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McCullogh

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Everything posted by McCullogh

  1. I love the concept of limited ingame communication, to simulate the slowness of communication in the times. I think people would log into TS anyway and communicate that way, as they do in PotBS, but thats a seperate issue. Here is an idea for those of us that would prefer a more immersive experience and forgo the TS route. To simulate the use of flags as communication in battle, line of sight would be required, a captain would enter communications into a "text box" and those commands would appear at the top of the screen for all ships within the line of sight of that ship, or other ships that were able to relay signals. It would read something like "Cmdr Hood of the HMS Valiant signalling all ships tack in succession." To simulate dispatches, I see a blockading force approaching one of our ports and dispatch a cutter to get word to friendly forces. All ships my cutter passes receives a notice on the top of their screen, "Dispatches, enemy force attacking St. Johns" When my cutter reaches admiralty headquarters, then NPC cutters could be dispatched to spread the word. The cutters could be attacked by opposing nations to limit the word getting out.
  2. In PotBS the designs were not released until reviewed by the devs...and they were actually pretty strict...although they may have lightened up towards the end. I put through the Scottish National Flag and the Scottish Red Ensign (which i proudly fly here) and it took me several tries and the assistance of a designer (to the the colors/shades and fade just so) before they accepted them.
  3. McCullogh

    POTBS

    I too loved POTBS...spent many many hours sailing as clan McCullogh. I see several names here I recognise and I'm excited that we may all be sailing the seas again soon. Just can't do PotBS anymore....game started its downward spiral after P&P, I hung in there and preached patience, but PortalUS has accelerated the process and I will be amazed if its around this time next year. Fairwinds shipmates!
  4. I found this Textbook of Seamanship that includes the commands given during tacking. Here's the table of contents http://www.hnsa.org/doc/luce/ And this is the section that deals with tacking specifically http://www.hnsa.org/doc/luce/part7.htm#pg412 Page 415 is tacking
  5. I have tried just tacking using the auto pilot (as if I were the captain and had a capable 1st Lt.) and would give the command that he would then carry out. Missed stays...dead in the water. If tacking is going to have be done manually, I hope you are working on a very well done tutorial. I would also include recorded verbal commands when tacking...that would add a nice sense, and actually teach people how to do it.
  6. I found this "how to" video on tacking a square rigged ship
  7. May I suggest for captains quarters, you just make one for each Captain and make it a place we could display mission rewards, medals, trophies or other such items awarded throughout the game. I am imagining something like the houses you can buy in Skyrim. Weapons racks, uniform/clothing display mannequins, etc. The cabin size would not have to match the ship, but just be a generic cabin.
  8. No kidding! I think an NPC in game named Barberouge is in order!
  9. I love where this is going. Instead of the magical skills of PotBS, such as knowing that applying magical skill A (focus fire) before everyone else applies magical skill B (URR) will sink an opponent....I love the idea of actually managing a ship and it might even take some actual understanding of sailing/fighting. as we say /tiphat
  10. Pirates of the Burning Sea, running the show at British Mercantile and Mercenary as McCullogh. World of Tanks, you can find me as DangerMonkey primarily driving his Tank Destroyers (Hellcat and Jackson) as I try to find a good hiding spot to be a sniper. I also have been working up the heavy German line, because who doesn't want to drive a Tiger! I also have a couple of Russian heavies because their incredible armor works very nicely with my limited skill set. World Of Warplanes, you can generally find me as DangerMonkey flying into the ground or opposing players as I try to figure out how to fly theses very cool planes. WarThunder. Rapidly bypassing World of Warplanes as the winner in WWII simulated battle for the skies! Elderscrolls on line, I have had a little action in beta, looking forward to more.
  11. I think the answer to this question depends on other factors 1. How experienced is your crew? the more experienced they are the less impact doing more things at once will have. 2. How healthy is your crew? Full strength, you can probably fight and sail with little negative impact each other 3. How large is your crew? Undermanned vs over manned...same as #2 4. How happy is your crew? same as #1 The model you suggest is similar to the one PotBS and its usable to for game play, the buffs/debuffs they have attached seem to work OK. I do like the idea of sending crew for repairs...which depending on the level of damage could seriously impact the other 2 skills.
  12. I agree wind should be a huge factor in battles, tacking and sailing into the wind should give huge penalties during battle. A small mention (off topic) about blue water (deep sea) battles vs sailing among the shoals. I would love to see draft of the ship come into play where a small sloop could escape the heavy frigate by fleeing into the shallower waters, or a smuggler hugging the coastline to avoid heavy patrols and the naval cuter patrolling there looking for them. This was a tactic that was used and I would love to see it somehow integrated into the game.
  13. I like your thinking barberouge, a skilled captain can do things to make certain events more likely, and an unskilled or recless captain can certainly put his ship into harms way. Your mention of a skilled carpenter brings to mind another thought...the longer a crew is together, the more skilled they become. I'll start a new thread for that.
  14. Perhaps I did not convey my message well, and if you were able to so mis-read my suggestion, then Game labs might too...so I will attempt to clarify. I, like you, am opposed to Magic Skills and I want a more naval experience. I agree completely with your last paragraph about storms and think its a great idea. Perhaps Chance or Randomness are are a better words than luck. I use the term luck only because it is is the term the sailors used and they believed in it as strongly as they believed the sea was wet. In no way shape or form would I want lucky idols, voodoo spells or some such nonsense available to help increase the chance of a beneficial outcome. We both play PotBS (and I think Game Labs is familiar with it as well) and they have several "magic" skills so I will use that as an example. Lets say..Cut Shroud for one. Every time you use it it slows you enemy 25% every time. That's very unrealistic and too predictable. Gunnery was a very in-exact science and you might empty your broadside into an enemy's stern and blow away the wheel and his rudder leaving him unable to steer...or your shots might pass from stern to stem and hit nothing vital. If you aim for the rigging of my enemy and a "Lucky Shot" , you might cut away some very important rigging, bringing your enemy's ship up into the wind...or an "unlucky shot" might pass through a sail and cause no real harm . What I'm saying, is that naval combat was unpredictable....and that very chance of running into that storm is exactly what I'm talking about.
  15. Here are a couple Scottish Flags I would love to see in game.
  16. I would love to see the Patrick O'Brian series have some influence on the game...many of us computer sailors love this series!
  17. I would suggest you incorporate Luck into the game somehow. The Sea and wind are capricious entities and an odd wave or unexpected gust of wind can set you up or put you back...a lucky shot (cannon fire was very in-exact) could knock away a spar and bring your enemy into range. Now I know MMO players like a very predictable world in which the proper set of magic skills used in a particular order bring about an expected result...but I think adding in luck could really give this game a flavor that would be unusual. Thanks!
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