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akd

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Posts posted by akd

  1. The advantage of the fluyt would be it's number of crew.  Unlike other large trading vessels, it requires less crew to sail properly, giving a larger trade ship for those who want to sail their ship without crew penalties due to their rank.

    Surely there are more modern forms with the same advantage? I can hardly imagine that the idea of minimizing crew to maximize profit was somehow abandoned in the 18th C.

    • Like 2
  2. After reading all your discussion about "true" 18/24 frigates these are the ones we have left? Not counting the brit/french...Rota is in the poll. af Chapman, would that be like the "Wasa" in the poll?I'd click at the Swedish Bellona class but I don't know enough to make a proper poll post with plans and correct info.

    Dutch Eendracht of 1797 had main battery of 28x 24pdrs (unknown length and weight) and 16x 12pdrs on QD/FC. It is in the suggestion thread.

    http://warshipsresearch.blogspot.com/2014/07/dutch-44-guns-frigate-eendracht-1795.html

    Dutch Amfitrite of 1797 carried 28x 24pdr main battery in British service after capture in 1799. Don't know Dutch armament, but was probably the same as Eendracht. She is not in the current suggestion thread, but plans are in the Dutch ships collection thread.

    These are larger and more heavily armed than British Endymion, Danish Rota or Swedish Venus*, although not as large and heavily-armed as Forte / Egyptienne. But they are Dutch!

    *on threedecks.org some ships of Swedish Bellona class (including Venus) are listed as 156 x 40ft, but others are listed as 190 x 36ft (!) long. Not sure if plans of the longer ships are available. Surely they were exceptionally long and narrow if that is correct.

  3.  

    On the other hand we still badly need frigates in range of 12 pd armament. Which should be the workhorse of every nation.

    Well, we have two apparent 12pdr frigates in game (Belle Poule and Frigate) that have instead been given 18pdrs (and 12pdrs on their FC/QD!).

    Also, which 74s carried 24pdrs on their upper deck?

  4. There was interest expressed in heavy-to-super frigates not of US/Brit/French origin. I found reference to a 1797 Dutch 44-gun 24pdr frigate named Amfitrite, that became briefly HMS Amphitrite after capture 1799, then also briefly HMS Imperieuse before end of her short career in 1804. In British service, she carried 28x 24pdrs (later 18s) on upper deck and 14 24pdr carronades and 2 9pdrs on her QD/FC. Unfortunately, I can find no plans for her.

    The suggestion thread includes the following:

    From Steel's thread of Dutch ships:40-gun, Eendracht, 1789

    FKRY4As.pngw2rsrMc.png

    Although plans say 1789, the only Dutch 5th rate I can find reference to with that name was a 44-gun launched in 1797. I wonder if Eendracht is of same or similar design as 1797 Amfitrite?

  5. Yup, has been suggested many times. Teleporting ships and cargo is going to undermine economy and warfare in the game.

    Low value cargo in a low risk area: Contract an AI ship.

    Moderate value cargo / higher risk area: sail merchant yourself, or escort it with AI merchant as your "fleet"

    High value / risk: sail merchant yourself and recruit player escorts.

    • Like 5
  6. I don't think we should be able to capture full loads of cargo from the AI. AI, and especially AI traders, are far too easy to gain that sort of profit. I would, however, like the small amounts of cargo we capture from AI to be connected to actual trade routes and resources.

    Player cargos, however, should be captured in their entirety.

  7. No heel reduction for teak. Teak-built ships should have strength similar to oak (but less than live oak) and due to its better resistance to deterioration either a speed bonus over oak and / or a bonus durability point.

    Suggest changing "Stiffness" to simply "Stiff." I haven't really heard "stiffness" or "tenderness" used in the description of sailing characteristics, e.g. "exceptional stiffness" sounds odd, but "exceptionally stiff" sounds right. Might be wrong on that.

    If we assume that a ship without the "stiff" build quality is balanced between being exceptionally "stiff" and exceptionally "tender," then a build characteristic of "tender" ("tenderness" if you must) could be added exclusive of the "stiff" characteristic (can't be both) with increased heel plus some bonus (sails closer to the wind? more responsive turning?). However, if a ship without the stiff characteristic is considered tender, then we can assume that Fine stiffness is the average, but my impression is that a ship without the characteristic is not particularly prone to heeling and just has "base stats" for heel.

    • Like 1
  8. Players were trying to save a ship or attempt to win by running down a timer.

    Why do you require all or nothing wins, since that is the core motivation behind this behavior? Instead of battle circle, why not add combat timer for teams. If it runs down without combat, players can exit and team with advantage is credited with a win. If someone wants to run and save their ship, let them, just acknowledge that retreat is a form of defeat. Give XP and gold bonus to winning team so that fighting and then retreating is not as advantageous as fighting and winning.

    Even with battle circle, all or nothing wins still encourage griefing behavior. You make it harder to run or avoid combat, but given all or nothing conditions, then a player that is faced with certain and quick defeat if they fight and no possibility of retreat is still encouraged to draw out the match as long as possible to make the maximise time consumption and frustration for the winning team. Battle circle is just an ugly bandaid for the core problem.

    • Like 3
  9. Except for all those British warships sitting outside Atlantic coast ports from 1812-1815.

    But I think Raatha's point is that were major British ports and naval bases in present-day Canada (the North American Squadron blockading the US during the War of 1812 was partially stationed at Halifax, Nova Scotia) and so there would logically be North - South traffic along the Atlantic seaboard between Bahamas and "off-map" destinations in British North America. Although I suppose in general there should be more traffic in the open sea to off-map locations, including Europe and S. America.

    https://en.m.wikipedia.org/wiki/North_America_and_West_Indies_Station

    • Like 2
  10. Prate, have you played Pirates of the Burning Sea? If not - I would say there were a lot of ships for top level, but there was a meta for port battles, 6v6 groups, ganks - well ganks had biggest variable, but in the end for successful fight you should go for the best choice by attributes. High skill could be a game changer in a 1v1 or small groups, not PBs or big groups.

    PotBS was not player skill-focused. It was an MMORPG with ship avatars. If you lose a battle against a Belle Poule in a Frigate and say it's because of the BP's marginal stat difference, you are deluding yourself.

    • Like 2
  11. Next proposal its to make pavel a little bit biger cannons, becouse now he its exactly like bellona just with smaler guns and more crew(and i think a little bit slower and agility).Now a lot of people preffer playing with bellona then ii pavel. Its easly win in bellona vs pavel. Its useless.

    I like Pavel. She's really not a 2nd rate and doesn't need to be "better" than Bellona. Embrace the variety that will come as the ship set expands and don't fall into the trap of artificially balancing ships against each other in such a limited line-up. Anyways, you of all people should appreciate all the additional crew she comes with! Go board some Victories. ;)

    I agree entirely that there should be a time extension for battles over a certain BR, however some of the time issues with our impromptu Trafalgars are also due to setup involved and the artificial conditions (nothing is really at stake so we probably don't push as hard.)

    • Like 2
  12. the question is: what is the act of inspection and how do you know if it is contraband or not.

    if the player does not have contraband he will stop happily if he does have contraband he won't stop ever because any check will find the goods. Thus logically we can just show if he has contraband and you can decide on the chase yourself.

    I would suggest that you need to get very close on OW to reveal contraband goods. That way smugglers can skirt the line between "playing it cool" around players of their own nation and actively avoiding them (thus making it obvious they are smuggling). The "I see you therefore I know you are a smuggler" model does not really support smuggling as a form of gameplay.
  13. I don't see this as a problem.  There is plenty to do locally and long journeys are meaningfully long.  Of course teleporting already has and will continue to undermine this.  I used to see people traveling out on the open sea and away from hot spots.  Not any more.  We just teleport around trying to ambush eachother, hoping that we can catch someone before they teleport to the other side of the map.

     

    If the map needs teleports, then it should not be as big as it is, because teleporting undermines all the good that can come from a big world.  Rather than adding teleporting to make your big world small, Just make the world the size it needs to be to not have teleporting.

    • Like 1
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