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Tom Farseer

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Posts posted by Tom Farseer

  1. 1 hour ago, Grundgemunkey said:

    Rolls Royce,  Range Rover, Land Rover. Mclaren , Lotus , caterham , jaguar ,  guess you could put mini in there

    Mini - owned by BMW

    Rolls Royce - owned by BMW

    Jaguar Land Rover - owned by Tata Motors (Indian company)

    Lotus - owned by Geely (China)

    Sorry, bud. Most of these are no longer built in the UK and definitely not owned by British companies... It's all big conglomerates nowadays.

    And before you say it: Bentley - owned by VW 😛

  2. 7 minutes ago, Christoph said:

    are you color blind?

    i see a 4/5 

    It literally says "Permanent slots 5" on the Screenshot. Reading helps :D
    Btw, No special trim and 5/5 slots is purple, just as special trim and 4/5. Only special trim plus 5/5 is gold....

    • Like 1
  3. @Davos Seaworth I think you are a bit behind the times on your info about GB, mate. Batman and Greg don't WANT to lead the nation, as they both have repeatedly stated.They just are some of the few ppl who can be arsed to organise stuff.

    We also don't blindy "follow" Rediii. Most still have their reservations about what happens if HAVOC get bored in GB and decide to switch nations again. What HAVOC did in coming to GB was provide numbers. Or let's say numbers of active Captains at a certain quality level. Numbers alone we had before, but those were of little use for organised RvR. And unsurprisingly HAVOCs grand plan was the same it has been for weeks before in GB. Take back the Caymans and move from there to create a buffer around them. It doesn't take strategic genius for RvR in this game 🤣.

    Personally I'm just happy to be sailing with some old friends and get some RvR content. Well see what the future brings.

    • Like 1
  4. Interesting question. Drag is a comlicated subjet, even for relatively simple geometries like spheres.
    First off: You jumbled your unit conversions a bit there, momentum is not calculated in tons. When calculating stuff like this it's bes to stick with SI units until calculation is finished and then convert to sth you are more familiar with.

    Ordnance mass taken from Wikipedia for French 36pders and British 24s and 12s:

    First deck total mass:  m1 = 16*17.6 kg = 281,6 kg

    2nd Deck:                       m2 = 18*15,2 kg = 273,6 kg

    3rd Deck:                        m3 = 18*5,44 kg = 97,22 kg

    Let  muzzle velocity be 450 m/s for lack of a more accuarate value for all guns. Makes the total Impulse P = m*v = (m1+m2+m3)*v = 293,616 kg*m/s or about 294 kN*s. So one could argue the overall force of the broadside applied to a plane right behind the muzzles would be 294 kN which would be the same force of weight that a mass of about 30 tons would create by lying on said surface.

    As for the drag (reduction in velocity), that is hard to approximate. As it is dependent on surface area and speed of the object, density and viscosity of the medium (air counts as a fluid here) it travels though and some other stuff. Can't give you a perfect number here (have no time for that :D).

    But I'd guesstimate around a 100 yards distance will already lose you at least 20% of velocity, resulting in 20% loss of impulse as well.

    If you want to read up on Drag approximation:
    https://www.sciencedirect.com/science/article/pii/S2214914717301459

    • Like 3
  5. 14 hours ago, William Death said:

    I understand the frustration that 1 permanent mod can basically replace several other expensive permanent mods.

    Luckily I have enough stuff to do not to get frustrated about pixels 😊

    The post was not about me whining beause I'm afraid I will lose a virtual ship, it's more an effort to keep balancing discussion going. Perspectives can change, as mine did.

    However if @z4ys info on speeds with pirate rig is correct -which I trust it is, considering he sails (Topsail-)Schooners galore- any ship that has Spankers/Gaff sails on both masts, such as The Prince, Privateer, Lynx, Requin (Lateen modeled as spanker/gaff) does not lose speed on any angle. Thus eliminating any negative of both Pirate Rig Refits.

    That puts it out of balance with the Spanish Rig Refit which applies it's negative aspect to any ship you put it on. The concern I have is that when mod stacking get's nerfed, there might be no alternative to Pirate Rig Refits, elite or not, for keeping Schooners fast, which is their main defensive strategy in OW encounters. Any single refit that affects speed will be inferior in combat instances (though not in OW). That will kill variety of speed mods instead of enhancing it.

  6. 3 minutes ago, z4ys said:

    not true

    I don't have data on that (yet). But seeing as the Prince has her foremast fully square rigged I would expect her to lose some speed when at a broad reach as the force of those sails gets diminished by pirate refits.

    3 minutes ago, Aster said:

    The price is faster with the wind, has bow guns to chain, generally turns better, gets control. As said with elite pirate they will both be speed capped into the wind so that just negates the requins advantage in speed.

    It diminishes the advantage upwind, but also the disadvantage downwind.

  7. Maybe 'doomed' is too strong a word.
    The Requin can go closer to a beam reach (increasing speed significantly) to chain the Prince at an angle and then turn back without losing too much speed, though. And we all know how hard it is to effectively chan a Requin with it's weird hitboxes. Disclaimer: Hitboxes being weird are hard to prove for a player as it could be desync issues. Still, I saw chain hit sails often enough without any hit registering. Much more often than on any other ship.

    • Like 2
  8. EDIT: Some of my points have been debunked. What still stands is that a single permanent upgrade (Elite Pirate Rig Refit) can on some ships have about the same effect as a combination of Navy Hull Refit, Bovenwinds Refit and Trim - Speed. The same probably goes for the Spanish variant (have no hard data on that though).

    My hope is that when upgrade stacking will be adressed (which in this specific case would make the Elite Rig Refit excessively powerfull), this balancing issue will be adressed as well.

     

    After getting lucky and crafting a Teak/White Oak, Very Fast, 5/5 Prince I did a little test. Just some food for thought on how strongly Elite Pirate Rig Refit still affects balancing the Requin every Ship with spankers/gaff sails on all masts.

    Ships Tested:

    Prince de Neufchatel: Max Speed in port UI: 15.35 knots
    Teak frame, White Oak planking, "Very Fast" special trim
    Upgrades that affect speed: Copper Plating, Navy Hull Refit, Bovenwinds Refit
    Installed Books that affect speed: Art of Shiphandling, Trim - Speed, Optimised Ballast.
    Repairs: 100 Rum, 20 Rig, 20 Hull
     

    Le Requin: Max Speed in port UI: 14.20 knots
    Teak frame, Bermuda Cedar planking, no special trim
    Upgrades that affect speed: Copper Plating, Elite Pirate Rig Refit
    Installed Books that affect speed: Art of Shiphandling,
    Repairs: 160 Rum, 45 Rig, 60 Hull

     

    unknown.png

    Le Requin setup picture hidden by request of ship owner.

    Test Result (Speed tested in battle instance, hence 0.5 knots rounding error as the dial only shows one decimal):

    unknown.png

     

    In case the prince has to run, it is doomed unless the tag was relatively far away, so that it ycould escape at relatively low speed going at a broad reach of 160+° to the wind.

    Hypothetically, if the Requin was craftable that one would all in all be worth around 4 million I'd guess. That (dead) Prince on the other hand is so damn rare in that combination I'd give it a starting price of 5 million plus 4 million in upgrades (at very low price per upgrade, that is). I don't think the Requin in general is the problem here, apart from the fact that (Elite) Pirate Rig Refits have no negative effect on it because it has no square sails).

    Maybe the Elite Rig Refits in general need another slight nerf, don't you think?
    Critical factual feedback welcome!

    Edit: Also, please try to keep things civil and on topic :ph34r:

  9. 16 hours ago, Batman said:

    I remember admin saying OW speed was increased to a minimum of 4 knots, yeah, but it doesn't seem to be the case.

    Also, I might have to add, the L'Ocean's didn't suffer from this 2 knots thing. It was clearly only the Bucentaures affected by this, spotted by @Tom Farseer.

    IT was actually spotted by Mitsuko a few days ago while sailing my Buc up to screen for Corrientes :ph34r:

  10. At the moment GB has no nationwide diplomatic RvR-Treaties with any foreign power. Some clans keep friendly relations with DK and PL (SNOW mostly) other than that there is not much interaction because we mostly lack shared spaces. I'd describe our overal stance on Sweden as neutral or rather passive at the moment.
    Also OW PvP is usually fair game for all.

  11. Might be an overheated router on my end...
    My Flatmate must have left in a hurry this morning and left a stack of paper envelopes lying on it. Nearly burned my damned finger on the thing -.-
    Thanks for the quick response.

    Guilty Party found: Psi (XMPP Client)

  12. This might be a classical "never play on patch day" issue, but since the Test-Bed went live I have severe desynchronisation problems when sailing in Open World. Framerate is stable around 45 fps, server ping on testbed is around 20-22ms (in server open world). My internet connection itself is stable and performant enough to handle anything a game throws at it.

    Port UI works fine performance wise. As soon as I enter OW the game begins to rubberband all over the place. Every 5-10 seconds I get complete freezes that last about 1 second, with the expected rubberband effect afterwards.

    F11 was sent:
    NAB-82434

    May just be server load because of the new stuff or might be a bug of some kind.

  13. Unless it's part of one of the composite books (Art of Shiphandling, Book of Five Rings and Gunnery Encyclopedia) it's always a good idea to read the first one because then you can use it on any of your ships. Books that depend on shiprate can never be used to craft upgrades so read those too. Once you start finding duplicates they are good for trading against other books, selling, or making upgrades.

  14. 2 hours ago, AeRoTR said:

    The idea is, 

    Attack takes 8 seconds to charge to %100 power. 

    Defend takes 6 seconds for %100

    If you Attack 4 seconds before end, your attack is %50 or less powerful. If enemy defends at 3-4 seconds, his defence is %50 or more powerful. Defence beats attack when all equal, but not fully charged attack is even more vulnerable against more than %50 charged defence. 

    It is a bit difficult to explain, but @z4ys got the idea.

    So real game is your crew number plus boarding mods and using preparation and morale. 

    In this boarding game you can not defeat your Double sized and equal modded enemy unless other captain makes big mistakes. No more last millisecond attack or musket. 

    One positive addition is, as you will not give last second commands, you can but you won't prefer as it will be ineffective plus waste of prep. , you will see clearly your attack killing about 50 crew against enemy defence killing 60 crew, so you can change to muskets, brace etc. with expense of spending huge preparation. So you already have to commit some of your orders. 

    For this game, it is unnecessary to hide enemy commands dear @admin

    Visualise it, it is like real dynamic boarding, you are the commander giving orders and deciding to counter enemy as you see clearly what they are gonna do. 

     

    4 hours ago, admin said:

    This is something that will only work if you hide enemy commands and only know them in the next round. 
    Pick a command according to your knowledge of enemy ship and crew - and commit. 
    This will remove ping dependence - and i think this is a way to go. 



     

    Let's make it a mix of the two ideas:

    • The shorter your timer gets to 0, the higher the preparation cost of any action and the lower it's overall effectiveness.
    • Captains can only see their opponents chosen action 3 seconds (arbitrary exemplary number) before each round ends. This would give you time to make last second changes albeit at much lower effectivenes, for examples simulating an officer/marine shouting "FIND COVER" right as the grenades start raining down.

    Tis should result in less ping based success and give the game another tactical layer. Do I change from firing deck guns into a last second defense to save my own crew numbers or do I keep it to maximise damage against the attacking enemy? Better decide quickly! This solution may require tweaking of general effectiveness of certain actions against each other.

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