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Sir Henry Morgan

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Posts posted by Sir Henry Morgan

  1. Hey Guys now that NA is on steam and membership grows i give it another shot. I know there are some decissions already made in stone.

    But right now i see no reason that some of my ideas wouldnt fit i the existing map. Actually the existing map is perfect for this system and some of my thoughts are allready "kind of" in there. One thing that i dont like in the existing open world is the fact, that you can spot other ships and battles far to easy. Which means that there is allways the dice rolling when you go for a prise...

  2. I have a question are ships irl able to turn with no sail power?

    Yes! They do. But you cant controll it. A ship normaly turns in to the wind. And its astounding how fast they do that. Even with low wind speeds. It depends of the surface the ship is facing the wind. As well the mass of the ship and its shape. And of corse the windspeed and water current. With an anchor its exactly the same, only difference, you end up in a stabel position lying in the wind. Because of that you allways have to consider where to throw the anchor and how long to let it go. Otherwise ships can crash together in a bay. Therefore ships have allways a safe distance between each other so when they orbit around the anchor point while wind changes direction. Otherwise they can touch each other.

     

    It wouldnt be a great idea to set anchor in battle and thinking, im in a fixed position. You wuld drift downwind and then sitting there with nose to the wind like a duck.

    And the other thing with anchors, throwing an anchor in shallow waters is no problem. if the ground is about 20m deep, you need at least 50m chain. The chain has to lie down on the ground approximately the length of the waterdeepnes. Otherwise it wouldnt grab right. So guess now how long the chain has to be if the water is 200m deep... And how long it takes to raising the anchor back.... so that couldnt be a great tactic in battle :)

  3. Uh, heck yes, it's a storm. Put tour camera at deck level and see what it looks like from there.

    Bearing in mind that videogames, like cameras, shrink waves by four times. Seas that would have you crapping your pants in person look like ripples on-screen.

    Ive been in such conditions once in a shooner over the atlantic. And by then i asked the captain. This is storm now! Isnt it :o ? He just said, no this is rough see.

    The waves were huge, especially when in the trough of a wave. There was water in the air but not all from rain. Thousand liter of water spilled on the deck when the bug crashed in to a wave. Visibility was about 100m (hard to tell). And this was just rough see... I cant imagin the horror when in middle of a storm...

    But your right with the shrinking waves on pictures. I made photographs of this event, and i was deeply disappointed with the result. The waves actually didnt looked as close as big as they were in real life...

    In a storm, ships are sinking. You wont get in a storm today its dangerous even for modern ships. Ive seen a ship in distress at see because of a storm. Fortunately

    our ship was immovable entangled in the port by then. They had bad luck and lost their ship while trying to reach the safe port. Both, it was a couple, survived this tragedy.

    This is not a critic about the game. I like the "storm level" verry much. And they made the big waves great. But its not a storm in its pure power :wacko:

    But as OP sayed you never could clap on all the sails even in such conditions without fearing to lose masts or at least damaging the rig...

  4. Greetings!  After a ten month absence from the real world I am back from my two stints as Bosun on the brigantine Fair Jeanne and the Brig Lady Washington.  I have to say the game has made leaps and bounds, I love how the brig tacks and wears, it really feels close to how Lady behaves, very well done.  Hull speeds are a bit high in general but the game would be far to slow otherwise.  On the whole it strikes a very good balance between reality and gameplay enjoyment.  

     

    One thing I noticed with the schooners is that when they are sailing close on the wind from beam reach to close hauled they sail fastest with the booms wung out all the way, in reality when you are sailing on the wind this would spill some of the wind you could be using for drive, so they should be sheeted not completely fore and aft but just off when close hauled, and eased just a little bit more for the 90 degree beam reach.  When you want the booms eased all the way out is on a broad reach or a run.  Also when running, there should be a speed bonus for the booms being eased out on opposite sides, it's called running wing on wing, when running if both the booms are eased out on the same side the mainsail will block the wind from getting to the foresail and you will lose the driving force of the foresail.  

     

    Also I want to say the storms are wonderful, but I really am begging you guys to consider that you cannot sail in force 8-9 with topgallants set, and since you seem to only have two basic sea/wind states would it really be that hard to adjust sailing parameters for two weather conditions?  I know you guys cant do topsail reefing because it requires another animation but can you make it so that you have to work with just topsails and courses in the storm sea state?  The ships should be going as fast off the wind in the storm state with tops and courses as they are with full sail in the normal wind state, make it so that you can set topgallants etc, and get a speed boost but make it steadily damage the masts and break them after a short period.  Also there should be a large speed handicap when sailing close hauled in the storm, if you were making 10 knots off the wind you should be making maybe 5 at most into it, in real life that sea state pushes you back something brutal, also make it so that tacking in the storm takes longer so that people are forced to wear ship.

     

    Please heed this request devs.

     

    By the way did you borrow the Navy Brigs paint sceme from the Lady Washington;)  I love it!

    PS.  thank you sooo much for fixing the order of sail setting it was driving me nuts, things look alot more realistic now, with ships tooling around under tops and courses and not topgallants set above furled topsails.

    Like your post and share your opinions. On the other hand. This storm level... Its not even close to a storm anyway. Thats rough sea at most.

    But i would also like the possibility to haul tight topgallants to prevent damage on masts if windspeeds are to fast :)

  5. the world would be scaled down of course. so i still want real time. no fast travel also day and night wouldnt be in real time it would be quicker imo

    Ok now it makes sens for me. If well done i think it could be great to. And it would also fit with my idea. So why not...

    There many different concepts i think would work well. Its more a matter of how it gets done and taste. But when playing NA this concerns are flown away :)

  6. The idea is a nice one, it somewhat models the fact that information travelled far more slowly in the age of sail. I think this can work, even in a world where instant communications such as team speak and chat are available at the same time.

     

    Because of chat, when, for example, an exploration player gets attacked by some other player gone pirate, the explorers clan mates will know when it happens and of course they can try to send help, etc. Yet, the act of piracy itself is not communicated inside the game world, before the explorer (or any law abiding ship they met after the encounter; information spreads like an virus, 'contaminating' everyone it touches) sails into a port. Only when the information reaches port, the authorities will put up a "wanted: dead or alive" notice on the harbour masters office.

     

    I think that it should be quite interesting to have a system like this... it would offer interesting gameplay possibilities such as leaving no man alive after a battle? what if some sailor survived anyhow?

     

    Cheers,

    Brigand

    You got it :) Thanks

  7. If battles take a similar amount of time as they do in combat testing (which they should), so say 15-30 minutes for a small fight or medium fight. How far could a trader get within that time, and why would it even matter if it takes longer for that trader (A-B-C route on the bottom of the map) to get to the port than it takes for the battle to be over? Let alone for other ships to leave that port and sail to said battle. If you are a proponent of no fast travel it makes it all kind of redundant.

    Fast travel is absolutly necesary. Theres no way around. May gave the wrong impression in my text. That was not mentioned.

    Im not sure if those 15-30 min are accurate. thought they could last for houers until they reached each other. 12 nautic miles are a long distance between seeing a ship and get there even worse if one faction is fleeing. So i guess its ok... I mean its a game. It has to be tweaked somewhere...

    But realistcaly your right i guess.

  8. I'm re-reading this to get a better understanding of your proposed system, and figuring out the map you made.

     

    But I'd like to point out, that a system that can be completely undone by the use Teamspeak, has vital flaws since you cannot, nor should you, forbid people from using it.

    I wont forbiding it, because it will be used anyway. But it doesent give a great superiority to non users.

    And Teamspeak aka radio communication doesent fit in this age i think. My idea is simulating only the normal flow of information this age had.

    But honestly i would hate it to, not to teamspeak with friends in a battle... The communication with flags they had this time would be great but probably not feasable :)

  9. Open World in Naval Action

     

    Concept: Information based System

        -Benefits :    - Realistic regulation of PVP events                                        - Realistic limitations for Pirates
                             - Freedom of bypassing PVP battles                                      - also enjoyable for lonewolves
                             - no overloaded map with thousands of players and infos    - realistic handicap for great fleets ( setting-up Fleet )
                             - dynamic missions, made by players                                    - possibility to hide
                             - great options for explorers  (informations are valuable)       - great possibilitys for quests and skript based events
                             - Interactions are limited on its region (regulation)                  - Building a Convoi has its pros and contras...

                         - dynamic trading system (read Jack Feathersord's post)       - Informations could be betrayed (read Brigand's post)

                            - Ship to Ship communication  (read Johny Rep's post)        - Ambush tactics are possible (read Johny rep's post)

                            - Teamspeak is still a practicaly thing but not OP                    - Realistic fog of war (you need sight (12NM) or coordinates (Map) of a event, ships or battles)

     

        - Explanation:     Information on the map are based of a «Information travel System». If something has hapend or is happening, it needs a observer.
                                   The Observer now transports this knowledge to a Place (Port, town, etc) from there the Information spreads and goes further.

                                   Only what you can know, is also shown on "your" map!

     

    ABXEAU.jpg

     

    Additional Benefit Examples:

        - Battles:           Battles are something personal and only joinable if the info is there. And thats something you can affect. But its allways not for sure.
        - Regulation:     As this system only shows informations that actually can be known. It regulates the problem of bundle of fluff :)
        - Bypass PVP:   If you come close to a PVP event (f.ex. 12 nautical miles you can choose to join or bypass) bypassing means, taking the info with you.
        - Dynamic Missions:    You can choose to spread the word. Transporting a information to a certain location can affect some reactions. Endless potential!
        - Explorers:       They have a good. Information!
        - Regions:         As sailing is a slow thing and for a game in realtime not enjoyable. It compensates the fast travel issue with the lack of information. Locations can 

                                  be reached fast, but events have to have to be found first. This makes things more realistic i guess.
        - Pirates limits:  As a pirate you just shouldnt attack a trader on a traderoute. Because the chance that somebody takes the info to the next port is high.
                                  Then its just a matter of minutes, until a royal ship will come to clarify the situation.
        - Lonewulfes:    This system would allow you to go your own way. You can hide on a smal island or port wheres not much traffic.
                                  You can attack other players without fearing that within seconds there will be 10 friends of it, because of teamspeak. You just have to choose your

                                  prise wisely. Takeing out a ship on a unsecure, low traffic spot.
        - Great Fleets:   Positioning the information on a busy harbor to build a great Fleet. Royal Navy attacks Town X against Spanish in 45 min. Wait... Because that has  

                                  to take some time. In the meantime the information reaches the enemy. Which now can counter react.
        - Quests:           As shown in the map. The developers now can put endless events in the map. The risk, if a quest is started, hounderts of players are running for it 

                                 (bundle of fluff) is eliminated. Theres still the possibility that other players unravel your plan.
                                  For example a tresure map. When youre making a stopover for resupplying, there is a chance (random generator) that one of your
                                  crewmembers is betraying the secret. Now you have a problem... But still not everybody knows it. Only this port for now... But you have to hurry... 

        -Convois         While a convoi can give you security for a trade travel it also means, that you have to wait for its formation on the port. In this time the information spreads 

                                  and gives some players time and the posibility to form a ambush. Wouldnt that be awsome ???? :)

     

    Things you may have to consider: (Thers more i know. But hey, its just an idea! )

        - Teamspeak:          This could ruin the experience of this system, as it would be possible to cheat. No! Because you have to pass a event within 12
                                        nautical miles before you can see it. Which is not much. It is may possible to find a location without seeing it on map. But its more or less rolling a dice.
        - Time and Events:  You may would say its not feasible to coordinate things in terms of time and distance. This has to be balanced with fasttravel system.              

                                        And actually i see it as a benefit. As fasttravel is unrealistic anyway. This puts things togehter and works more in regions...

        - Past events:          Johny Rep made a good point. What if there are to many old events, which are actually to old to interact with it or you'll be to late all the time.

                                        As i think this is life ;) May it could be solved with a simple system. You allways see when this event has started, not when it was detected by

                                        somebody. You see the number and type of involved ships and their faction. Like this you can evaluate if it makes sens to go for. I think its a benefit

                                        anyway, it shouldnt be common if you fight a battle and there are comming reinforcement all the time. This should be bad luck...

     

    Thanks for your thoughts guys. See you out there :)

     

    Sir Henry Morgan
     

    • Like 6
  10. I don't think people are talking about auto-aim here. I think the discussion is about being able to lock your cannons to a range.. not to a target.

    I understand it, that we can lock the canons to a angle. then we only have to concentrate of the ships roll to get to the right position. Taking clouds or the mast as a reference point and then boom...

    Im doing this right now anyway but i agree that sometimes you mess up because of a slight uncontrolled move with the mouse, which is a anoying thing sometimes.

     

    I would like that as a option...

     

    Edit: May it would be cool if we could targeting with a angel indicator. F.ex. Set canon on 30°. So we have a visualy indicator.

    Something like this in the UI

     

    4120wwl.jpg

  11. You can set sails to battle mode with "B" button. It reduces heeling significantly.

    Thanks for this tip. I used it yesterday and its verry helpful.

    I earned the brig yesterday. Its strange i caused more damage with the cutter ?

    I have the feeling, that the brig is verry slow and sluggish and the two extra cannons do not compensate the disantvetage of manuvering.

    Even a full broadside with double tends to do less damage as the six canons of the cutter.

    I have the feeling that the ballistics of 6pd double behave different than on the cutter.

    Is it just me or does other people think the brigg is a downgrade to the cutter in any aspect ?

     

    How do you guys use the brigg. Distance or close ? Double or ball for close range ?

     

    Thanks!

     

    Sir Henry Morgan

  12. Hello Devs and Folks

     

    First let me say i had a blast the last couple of hours playing NA.

    You guys made so much right :) And this is early alpha! Bravo!

     

    Ive sailed over the atlantic see two years ago on board of a schoner maden in 1930. One of my best experience i had so far.

    This leads me to my first "suggestion" for NA. (I try to use the right englisch expressions in sailing)

    Some things might not be feasible because of its complexity.

     

    Sailing:

    - A ship with reefed sails is similar to a nutshell in the water. Its already simulated in game. But not hard enought. I think a ship with down sails

    should be more unstable than right now. (This pretend people to stand still and being snipers) And believe me allready small waves are shaking so hard. Actually the small pointed waves are even more unbearable than big ones.

    - The heel of the ship with sails set is well made! It gives great tactical options. But therfore i think we need the posibilaty to unrigg the top sail (rah) separately to prevent to heel to much in case the enemy is on lee side. (Or we can set the sails just half, for example the fock. So the airpressure is closer to the deck.

    - While every ship has the effect of lee helm and weather helm (depends of the rig) that should be simulated and therefore id would be great if the rudder acts with relative positioning (not flipping allway back to idle) This would bring more tactical decisioning in sailing. Because the rudder is a resistances.

    - Last but not least. I would die if you give us the option to set a Mars sail. This would take big amount of time to set but... Enought said ;)

     

    Combat: (Here i do not have any experince ;)

    - I would like to have the oportunity to send a sailor on masthead. He will give me more information about the enemy and earlier. (with your new Damage Model 4.0 i would love it when the damage of a enemy ship is only a assumption and has to refere to visual sight. (so you cant se the backside of it)

    - In naval combat they have comunicate with flags. May this could be verry helpfull if we have this option too. Direct instructions to a choosen ship would be verry helpfull.

    - Overall i would like to see more detailed crew management. Im sure this will come anyway...

    - Other than that everything works great so far. Realy looking forward to DM 4.0 ;)

     

    Bugs:

    - Which bugs?

    - Only one crash in 8 hours. And i couldnt reproduce it, so i decided not to bugreport it.

    - May the outfitting window is buggy. I only can fit the first canon left/right on those four bars. Not sure its meant to be like this. Will see...

     

    Thanks for listenig and see you guys out there. I love this game. A dream came true :)

     

    Cheers

     

    Sir Henry Morgan

     

     

    • Like 3
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