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akd

Tester
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Posts posted by akd

  1. Word of warning about the Amsterdam though,

     

    my dad used to work at the Scheepvaart Museum, where her 'replica' can be seen.

    However, everyone working there just called her the 'Pancakeboat' because she's very inaccurately build.

    I believe all the decks have been raised for tourists to easily and comfortably walk around in her. In my opinion this really shows. She looks way too high. If you think about how free they were with her dimensions, everything else should perhaps also be taken with a grain of salt.

    The original Amsterdam won't do you much good either, seeing as there is so little left:

     

     

     

    Damn, this turned me off of a vote for Amsterdam.  I'd prefer real ships in the game to tourist attractions and movie prop ships.  Are plans of the real ship known to exist?

     

    Leaning more toward Bonhomme Richard now as she seems to have plans, and could also serve as a workaday Indiaman with reduced armament.

     

    And yet, Christian VII is so very beautiful.

  2. Waste of time and dancing on the edge of magic. Many navies and crews were not monofaith at the time anyways. All these supposed bonuses for crew should come with a negative for the crew that don't practice that faith, making it a wash. Some crews did not like having men of faith on board at all. Very religious captains could be deeply unpopular.

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  3. I would like friendly names to continue to appear at same distance.  I think enemy names could be limited to a much closer distance to enhance Fog of War.  Would also make the visual appearance of ships much more meaningful in open world, as a paintscheme, name on the stern or unique pennant might lead to recognition of prominent players before the name pops up.

     

    I don't see having difficult coordinating fire on a single target as a negative of not displaying names.  Coordinating fire in that would be difficult if not impossible in reality and places a premium on using other sound team tactics.

  4. well thats a nice suggestion to give her the ability for greater carronades. I like it.

    Maybe we can have a close range brawler wich is fast and nimble enough to get to her enemies without receiving too much damage in the process of closing in.

    On the upper decks id say give her the long 6lbs and some 18lb carronades.

    The game is currently very skimpy with carronades for some reason. Looking through a bunch of armaments on various ships in the period, it becomes apparent that replacing 9lb cannon with 32lb carronades was not unusual, and even smaller ships and sloops carried 32lb carronades. Maybe smaller carronades are are necessary for balance, but I'd think carronades would be self-balancing to a degree given their other charateristics. Maybe gunports required alternation for the larger carronades on smaller ships, which I suppose is a reasonable justification for limiting rearmament.

    Note: to put things in perspective, 12lb carronades could be mounted in the bows of ship's boats.

  5. I haven't actually played yet. But watching videos on youtube I was struck by the fact that no timing for pitch and roll of the boat seemed to be necessary when firing canon.

     

    At least in the videos I watched, in stormy weather the aiming line didn't move up and down with the movements of the boat. 

     

    In my mind the hardest part of aiming a canon at sea would be accounting for the roll and pitch of the boat. You would have to train the gun on target, elevate for estimated range, then wait for the timing of the roll of the ship to fire the gun.

     

    The OP suggestion seems like a good idea for more realistic gunnery but as in most simulators that I play, the difficulty and realism that I relish is often too much for many other players.    

     

    On the other hand...  The timing of individual shots to account ot the roll of the boat was not the captains responsibility.  The gunners did the aiming and firing of the canon. The captain has more important things to think about. The captains performance in other decisions would suffer if he had to think about the timing of each ranging shot.  

     

    It's probably fine the way it is. Maybe an option to look down the barrel of a gun and manually aim and fire yourself should also mean you have to wait for the roll of teh boat to fire.

    The way to handle this is to simply increase baseline vertical dispersion to reflect the fact that perfect timing for roll was not possible and would vary greatly depending on individual gunner skill, ignition precision, etc. As the sea becomes rough, vertical dispersion would increase further. I'm not talking huge increases here, but just something over the current total lack of vertical dispersion. It is the appropriate balance to a "stabilized" aim point.

  6. In the game as it stands, having reload select the next type of ammo without unloading guns would be far, far more useful.  If limited ammo were added at some point, an option to unload current ammo might be needed, but selection for loading next round would be still be the most useful in action.

     

    As already noted, pulling loaded (or loading) ammo was very unusual, and probably seldom done in action.

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