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Tom Farseer

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Posts posted by Tom Farseer

  1. To be honest, I find the idea of limiting wood types for lineships interesting. The problem I see with it though, is that it is a forceful limitation. It would be better if we could find ways to motivate players to choose the correct woods whithout putting in a hard limit. My alternate suggestion would be to simply reduce SoL speed to a more appropriate level.

    Bear with me for a little example:
    Currently a Live Oak/ White Oak Ocean with Bridgetown Frame Refit has a top speed of 8.75 knots. It's base top speed without Wood and upgrade bonuses is at 9.76. going Fir/Fir with Art of Shiphandling, and a Naval Clock would get us to 11.8. All these values are taken from Felix Victor's map here and are without repairs.

    So we get:

    • Live White Tank: 89% relative speed (8.75/9.76)
    • Base speed obviously at 100% (9.76/9.76)
    • Fir/Fir speedy: 121% relative speed (11.8/9.76)


    I we shaved of about 1.5 knots of the base speed, that should leave us with

    • 8.26 base speed 
    • (8.26*0,89=) 7.35 knots for the tank
    • (8.26*1.21= ) 9.99 knots for the fir ship.

    The same exemplary builds for a bellona would be:

    • Tank:  10.2 -> 89%
    • Base:  11.4 -> 100%
    • Fir:      13.8 -> 121%

    Again -1.5 knots on base speed:

    • Tank:    8.8 -> 89%
    • Base:    9.9 -> 100%
    • Fir:      11.9-> 121%

    Those are still decent values in my opinion. The ships still sail fast enough to not make a PB 45 minutes of sailing towards each other and they would give lighter classes that speed buff.

    One could even only reduce the speed penalty to -1 knot. The effect would still kick in I think.

     

    Also while doing that one might take a look at speed differences of ships of the same class (#MakeWasaUsefullAgain :ph34r:)

    • Like 2
  2. 17 hours ago, Hethwill said:

    Wind + canvas make ships move at speed.

    Hence ships speeds.

    :) 

    Maybe all big boys move too fast. Simple equation.

    Sorry mate but that statement is just wrong. If only wind and sails determined the speed of a sailing vessel than ships going before 24 knot winds would be sailing at 24 knots. However they don't.

    The top speed of any object moving along the surface of a liquid is determined by the turbulence it creates in said liquid because of it's drag. In case of a ship that is the combination of it's bow wave and it's wake.

    Above a certain threshold (the maximum hull speed), if you put more energy into the ships sails (e.g. stronger wind) it results in the bow wave becoming higher instead of faster. So the ship will keep it's original speed but will heave much more. So whether the Wasa would be quicker than the Bellona depends on it's underwater lines much more than on the sail plan.

    Don't get me wrong i share your opinion that SoLs should be slower. In terms of balance and giving every ship it's niche I think making the Wasa faster in realtion to the Bellona is the way to go. Also yes: Hold size of the Wasa is atrocious :D

    • Like 1
  3. Jein. Falls Du bereit bist Geld für den prolific forger DLC auszugeben, kannst du damit einmal im Monat alles wechseln. Alle Schiffe und sonstiges Zeug dass du behalten willst, musst du halt für den wechsel in nem Freihafen bunkern. XP und geld behälst du sowieso.
    Ohne den DLC müsstest du nen neuen Charakter anfangen. Der hat dann entweder gar nix oder startet, falls Du das "final exam" schon gemacht hast,  auf Rang Master and Commander (maximal 280 crew).

  4. Im Moment ist mir kein aktiver Clan in GB bekannt der vollständig deutsschprachig ist. Allerdings haben die meisten Clans deutsche Mitglieder.
    SNOW sucht immer gute Leute. Falls Englisch für dich kein Problem darstellt, schau gerne mal bei uns im Discord vorbei.
    Link zum Server findest Du hier:

     

     

  5. 4 minutes ago, OjK said:

    Top 5th rates (Endymion, Trincomalee, Indefatigable) would start from 160 range with this setup

    That would then need recoding of PB entry threshold from BR (currently 170) to actual draught. Which I'd love to see. Overall I like your suggestions.

    what should imo be tuned from your list:

    •  
    • Wasa - 280 to 300. It's weaker than 3rd rate but it'S dmg potential is still lots above aggy.
    • Aggy and below raise by 10 to 20 each to give more room for 5th and 6th rates to let them start at 200 with indef, endy and trinco.
  6. 6 hours ago, Ленин said:

    А теперь внимание!

    Я покажу вам суть игроков играющих за британию!! 

    Они говорят, что я стрелял по своим!! 

    https://steamcommunity.com/profiles/76561198878648032/screenshot/945095912973002399

     

    Обратите внимание на количество хулов)

    You did, it just bounced because you shot an Ocean with a Mortar Brig, which while absolutely useless is still openly hostile.
    Seriously what do you expect us to do, when an obvious russian alt joins a battle against russia and starts looting british ships. We will protect our own interests which includes saving upgrades from casualties.

  7. Port Battle of La Desconocida

    One of our Captains in the PB fleet messed up and got the whole fleet tagged by screeners (shit happens...). British screeners and parts of the PB fleet got out of their respective battles as they could and were forced to join scattered and outnumbered. Carlos 'Shabby' Condell fought valiantly in a 3v1 in the eastern central circle but was eventually overwhelmed. Greg, the first on our side to join, held on to his northern circle but could not direct the main battle which was centered in and around the southwestern circle.

    Our Mortar Brig made it in to the west and due to a lucky friendly fire incident between the square fort and a thus demasted Prince de Neufchatel could concentrate on bringing towers down afterwards. The rest of the fleet joined far south of the southwestern circle, some so far they only made it into the brawl after 15 minutes leaving the others heavily outnumbered.
    The main battle was a beautiful clusterf**k of the finest variety with reinforcements for both sides trickling in at later times.

    A close win for GB.

    LaDes.thumb.jpg.3b66f32ce3a1cc5e30b66b7176c42362.jpg

    • Like 3
  8. 58 minutes ago, Aldeveron said:

    Ah, that may be the issue! (Some months ago, I got the Rattlesnake note and M&C rank, upon completing the first four exams, when I was playing under a different name (but same Steam account. )

    I never did the final exam before though. Will I get any rewards if I now pass the final exam?

    As it currently stands, completing the four basic exams gets you to first lieutenant (or the respective rank of any other nation), a Rattlesnake note, and some reals plus repairs and rum (not sure how many, too long ago, I think about 500/500/1500).

    Completing the final exam brings you up to Master & Commander (280 Crew maximum), and you get a Hercules note, a Naval Clock permanent upgrade, some more reals and I think 1500 Hull and Rig Repairs each and a few thousand Rum. Again the numbers might be wrong because I did it wa while ago and memory of that has faded, the general order of magnitude should be about right though.

    • Like 1
  9. 24 minutes ago, Christoph said:

    How many guys are on brits ts in the evening? 100? 150? 200? Or more?

    Loool. Not sure if honest overestimation or joke^^

    The highest number in the last 6 months or so was during the recent multiflips by and against GB. I'd venture about 40-50 people spread over the three PBs. Adding the Randoms in other channels at the absolute most 70 total. Probably closer to 60. Without an important PB it is much less.

    • Like 4
  10. 4 minutes ago, Black veil said:

    Hey John u sure it was 15 Spanish ships? Outside Kpr to be honest last few months it was just a requin destroying Kpr wasn't it? I've only ever seen 15 or more Spanish players once and that was at habana when 23 ships came out to kill 4 of us but 11 of them sunk and then the rest ran away?  

     

    I think John is talking about the time before HAVOC joined GB. SNOW held Little Cayman for a while with the help of SLRN, BASTD and other but mainly we got our teeth kicked in mostly because of numbers and stronger spanish war oriented Eco....
    By joining, HAVOC more than anything brought morale. That and the ability to go for larger ports because of the numbers they brought.

    • Like 1
  11. I have a few corrections on @Salty Sails's translation, which for most parts is correct.

    Save yourselves translates to "rettet euch selbst", not "passt auf euch auf" which means watch yourselves.

    Charge I would translate with "Stürmen!" rather than "Angriff" (difference charge!/attack!) but that is more a difference in personal taste.

    Other than that @Cecil Selous makes valid points. Especially going with "Marsch!" and "Marsch Marsch!"

    • Like 1
  12. 12 hours ago, Preechur Blackheart said:

    In real life, how would a captain know the relative bearings to three ports? The current trader tool gives DISTANCE to ports, which allows triangulation but is ahistorical. Magically knowing the relative bearing to a port would also be ahistorical, or am I missing something?

    Of course it is not realistic in that regard. This is an adaptation of the original method using fix points in visual range. It would give players a means to find their position out of sight of land. The 'harcore variant' would not do that. It comes down to a question of principle: How hardcore and realistic do we want the game to be. I' be fine with the more realistic option. Not  everyone would be though, I guess.

    • Like 1
  13. 20 minutes ago, Preechur Blackheart said:

    I am still foggy on '3 point visual fixing' -- if you are too far from shore to see anything but water, how does this work? For those of us who do not actually sail, help us out.... 

    That would be the point of the 'hardcore' variant using actual visual fixing. When out of sight of land, you have no way of determining your position other than using dead reckoning and hoping you are not too far off. For anything more precise than that a sextant and knowledge of celestial bodies (no, not those in smutty videos) is neccessary.
    That is also why the original idea was having a simplified version which gives you three ports and their relative bearing. Not as realistic but it works when out of sight of land and is imho bit more interesting than a GPS perk.

  14. The current system for navigation in the open world is a choice between extremes. The following suggestion is aimed at giving players a more immersive option.

    What I mean by "choice between extremes" is that, barring 3rd party options like @Felix Victor's map or use of the distance indicator in the trader tool, a player can choose to either spend a perk to hire a navigator which reliably tells them their position on the map. The result is a GPS-like dot at your current position. The other choice is having no means of navigation other than sight alone. Both options lack immersion. The out-of-game navigation tools require a second screen or alt-tabbing, which is not game-breaking, but having immersive navigation in a sailing game is a matter of principle in my opinion.

    Thus the following suggestion:

    1.   The Navigation perk can stay as an option for players that are either new to the game or simply don't want to bother with navigation and accept the cost of losing a perk slot.

    2.   For everyone else basic (or simplified) terrestric navigation should be made accessible.

    What do I mean by that?

    The navigation model should be derived from reality while being a bit streamlined to minimise clutter and complexity of the implementation. The changes to the current system would be as follows:

    1. The distance indication in the trader tool is to be disabled.
    2. A coordinate grid (preferably a projection of real world coordinates, scaled to the ingame map) must be implemented as a map overlay.
    3. A line drawing tool is added to the protractor allowing the drawing of at least three seperate lines. These can be drawn from any point of the map, at any length. Their azimut (horizontal angle) or bearing should be displayed along the line.
    4. A cross-bearing button is added to the map tools. Clicking this button will result in three ports being listed with their relative bearing. These values need not be exact (a random error of a degree or two will introduce a bit of realism) but the ports selected should preferrably be somewhat close and their azimut angles should be at least 30° apart.

    With the tools I listed a player can now find the three ports on the map and draw a line along the azimuthal angle, given by the cross-bearing tool for each port. The point in which all three lines meet is the current position of the ship. I case of measurement errors (random deviation of azimuthal angles) the lines will draw a samll triangle giving an area of possible ship loactions.

    I made a small picture as an example:

    Example image

    Why do I think this should be implemented?

    This system is based on real world terrestric navigation but simplified, leaving out magnetic deviation and stuff like that. That makes it immersive and fit well within the theme of the game. It also gives players something to do on long journeys. Last but not least it is optional. Players can still choose to navigate on sight and experience only, or spend a perk for hiring a navigator who always tells them exactly where they are.

    Normally instead of ports a navigator would use landmarks or beacons that are referenced on the map to do cross-bearings. Lacking those having the game select three ports is acceptable in my opinion.

    Hardcore variant:

    Instead of listing ports and their relative bearing the player gets a bearing indicator built into the telescope. Using this they can make cross bearings using landmarks of any kind (coastal formations, ports within sight or specific islands) and identify those on the map. This adds possible errors to navigation but works without any magically appearing numbers.

    What do you think, Ladies and Gents?

    • Like 8
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