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Wick

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Posts posted by Wick

  1. Contemporary sources reckoned that in battle conditions with an average of 10-33% misfire and the added stress, troops on land achieved about 10% hit-rate at 80 yards to a company sized target. 

    Add an ever moving ship, humidity and the immense smoke and what do we get?

    Muskets were probably only become somewhat effective on occasions like at Nelson's death. Big ships locked together stationary. 

    Still i would love to see the option added with the changes i proposed earlier(speed dependent accuracy).

     

  2. Yesterday, i had a fight with and Endy attacking my fleet of indiamans, i could have boarded him if it wasn't for his determined defender perk. The perk is awesome for frigates because you do not have to care about being close and slow while manoeuvring. It is OP i have to agree. 

    The perk is good, useful, maybe give it 3 points. Also make it so that you have to manually enable it like F10 brace. While it's enabled, there will be no gun reload.

    • Like 1
  3. 3 minutes ago, DeRuyter said:

     You are talking about large fleet battles when the fleets were unable or unwilling to come to close action for the most part and then they broke off for the night.  Fighting at night was rare with some exceptions when the battle started late (The Nile, Constitution vs. Cyane & Levant for example). The majority of fights 1v1 or smaller squadrons were over in a matter of hours or less.

    It is a major pita when you are lining up for a shot and darkness falls. Frankly I don't think it is something they can change though, in order to stay synced with the OW time.

    Because it's instanced, it doesn't need to be in sync with the OW time and the engine is more than capable to handle whatever you can come up with.

  4. 25 minutes ago, Wraith said:

    Why? The time compression in battle instances yields the equivalent of historic, multi-day battles...

    C'mon now, we have fairly close to historic performance on ships, with around 1 min reload, sailing speed and turning, not so much sped up. Little faster than RL but close enough.It doesn't warrant this rapidly changing day-night cycle, in 1.5 hours how many times it changes? The multi-day engagement would be when Tag-battle-escape-tag-battle-escape-re-tag-battle sink. In this we would have a full cycle, thats fine but not within one battle. Or is it just me afraid of the dark?

  5. hi Team,

    I suggest that you lock down battle instance time of day and day-night settings to the state the battle was initiated in OW.

    If i tag during day time, the battle will be fought daytime, if i tag night time, the battle will be fought night time. It would be a most welcome change.

    It is one thing that bothers me since the beginning. 

    Greetings,

    Wick

    • Like 1
  6. i trade and i fight. i need to reset twice in one day when i do trade runs. 50 combat marks are expensive, i either buy them or pve it but since i am doing a bit of everything, it does eat in to my profits or time available to play. so at the moment i find it expensive.

  7. To be honest, i am not a big fan of the possibility of losing hard-earned rewards after a battle. Problem is it will punish lower skilled players exponentially more than organised teams. It is hard as it is to progress with a lot of grind to produce money to replace ships and so on. I would like to see changes and additional content in other areas. I do believe we can still have treasure fleets and stuff without the need to over-stretch realism by making Combat/PVP marks or own gold reserves losable. Maybe gold only but that would be as far as i want to see this develop.

  8. In a 15 vs 1, it doesn't matter what you do, if you are close enough, nothing will save you. I had a few 1v1, 1v 2-3 fights since the buffed chain damage and i love it. A good broadside of chain followed by one or two aimed at the hull instantly puts one ship in the dilemma of repairing sails or hull. Its very tactical as it should be. 

    If you are against one or two small ships harassing you in your 4th-3dr rate, now there is a lot more chance that you leave them crippled after they used up all their chains on your sails. again, great stuff.

  9. 1 hour ago, admin said:

    Landing would be impossible if there is no Naval Dominance in the area. Current screening action and port battle just simulates the achievement of the dominance through zone control and once you destroy defending fleet your imaginary troop ships operate without any interference capturing the port. 

    Thus - troop ship might not add anything to the game if not designed properly (to cover all potential abuse or griefing).
    But if this abuse or griefing is solved then troop ships might shine (though they can still be abstracted).

     

    But there maybe another way of making it a bit more interesting/spiced up. 

    A town has a pre-determined garrison size known before. 

    1. The attacking fleet needs to win the Port Battle as a pre-requisite for a second stage. The original Sid Meyer's Pirates type of attack comes to mind where we had a two staged battle to sack/capture a town. Ship action followed by a simple ground battle. 

    2. Once the Battle won, we could only secure the town if the available crew level on the surviving ships are bigger-than the defending garrison size. 

    • There could be a boarding type mini-game completing the assault on the town defences.  At the existing form this might not be a good one i grant, but it maybe possible to create a little mini-game on a hex board to defeat the garrison forces. 

    I know, after the 1.5 hrs battle and screening action, a player want nothing of this.

    What if the land based action is offered to players not participating in the fleet action  and could be done from any ports via an interface where a kind of mini strategy module is played by players against AI or enemy players. Developed the right way it would certainly mean a lot of content and fun/frustration for everyone. what it would certainly do is to involve a lot more people in the process of RVR even if they cant sail in a battle fleet. More people getting the rewards and partaking in all the fun. 

    How would you select who will do what is another thing:)

  10. The change is fair. Getting double the amount of super-heavy 1st rates for every ship joining is overkill on the highest level. 

    A trader still able to get away if the AIs are buffed up 5th rates. there are many players doing very profitable trading around dangerous waters including me. You make a lot - lose a little - make a lot, that's how it is.  Getting 5th rate escorts should be enough for everyone in my opinion. Maybe program the AI to prefer chaining initially rather than shooting the hull. 

     

    • Like 4
  11. Aiming and accuracy should be also tied closely to the ship's speed and movement. 

    We are able to swing the small ships around at such high speed, then let off a broadside, swing back and do it repeatedly with such an accuracy that we are able to de-crew a 5th rate in a Snow or Prince in a few rakes. When a ship is turning or running at higher speeds accuracy suffered considerably. Battle sails were used to "steady" the decks to allow accurate shooting. 

    If we can at the minimum, have a system where slow means current aiming and clever gunners, fast sailing means vastly reduced accuracy. That would be something very good for game-play and tactical depth.

    • Like 4
  12. Many thanks for your hard work, much appreciated! Well done.

    One suggestion. If you have a free moment to check ship turn rates please

    In-game turn rates are in the range of 1 to all the way up to 6 or more in case of unrated vessels. I have just checked 3 frigates, the Trinc, Surprise and Frigate. All displaying 13.31 as turn rate.

     

    Many thanks again

     

     

  13. Could I get a (possibly unbiased) explanation why the positional reinforcement thing is bad and needs to be fixed?

     

    Are there bugs with land? Or do people dislike the possibility of a superior force to surround a smaller one?

     

    Please enlighten a crafter who spent too much time in Willemstad Crafters Guild meetings.

     

    Cheers,

     

    Hugo

    The current issue is that when a battle is initiated, it takes into account of every ships position to each other and setup the battle instance accordingly. 

    this change has been introduced with the land in battle feature, hence it was mentioned.

     

    Later arrivals then can move to the opposite side of the battle circle effectively cutting of any line of retreat of the fleeing party. this would not be possible in any realistic scenario obviously. enough ships can completely surround a smaller force this way.

    • Like 1
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