temeraire design is the main reason for me. How it was adopted, copied and tweaked then by the Royal Navy, Spanish and the Dutch. The sheer volume of ships produced of this type against others is testament to the change in warfare at sea. Even though it was a very costly build. The ability to build massive line ships by most leading Nations wasn’t the issue with the likes of HMS Victory, L’Ocean or the Santisima Trinidad. The problem was bringing these massive gun platforms in a line to bear onto the enemy’s line to have a polite exchange. The Permeant Fighting Instruction laid down by the Royal Navy and then adopted elsewhere allowed the ability to control many line ships at one go from a single Flag ship. Unfortunately, a Captain or Admiral from either side could quickly work out and see which line would in all likeliness win. This then leading to an Ossification to the English tactic with neither side actually ever engaging... Fleet Tactics and Naval Operations by Hughes & Girrier https://www.amazon.co.uk/gp/product/1682473376/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 Ch2 Tactical Development, Page 42 English Tactics Ossified The 74-Gun third-rate Temeraire-class balanced fire power and speed in perfect harmony. Ships of similar size built at the time leaned either too much toward fire power at the loss of speed or vis-a-versa. The French adopting a distance type of hit and run attack against the sails and rigging sat perfectly with this type of ship. https://forum.game-labs.net/topic/28367-14th-february-1797-battle-cape-st-vicent/ If time have a look at the battle details and Collingwood in the HMS Excellent. He caught up to heavier built Spanish ships and yet was still able to deliver enough alpha once they became in range. Summary Naval Warfare needed to change from the mid-1700s. I think Sane’s design of just this one class of ship helped progress fleet tactical engagements. Humphreys and Slade yes also contributed in their designs I agree. I would like to mention the Swedish shipbuilder Fredrik Henrik af Chapman and his thinking about the parabola method as well. This for the time was incredible. https://en.wikipedia.org/wiki/Fredrik_Henrik_af_Chapman Would love to hear others views and thoughts. Great subject. Norfolk
  21. did you notice a huge difference between RTX2060 and the 960...?
  22. not my intention @Mr. Doran, but I see your point. The idea was to help with content from a basic start only. NnC
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