Jump to content
Game-Labs Forum

meatpukk

Ensign
  • Posts

    74
  • Joined

  • Last visited

meatpukk's Achievements

Ordinary seaman

Ordinary seaman (2/13)

56

Reputation

  1. I've been waiting for this a long time. I hope there will be different winds in different areas. I dont know much of the wather conditions in the Carribean, but I'm sure theres big differences between barbados and florida. This will give the world a regional difference in weather conditions, and ship types, certain ships are more useful in certain areas. Another thing I think would be cool, is seperated sea state from the wind. for example that coastal waters will have different sea state than the open sea. at the same wind speed. And that sea state will be a factor in ship speed, larger deeper vessels will handle rough seas better than smaller shallow ones. A heavy trader could possibly outrun a lighter ship in heavy seas, for example. And the smaller ships will rule the coastal waters
  2. I love this Idea, and if done right I think it can be used as a way to incentivize surrender, or boarding instead of sinking. I've got some suggestion that I'd like to discss First off, I think clans should get an allocated part of the nations manpower, based on their size and possibly some other factors. This will give clans the option to manage their own resources a little better, You could possibly have buildings like academies and barracks, that provide bonuses to crew regeneration and max allocated crew. Seconsly I think there should be crew loss after every battle. similar to mount and blade, and as other people have suggested in this thread. all the "dead people" in a battle is a casualty, a certain % of those will survive, bringing doctors and medical supplies could improve their survival rate This would give a reason to bring extra crew to replace losses for longer operations. And give people an incentive to surrender and spare their crew and possibly the ship, like admins suggested mechanic. But it will also give a drawback for the attacker, in that it will cost him more to try and sink your ship instead of allowing a surrender, (instead of a surrender button, have the attacker board the enemy vessel without a fight, could allow for some sneaky tactics and getaways). It will also add a bleed of manpower for ongoing wars, without necessarily loosing that many ships. Pirates could have different rew recruitment mechanics. Maybe something based of reputation, crew losses in battle, number of prizes etc.
  3. the point of oars in the baltic was manouverability, not speed. sailing ships were faster in most conditions so speed wasnt a priority. the greek and roman galleys were the fastest ones approaching 10 knots which are the max with oars and fixed rowers. the speeds I stated are based on late 18th century swedish galleys, in the archepelago fleet. also from the replica trireme olympias. remember that when cannons arrived they didnt need the high speeds to cause damage from ramming. cannons, guns and musket fire was a game changer. wiki states a max speed under sail 8-9 knots for galleys. another thing that would have caused poorer performance, was that they used slaves instead of professional rowers. I don't know much about the venetian galleys specifically, but I doubt they were too different from the rest of them. the thing about baltic and north sea galleys, is that its the only place galleys were employed in the games time period.
  4. max speed of rowing without any sled is around 10 knots. ancient galley had a crusing speed of 7-8, approaching 10 in a sprint. early modern era galleys werent built of light materials and were even slower. 3-5 knots. the hybrids traded even more speed for better sailing performance, firepower and crew comfort, and had speeds under oars of 1-2 knots. the sailing speed of normal galleys were probably horrible. the hybrid galley frigates, had the speed under sail of regular sailing ships. "løvendals galley" was considered one of the fastest ships in kattegat. in 18th century oars were mostly used for manouvering, to get the guns to bear, and everyone had abandoned the concept except for sweden/russia in europe. smaller gunboats etc were more effective.
  5. boarding heres one with 12 pounders on rotating carriages
  6. Galleys and galley-frigates, were extensively used in northern europe/baltics in mid 18th century. everything from ship rigged galleys to the more common lateen rigged galleys of mediterrenean origins oars would create some cool possibilities I thinkl. especially in coastal archipellagio battles, and low wind conditions. but as have been said. the caribbean probably didnt see many of them
  7. It's an interesting ship, but i think it would be cooler if they added a danish lineship with more action. If there is one danish ship i would see in game its hvide ørn/vita örn/hvite ørn from 1711. there arent really that many plans of it but its probably the scandinavian ship with the most interesting story. and pretty modern for its day. or add some scandinavian galleys As Tordenskjold said, I'll stand behind any danish ship, or swedish for that matter, need more variety.
  8. Dont think they should stretch the timeframe even more. and the Trincomalee is a ship from the Leda class where Leda was launched in 1800
  9. With the 6lb I use the name as a reference all the time
  10. Was looking up some frigates on http://Orlogsbasen.dk and found some really detailed drawings of the main battery of 12 punders on a frigate. Thought it could be of some use Its from the frigate Najaden 36 guns (1796) elevation:
  11. If npcs are planned, you could add npc whalers with whale oil, blubber, meat and other pretty expensive resources on them. could make them a little important in wars
  12. Playing the victim card, and attacking/judging the people that responded to your post. and last but not least dragging all that "I have studied morals and ethics" shit in there. A real pillar of morality we got here. Im with Galileus on this one Add slave trade if it can be used as a cool game mechanic. (which i think it can be) Dont add it if its not prioritized.
  13. yet many games have had slaves and slave trade. 1. mount and blade. 2. the x series 3. crusader kings 4. Rome 2 Total War 5. every space 4x game i know of 6. even the akella games allowed you to trade slaves, and sell prisoners as slaves. and no one really cared either way. Slaves was a big part of society in those days, and it can be incorporated in a wide array of features. or not at all. But to not have it in the game just to be "PC" is silly. We are playing a game where we kill people by the hundreds, but slave trade is a no-no? isnt that a little hypocritical. can you not distance yourselves from a videogame?
  14. why is this such a big deal anyways? does anyone really care if a game has slave trade? every space game ever have had slave trade, no one cared, many medieval games have slave trade noone really cares. Do we really have to be so Politically correct that we trade authenticity for some unnecessary moral highground, that i doubt is really needed? Do it like it was back in the day. allow us to shanghai crew too.
×
×
  • Create New...