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aethervox

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Posts posted by aethervox

  1. Funny how serendipitous internet searches can become. I was actually investigating how one could get a 3D globe and a terrain generator software and I got referenced to Unity and then found the Unity Game Listings. Voila! Navalaction & Game Labs. I have an interest in the Age of Napoleon, especially, the Age of Sail at this time. Trafalfgar to be specific. Hence, I look forward to (hopefully), amongst other features, a simulation of the Battle of Trafalgar that could accommodate all the ships that participated there (that's 73 Ships of the Line types plus 12 smaller vessels, eg the 'Pickle', 'Hortense', etc = 73+ players in one battle). If I get to be Fleet Admiral, all you 'Captains' better obey my flag signals! Or it's the Cat o Nine Tails and then a Keel Haulin for yee, yee Mutinous Dog!

  2. I'm pleased to see the voting so far indicates a preference for fair historical accuracy, quick intuitive type combat system along with an emphasis on sailing ability. I suspect the term 'historically accurate simulation balanced for game play' most accurately represents what the early dedicated player group most wants for this simulation. I voted for the 5th, the most chosen option, btw.

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  3. What is the the historical time frame or range for this game? Will the Developers include the early period of the Age of Sail and Cannon? The 1500s? The 1600s? The 1700s?  Is the Napoleonic Age the end time or the only time? I'd like some clarification here. This is a period of 300+ years and a lot of developments occurred during this time.

    Note: I observe that almost all illustrations and references appear to be 'Napoleonic', however, where exactly, timewise, will this game begin?

  4. I suggest the Developers (if they haven't already done so) refer to real world nautical charts (American, British, Russian are probably the largest main sources) which provide scale, water depth (for coastal areas), reefs and locations (ports, anchorages, etc). Simply remove modern navigational markers and include whatever historical navigation aides there might have been present. There must be myriad real locations that can be incorporated into this game (whether historical or not).

    I note that some submissions include maps of various kinds -  these appear to be free form ideas. 

  5. Correct me if I am mistaken but from the above commentary I see there will be PvE players who likely will concentrate on playing versus AI Game generated scenarios? and then the PvP players who will want player vs player scenarios? I figure I probably will play both styles - the PvP side being the real challenge I am sure.

    Here the Developers might attempt two PvP options: 1) a loose skill matching system so opposing sides are relatively balanced and 2) a wide open system where its 'luck of the draw' (as in historical life where some naval engagements were very one sided for a variety of reasons) [i'd like to see how the true PvPers would like this!].

  6. Customization opens a whole 'can of worms' as I see it. Sure, it would be great to play with sail area, hull designs, cannon numbers and types plus crew training, naming of vessels (a chrome idea), etc. Players will want this so that they aren't confined to just 'historical' vessels. However, most ship types and/or classes that this game will eventually incorporate will be based on historical precendents simply because, through 'historical trial and error' only certain design parameters worked and/or were found to be cost effective. So, let us have our cake (historical vessels and battles) and eat it too (player built fantasy vessels)!

    Regardless, I want to play a 73+ (all the vessels inc the single deckers) player re-enactment of the Battle of Trafalgar for one and, secondly, a way to play my very own game built single, double, triple & even a four decker (a la the Santa Navidad). BTW - I have the out of print 'Trafalgar Board Game (only four ships aside & very simple but what great fun it is/was deciding on whether to fire at masts/sails or guns.

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