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erelkivtuadrater

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Everything posted by erelkivtuadrater

  1. i believe its one more element to take into consideration when fighting though. Also it can shift a battle in the opposite direction if someone are getting crushed. In RVR you can usually see the outcome in the first 30 mins, and it usually becomes a clean wipe of one the sides with the winning sides loses maybe 2-3 ships. But I can agree though, that you shouldn't be able to turn off survival if you dont have the fireship refit. Maybe the ship should start to lose crew if he turns of survival if its a fireship? simulating that the captain makes the command to abandon ship?
  2. i can agree with this, but the problem with this is that the BR of lineships compared to other ships are way to low so any ships thats not a 1st rate or 2nd rate will get focused since it would be obvious that its a fireship, so you cant really disguise it as they normally were. ATLEAST the BR of 1st and 2nd rate. Example. Christian has 100 more BR then Bellona and over 50% more broadside firepower
  3. maybe if you turn off survival, you should start losing crew as an "Abandon Ship" mechanic?
  4. its 1000kg black powder explosion, considering this is on concrete and the building is of course "ligther" i still think that the explosion inside a ship would look alot more devastating. Also this one, A docked ship with 37pounds ( over half of what Victory had) black powder explodes, destroying anything withing 550 m2: https://www.sciencedirect.com/science/article/pii/S0734743X00000671?via%3Dihub
  5. its just a point that the explosions might not be that far away from reality. Maybe it would be easier to take note of if there was some kind of shockwave along the water, and that it creates a big splash around the ship not only the bright explosion? Another thing about the fireships are also that the crew that dies due to this costs nothing so a player is much better of suiciding his own crew and dismantle enemy ships other then trying to fight the fire. Maybe this is something that should be looked into if there was a way to tell if the explosion is self proclaimed or if it happened due to enemy firing
  6. HMS victory had 780 barrels of gunpowder shared between 3 magazines, one barrel weighted in at 45kg aka 35000 kg of Black Powder. If ignited it had the force equal to 47 tons of TNT. Now this is a video of 50 tons tnt that explodes
  7. @admin i think what @R3volv3R is trying to say is that when the battle started the wind in OW was blowing from South to North, but once they entered the battle it blew from NW to SE which made them always fight the wind and then wasnt able to reach the AI before they entered the circles
  8. Probably fire right next to magazine. @admin are we supposed to use the buckets as helmets so the crew of 600 doesent all die from an explosion far away? I cant see how the bucket situation would help, because now if you get a fire on your ship its like you want to keep hold of it until you can explode on the enemy fleet 😛
  9. Fireship Refit Rank 7-4 Stats: +150% Explosion damage +5% Chance of fire -50% Cannon Damage -50% Hold Capacity Materials: 1x Barrel (could also be a trade good, but prefered to bring back to crafting ) 1x Barrel = 5 Hull Repairs + 2 Iron Bars Base materials for crafting Black Powder 5 Sulphur (needs to be added into the game) 5 Saltpeter (already there) 5 Charcoal (made from burnt wood) Crafted in Workshop Proposed by Scuffed Jack Sparrow
  10. Btw I found this. Its not the blast that kills the crew, its the sudden shockwave creating such a huge pressure towards a person that kills the crew member. Yes abit overtuned maybe today. But then it would be interesting to se the effect from a proper fireship with fireship modules. @admin also it would be cool if a reaction to the water was made when a ship explodes. https://www.military.com/video/explosions/blast/black-powder-shock-wave/663779011001 https://history.stackexchange.com/questions/48484/how-much-gunpowder-could-the-average-napoleonic-ship-of-the-line-carry
  11. What I mean is that battle casualties are referred to as killed people in combat. If you see the Battle of the Nile wiki page it says 2000-5000 casualties on the french side, since it was quite unknown exactly numbers, its being referred to up to 5000 dead or missing ( "French as 5,235 killed or missing and 3,305 captured including approximately 1,000 wounded men" ). The thing is. In Naval Action you can use rum to resurrect those "dead" and "heavily wounded" crew back to full combat capabilities by giving them Rum. I can still agree that the crew damage on other ships should fall of abit more the further the distance away. But maybe this is a great opportunity to create an upgrade that decreases the crew damage received from nearby explosions? Source Battle Casualties: https://www.thefreedictionary.com/battle+casualty
  12. thats referred as crew dead though. Remember they couldnt hand out rum to their dead corpses and bring them back to battle, but i do think this is a great opportunity to develop and upgrade that decreases the effect your crew has on explosions against them to mix up with the repair meta
  13. @admin think this is a great opportunity to develop an upgrade that people would prefer to use maybe over that super repair one. Before you make your decision to reduce the crew damage. The fireships directly counters slow and insanely heavy ships, and I believe over time if you do something about the BR or production cost of 1st/2nd rates that people would prefer to use 3rd rates in port battle instead of just losing expensive 42pd ships if people just run in with AI ships to fireship them Btw not so sure its unrealistic how it is right now. Yes the crew "kill" is high, but then are we really killing the crew in Naval Action? arent we disabling them in more of the fashion, considering you can use rum to let the crew members through pain and continue fighting?. Explosion of L'Orient "The explosion happened at 10.00 pm and killed the Admiral and most of the ship's company. Both sides were so shocked by the disaster, that for some minutes, firing ceased. Indeed the painting shows that the sails and masts flying in the air after the explosion caused considerable danger to the surrounding ships." Source: https://collections.rmg.co.uk/collections/objects/12001.html
  14. I knew you could do it @admin you change the BR as we wanted and had for almost a year ago. You really pulled it off this time
  15. @van Veen you should add this one for tldr; Can also be smart to mention that this is the general direction to follow considering morale, deck difference and crew difference are the same and there are no boarding mods involved Else i can see some complaints if someone attacks into some kind of barricade and gets slaughtered
  16. @admin Looks neat. I expect that Redoutable & Implacable will have 36pd and 18pd on their gundecks, cause thats what they had? GL with the nominations though Cant wait btw @admin
  17. @admin since we're talking on the realistic topic, when will my marines fire muskets within 200 meters of an enemy ship instead of taking a break? And when will the sviwel guns actually sviwel? Something also worth mentioning is that if you are fighting lineships or heavy frigates, the 9pd cannons are litte use because at the same distance the 32pd carronades start penning lineships the 9pd wont pen because of 90+ hull thickness. Hence why the battles we USUALLY see today talking lineships vs lineships are fought over 500m where 18's wont pen, while they were usually fought under that range
  18. I commented it because the Thread starter wants to know the state of Shallow PvP, and i swing this thread back to on topic and said, if you're not going into the shallows with a carronade fit ship you're probably gonna have a bad time e.g. sinking all the time to other carronade ships.
  19. and that is totally ok, but to then round it up to go on topic, if you dont have a carronade ships in the shallows, you're probably gonna have a bad time
  20. @admin if thats your answer, then fully complete it then. Because at this point there is literally no cannon that penetrates the masts on a l'ocean with no mast mods other then the tower 42pd cannons. Please tell me the last time you saw a fleet engagement in Naval Action that ended up with 10 ships allmost completely demasted. And besides, im not complaining, im rather abusing the powerful 32pd cannons myself, but I would never recommend a player to go with longs vs carronades.
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