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Sea Archer

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Everything posted by Sea Archer

  1. I hope that the ships will somehow move more realistic than in NA. Since the concept of this game is a way more simulation than action, it should be. I imagine it (at least for the sailing, moving on the map) somehow like old Aces of the Deep. A slow more or less realistic speed if you want to and for long ways (and maybe even in battles for the unpatient captain) time compression.
  2. The sky in your video looks fantastic. I really like it. You should make the water much darker at night. At least it is my experience, that water, when sailing at night, is more like sailing in black ink, even if you can see sometime the white spray in the starlight.
  3. Since I couldn't find a topic here, where we can discuss the features, we can read in the blog, I opened this one here. @Ink, maybe you can open an official one ;). I really like the hold management, you show there, but I have the following remarks. When distributing the cargo, fore aft and in the middle, the only information we should get is the draft fore and aft, as it was historically. You shall have the information where the designed waterline is (so the calculated draft and your deviation from it), but the influence it has on sailing the ship. That is something every player should find out for himself. Some officers can you you advice, but that is only experience and not excact data. This draft can then directly be used when bathymetry comes into play. When loading the ship there should be different layers (decks), where to stow the cargo. Since in those old days every ship was leaking more or less, the items down in the hold, in its lowest place will have a high properbility of getting wet. It would be wise to place water, coal and roundshot down there, but not valuable cargo. Therefor I suggest to have the different decks and sections along the length of the ship. A few items would be stowed in always the same places as there is the bread-, spirit-, powder room. Those cannot be distributed in the hold, except those items are the cargo. They will have have their place and influence on the sailing properties. During the journey, when food and water are getting used, the sailing properties should change and restowing on sea is necessary, that will take some hours, but can improve sailing, when done correctly.
  4. For Sea Legends a period shall be defined (maybe 50 years, 1750-1800) and only ships that really existed (or could have existed, since some sister ships were still aswim) in that time shall be in the game. In NA the range too big. Then I can imagine to have some small traders (or even small navy ships) modeled in efficient ways, like using the same hull, with different colours and using the same hull model with different rigs (e.g. one brig rigged and the other snow rigged).
  5. Usually the mizzen sail is not necessary, though to counter currents it might be needed. If the game has currents, it can be a good addition to have some sail set during staying at anchor and mybe waiting for cargo.
  6. For traders and ships from countries with less iron industry (like the barbary coast), I would love to see old fashioned guns maybe even with stone roundshot. They might have less range and penetration, but stone would have lots of deadly splinters, when hitting something hard.
  7. Splinters from the furniture would have been too dangerous, apart from difficulties of working a gun in the small space. Clearing for action should take some time in the game, as a preparation for battle.
  8. I got some error message, too. But finally got an email with the payment confirmation.
  9. Just tell me when and where to preorder... I would love to start playing this game.
  10. I would love to have it in game. Since it is a mathematical thing, it shouldn't be difficult to code.
  11. ... and it would be great to have a very detailed damage model, where every line and spar is simulated and their fixpoints like the fiferails. Disabling a certain sail (because the spar or some important line has parted) would imbalance the sails until corrected by the captain (setting addotional sails or striking some)or repaired by he crew. This would especially be a nice feature when playing as a smuggler and trying to run from a revenue cutter. It would give a sternchase as described in the books.
  12. I would love to see a gunnery system where you can choose round-, chain- and barshot and grape and canister of course, like now in NA. In addition you should be able to combine roundshot with canister or chain. On short range a reduction of powder should increase the damage as well as double or triple shot. And I would love to have the option to order the next round to be reloaded with a certain shot, so not like NA, where reloading with the choosen kind of shot starts immediately (though this should also be possible as an option).
  13. after updating the router, attacking works again. Thank you guys for your support.
  14. I tried it from a different computer, though using the same router. ... same problem. @InkCan you give some hint, where to look on my computer/router? Anyone knows if the last Win10 update changed something important for the game?
  15. I cannot find anything blocking port 8080 and I have a 100 Mbit internetconnection, the probelm started this week, never had any issue with it over the last 4 years (with Kasperski running). The strange thing is that those battles work, that I do not start myself, there is no problem with kill missions and the like, only when I attack in OW, and that without any exception, I have started no battle within the last week, without having the problem... @Ink Is there anything different in the connection between the battles (self started in OW, attacked by enemy in OW, joining battle in OW, kill mission)?
  16. I uninstalled and reinstalled the game, but cannot start battles, yesterday we did some HDF, the first one attacked us, I got pulled, no problem, for the second one I joined in the circle, no problem. Today I attacked an ai trader brig, same problem as described above... Can it be a problem with Kasperski, something I can adjust?
  17. it is getting stranger... I even get the combat news on the screen..., and it is the 4th battle I tried today ok, now it says disconnected... but every time I initiate a battle? What can I do? Logging in again gives the same result.
  18. This has happend now several times. I attack a npc ship and cannot join the battle. It takes ages to load and then I see only something like this: @Ink, I know you told me previously that it is usually a connection problem on the user side, but what can I do? 2 days ago, when it appeared, I closed the game and restarted and then I was able to fight in the battle, even when I was late. But today I tried closing the game and restarting, and nothing changed, always the same picture. I tried it with two battles today (attacking npc traders for not loosing the ship, when I cannot take control of my own), and both times the same, exiting and restarting doesn't help... At some point the npc trader escaped and I find myself back in OW, no problems there. Has anyone an idea, how to solve it? Everything else, like moving stuff from warehouse to ship and back works fine... well, joining a battle works fine, but I tried again to initiate one, the problem stays the same...
  19. I would like to have flag connected to nation and the clan of the player, who loots it, not the player himself. But the suggestion is good, connect the flag with the main nation fighting the HDF.
  20. It took me like 2 min to enter a battle today, then it shows only this: after closing the game and logging in again, I could start the battle, though a lot of time was lost and the enemy had time to escape.
  21. I think it is a goos idea to rework the gunnery. My suggestion is have the carronade a realy effective gun (accuracy and penetration) at about 100m, everything above that distance is too easy to achieve with the high speed ships we have (compared to reloading the guns). This doesn't mean, that carronades should not penetrate above 100m, but their accuracy should be that bad, that they cannot be called effective. Then the damage caused to wood and man shall depend on the speed (energy) of the shot passing the timbers. Fast flying shots should do little damage to the wood they hit (passing right through the timbers), though may do some more damage to the stucture and/or the other side of the ship. A shot with barely the energy to penetrate should do the most damage to the material, and by causing splinters, to the crew. Double charge at close distance would therefore do the least damage, while double shot does the most. At close quarters, during boarding, we should be able to reduce the charge to do more damage (without making it another perk). I even would like to see shots with the standard charge flying out of the other side and damaging any ship, which is lying there. For a further improvement of the gunnery, it would be great to be able to load roundshot and grape (canister) at the same time. This would be for short range only, but a nice option to damage the ship and the crew at the same time. The most pressing issue, that has to be reworkes, is the sail/mast damage. Right now it is quite easy to dismast a ships, imo the hitboxes for the masts are too big. I propose a different approach. While the historical captains could do nearly nothing in terms of hull repairs (apart from stopping leaks), sails/rigging repairs where quite common and neccessary. Therefore I suggest to increase the complexity of the rigging damage by modelling single lines and spars as hitboxes. Each of them has a different impact, when damaged and a ship can be dismasted by destroying the shrouds and/or stays + the pressure of sails on that mast. (We will need some damage screen then, showing what is damaged on our own ship). I suggest to have then repair teams, that can be set on the tasks to repair a certain part of the damaged tophamper, the player can choose which one. (When the shrouds on one side are shot away, the mast can still take the pressure from the other side, so other repairs might be more pressing). The bigger the ship the more repair teams are needed and the amount of work ist bigger. For the hull there would only be leak repairs (in different sections) setting up guns again (though this is a way unhistorical, more for gameplay) and repairing pumps, rudder and the other little things that can be damaged. But no hull damage. As a result, you can get your ship going again, after some major sail damage, get the little things working again, but the hull is the overall limiting factor. This will close the gap between rich and experienced players and the rest a bit, since no one can outrepair the damage.
  22. This will create income for gamelabs. People are now more or less forced to by at least the Redoubtable DLC to be competitive. But since the big ships were slowed down a bit, there might be a place for frigates in the game now. Still we need something that makes the Frigate and Pirate Frigate usefull again (maybe some medium water depth, where no bigger ships can sail).
  23. @admin Do I understand it right, that if a 4th rate needs 1000 logs to build, a 1st rate requires 100000 logs? So 100x the cost?
  24. I am not sure, if I understand correctly how you intend to introduce the new rare woods. To give everyone the same chances those should not spawn in ports not everyone has access to and it shall not be possible to place contracts, so that it is not a question of over bidding to get them (not only for the very rich players). Imo woods should only be available on NPC traders. Still I see a big risk that these woods will open the gap between players even wider. To mitigate this, I suggest to decrease the repair amount for the woods. That would keep the woods still special and powerful, but the other players would still have a (nearly) fair chance.
  25. I still hope that all players have a fair chance to get every wood. Having woods only in certain ports, that are non capturable or protected by HDF will not help to increase the fun or PvP. Even now no one trys to capture Cartagena with it's tar. To avoid that some wealthy players monopoly the fine woods, they should not be tradable via contracts. Even contracts for those nice things like Cartagena tar should be removed. If you want that stuff, be there and buy it.
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