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BungeeLemming

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Everything posted by BungeeLemming

  1. Johny you have to consider all the standing rigging wich will be peppered with grapeshot from carronades standing at the quarterdeck and back. A mast can be as huge as a meter (or even more) in diameter at decklevel. But the windpreasssure needs to be dealt with by the wants. So if the wants are shredded and sails are up you can easily imagine the stress on the wood. Also a guns accuracy is only as good as the barrel-bore and the cannonball wich means even when you aim low there will be shots flying high.
  2. Well.. when we double tap to the right or left it should do full right/left. If we hold on the key it should give us a lot more options to position the rudder. Im all in for this suggestion edit: Yes we need some sort of shortcut to center the rudder.
  3. Devs already explained on the zooming factor: We are captain of a ship. If I was able to zoom out much further I would feel like beeing a strategic, looking down at a table. And chess is not what were going to want out of Naval Action. About dispersion: When you tain your guns from one side to the other the gun crews need time to get them pointed where you need the to. So its fully automatically. You aim, they narrow the arc. If your pointing to the extreme front or aft your arc becomes narrower wich does NOT mean you will be more precicse. All your guns at the opposite side from your ship wil not be able to be trained around enough. So less shots will hit. Only point at where the firing arc is still complete after aiming.
  4. and dont forget to mention all the additional equipment wich is used for shooting. All tools to sight the guns and then powder, ammunition etc.. theres more to the armament than the pure mass of gthe cannons
  5. Well, with INK's post #20 you have an exellent video showing the tack. just open the spoiler and voila As for tutorials. I think that has to be included when this game is going open beta or something like that. But for now those videos totally serve the porpose of educating testers about sailing. I keep posting this thread to everyone who has questions about the game's sailing mechanics
  6. right and left klick will do btw: by klicking F1- F4 you can disable gundecks. means you can home in with the lower deck and be sure ALL decks will pinpoint
  7. tracking shot goes off with spacebar. little hint: when you start the launcher (white window) you can check all inputs. Altho no tall of them work right now most do. For all non-English keyboards you can easily change the rearRheaControl since for me (german layout) I would have to press the button between "t" and "u" wich is totally impracital. Another option you have is changing the keyboard layout to EN.. not good when trying to write.. Only make sure your Keyboard layout is YOUR language.
  8. that exact book is in my shelf.. But I didnt give it too much credit so far. Its very dry theory and reading in it is quite a challenge for me. (I am bored too fast)
  9. Can a Mod or dev pin this thread since the new wave of players should see this without much research. I feel this thread and the videos especially show very important parts to the sailing mechanics
  10. OKay okay I am beeing the smartass here: That was the answer from Abmin to my question regarding the Frigate they actually have ingame, next to surprise and Constitution.
  11. erm Lawrence.. you are actually in the Naval Action section of the Forum You better check the Gettysburg section for your suggestions =)
  12. As you said, Lemonade, Boats were never a good idea to have on deck while beeing in a battle. Only a stupid or surprised captain would have them around in a fight. They were towed astern for that reason you meantioned. But maybe we will see the boats hoisted in when we are on the open sea map. And/Or maybe we can have special events where we need the boats to do stealth attacks in the night(boardings). Also its a possible gimmic (not much hope to see it tough) to have control over the small boats for some occations.
  13. I guess we have to set a curse on a map table and steer the ship where we want it to. I like the idea and at the same moment I fear the long loneliness and booooring moments to come if only seeing the horizon for hours and hours.. attles will be on Open sea.. well when thats true and coming I think its going to be EPIC!! but on the same side abusive, too.. Pirates will be in fast ships and wait for scuttled ships (after a 1v1 or other battles). So if we have even fights where both sides wreck each other anoter player may come across and finish all of the remaining off. But I adore the approach! Its a good thing to go away from instances.
  14. I am sorry to be mistaken. By repairs on armor I dont mean plugging leaks. I mean to get some planks on shot holes above the waterline. The only reason one would do that is to improvise a stand for a cannon. (very instable anyways) @Johny Reb: Nelson didnt come back with many of the ships captured and disabled because of multiple reasons. The one and most obvious is heavy damage. Second: a storm wich came just a few days after the fightings. The Brits captured the mighty mighty Satissima Trinidad and tried to trail her. But because of heavy damage and the stormy weather they had to abandon her. Also on the sinking: I guess this goes for Part B, too
  15. I dont see the point in this.. Why would I engage an enemy without the possibility to sink him? If sinking gets near to reality we have wrecked ships but.. AFLOAT in many times. Big Lineships were surrendered rather than shot to pieces. Those collosal ships have had so much buoyancy that they would not sink easily. Right now we already have a dynamich damage model with all the repairs enabled. Leaks can be plugged, some damaged armor can be repaired (altho thats VERY unrealistic to bother wich such repairs rather than focusing on dismounted guns). Matst can be shot and repaired (in action pretty unrealistic but its a game) What I love to see is a falling mast to have a drag-anchor character. So you will have to sent men to cut all the standing rigging loose. edit: By repairingarmor I dont mean plugging leaks. I mean the actual armor around. Taking planks to patch the reeling and such things. I dont think such visuals an astetics were ever done during fightings. The only possible situation where you improve the damaged armor is when you try to get a good stand for a cannon to work. means you need a tough place wich can widthstand the force of recoiling cannons
  16. May I come back to the actual topic? ty.: At first This new damage model is just what I was looking for. I was complaining about the mixture of the old and new system we have right now and this dmge model 3.0 is just what I wanted. All the talk about capping, boarding etc belongs into another thread. There WERE occations where ships fought until their bitter end. In a MMO we will sooner or later have players wich generate a certain hatered around them. So others should have the total satisfaction to sink that dude. Speaking about pirates for example. They will capture and plunder prizes. But the navy hunts them down and either sink or capture them to get them hung. The sinking and damaging model your going for with this idea is the right way IMHO. Modules like rudder and such still exist. So everyone wondering why masts, rudder, pump, powder magazine and all is missing.. its about the sinking and hull damage.
  17. BungeeLemming

    POTBS

    best part ever of POTBS was OS pvp and PBs in a GOOD environment. A god lost fight was more satisfying than a sad fought win..
  18. I think, Wind you pretty much see the "skillsystem" NA is going for. There will be no skill like potbs. You have the crew focuses and maybe some other commands to tyour crew. No BS invince and extra dmage skills/spikes. I think that the surrender should give "some" sort of benefit compared to let you sink totally. There should be a reason for the player to choose the surrender option. Maybe a surrender affects the way certain nations are respecting you. Same for the crew you hire next. If you fight to the last man with no way of winning a fight your base morale for the next crew you hired is lower.
  19. Morale should be a crucial game mechanic towards surrendering. If you go ahead and change the damage model and therefore the winning system over a more realistic one you will have to consider Morale as a very important factor. What I mean is this: Side damage should only deal damage to shipparts like crew, cannons and other stuff that lies around on the decks. And then we may have the underwater hits wich actually makes the ship sink if not repaired. Slowly but surely. All the damage inflicted on a ship affects morale. So when I get damaged a lot above the waterline I loose crew, cannons and my rigging gets damaged. My overall fighting capabilitie is beeing reduced. My crew is fed up. He does not like getting slaugtered and I will eventually be forced to surrender. But my ship will not sink unless its being hit underwater/between wind and water. Crew morale should represent a ships battle value. High morale gives you some sort of boost in reloading, sailing maneuvers and all that good stuff. Bad morale will make you slower in some situations. It should however not affect the survivability-"skill". Maybe we are able to drill the crew. So in a fight my men are cold blooded. Damage and casualties will affect them less than a newly recruited crew. Morale should be influenced but many circumsttances: - am I in an even fight? - how is the fight going? - what sort of base morale do I have? I totally adore the way you already approached this feature:
  20. BungeeLemming

    POTBS

    dino, You will wait forever. The burningsea-page will never come back. Everyone who knew the old gameplay will not come back only because of shiny new shit--ships, sry. Portalus and FLS even earlier fucked everything up. Before the stupid ship-revamp and "uh no magical skills"-removal the burning sea was a hell of a fun to be. numerous of OS pvp groups to fight with and even some RvR going on!. After the crappatch most good OS grpups immediately gone off forever. Most players who are coming back dont stay for long. If you are interested in another POTBS eara (I mean epic community and a really nice game) you may wait for NavalAction.The first few pvp fights I had were simply stunning. well okay its the typical testing thing with feature lacking but holy shit its going the right direction! Stay tuned for this game!
  21. I just recently read Michael Chricton and holy shit this german translation is HORRIBLE.. Ive rarely seen so sad phrasing and so many repetitions within one sentence. I was disappointed and left it 3/4s not read. Maybe it lost quality from the translation.. I dont know. The second book I have from him will be untouched for sure. Best books are already listed by Johnny reb.. The dudley pope's books they are my top favourites so far.. Really enjoyable boos. Hornblower is a very similar type of storytelling. If you can get your hands on it, Reb. read them. They are awesome (Hornblower was the entrance-drug for me) Those two are the best to read about storytold seamanship imo. (If that sentence makes sence) btw: the biggest problem is to get some of these books. I have many books from a secon hand bookshop.. If your not afraid of english you may have more success in finding some of those books.
  22. well its possible in stormy wheaters. huge waves exhibit the underwater-hull. In light weater I doubt they appear. Shots wich fall short will ricoché from the water and hit upper parts of a ship. Balls with low speeds will sink in the water. Such underwater hits wich "fly through the water" are impossible. To sum it up: such hits are in fact between wind and water. This question is good..
  23. well hmm your right. So we can seperate the hull intwo: UNDER the water and between wind and water. -> affection on heel. sorry I did forget this feature. I edit my intial post.
  24. I only want to summarize where this thread is going to.. We all agree on: distinguishing between hits above the waterline and below: above means damage to crew, cannons, sides, masts etc. below means damage to the hull and therefore taking on water over time. Hits between wind and water causes a dymanic feature to the intake of water. More heel - more water (edited this line) crew damage does several things: first of all it reduces the speed of any maneuver, reload, pumping etc. How is crew loss defined?: devs idea is very sweet imo: That means there is a surgery somewhere in the ship. Morale : There is a good quote/ idea devs have themselvs: Fire on deck is a topic wich is talked over. II stated my opinion already. Also Rigging damage is not final. But ideas arepresent. - Masts have a health system like ships. - sails are reduced by a fix number when hit by a) cannonball, grapeshot c) chainshot. - other things i forgot Mast/ rigging/ sail repairs is not talked over in the official forums yet I think. Maybe someone records the topics most of us have the same opinion about? That would be nice. (I tried it a bit here) Somewhere on the start where everyone can find it easily one can edit a post.
  25. But like I said: If you only shoot the balls and the wadings play no role. (maybe 100 meters and more) there should be no possibility to ignite a fire. There is no reason for it. Even when you hit metal it will only cause a small spark. But decks are watered to prevent just this. fuses are hang over waterbuckets to minimalize the risk of fire. There is only one hitbox that will cause a fire. But thats the explosion of a lucky powderroom hit. (wich should be VERY uncommon) Fires should be possible at close range only. gameplay wise it could give luck a role where I would not want to play the game. (long range shots causing fire I mean)
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