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LTCjRet

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Posts posted by LTCjRet

  1. The replica of the French frigate Hermione has started her transatlantic voyage tracing the route her namesake took in 1780. With that voyage she brought General LaFayette to aid the American colonies in their bid for independence. Volunteer as an information 'ambassador' to get the information out about her and her mission.  Information on volunteering can be found at  http://sot.ag/3QrwL
    Exciting stuff.

    • Like 1
  2. I spent 23 years applying these techniques in land navigation where the task is much more difficult due line of sight obstructions and a multitude more numerous terrain features.  If it took me much more than a day or two to get the basics down I'm misremembering. It was the same with aviation navigation. 

     

    I see two potential game enhancements around this technique:

     

    With some sort of chart mode the navigation task should be only slightly challenging but likely to even be a welcome distraction over long routes. Other than captains taking periodic scans of the horizon the developers will have to generate graphics for the ship's company gathering for sea shanties to avoid glazed eyes.

     

    From an economic and naval standpoint a much more interesting challenge would be for chart making. Ignoring the fact that all ships in unknown waters would have done this, an entire class of mission could be centered around this.  Survey ships employing these techniques could fan out developing charts.  The more care taken, the more accurate - and VALUABLE - the chart would be.

     

    A ship surveying along a route at speed could to some extent estimate the approximate size of islands by plotting the distribution of observable peaks.  These initial surveys could be used to plan much more detailed followup surveys while providing useful preliminary charts for naval forces.

     

    Charts from one region could be traded to be used by other nations that hadn't or couldn't survey the region. For that matter, the most accurate charts could be reserved for national assets while lower accuracy charts were sold to foreign markets.  An entire game, craft and/or economy could be built around this.

     

    The developers have already moved beyond the idea that all aspects of the game must be equally enjoyable to every player.  If there is too much emphasis on pandering to the lowest common denominator then they'll eventually be trying to compete for market share with Spongebob Squarepants in nautical themed franchises. I'd welcome at least a little more diversity and challenge.

    • Like 4
  3. ... go from low (arcade type) to high (plotting your position manually) with different levels in between (like automatic plotting).  If there is a setting players can use to get closer to immediate gratification for those who want it, but also  a way to give a good challenge to those who want that, it might just work out well.

    It is a possible compromise but there should be a clearcut advantage to using advanced levels. For instance, the time compression could be boosted for a 15% speed advantage over a long distance route for the most involved method. 

     

    In particular, chart making should call for the most advanced method and charts constructed as such should command a premium price on an open market.

    • Like 1
  4. Would it be practical and effective to set a watchdog timer on the client side to detect and cancel delayed fire?

     

    This happens way too frequently.  I just had a ten second lag that resulted in a broadside into a friendly.  Two other players in the same battle had 5 & ten second delays.

     

    The idea would be to set a watchdog timer on the initial detection of a fire command. If no return signal was received from the server within 2-3 seconds, or 75%-100% lost packets are detected the fire command would be canceled and and audio/visual signal would be activated.  When the system detected a normal handshake the timer is cleared indicating full control over the batteries had been reestablished. 

     

    Could someone with more familiarity with network protocols please weigh in here?

     

    • Like 1
  5. I have noticed a persistent problem with the control of gun aim after losing connection and re-entering a battle.  This has occurred quite a few times for me, enough so that I can verify it is consistently repeatable.

     

    I've been having DSL modem problems that have frequently resulted in loss of connection to the server (a non-NA issue).  This has forced me to reinitialize the game to reenter the current battle. After doing so, my batteries all exhibit an aiming problem in that they all have 'super elevation', i.e. the guns are elevated VERY much higher than the aiming reticle would indicate.  This results in a shot, with the 'normal' aim point toward or near the waterline of a ship ~30 meters away, that passes one to two mast-heights above the aim point. It only seems to return to the expected behavior after depressing my guns to their lowest limit and firing a shot into the water (firing of an actual shot may or may not be critical to the reset).  That seems to reset the parameters associated with the gun elevation to their nominal values and the gunnery function is once again restored.

  6. Six times straight I've been dropped from battles with a "Battle Over - No Response" message.  It always occurs about 2-3 minutes into the battle and dumps me straight into the lobby. So, that makes the "No Response" (loss of connection?) assessment somewhat dubious. Is anyone else experiencing this problem?

     

    UPDATE

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    Neither restarting the NA application or the Steam app corrected the problem.  After rebooting it seems to have addressed the issue.  However, the fact that it always happened at the same time after the start of the scenario strongly suggests there is a NA software component to the problem.

  7. That's exactly the problem.  Trying to fight a ship when it's overloaded with men would be a nightmare.   :)

     

    But in this case, contrasted with the nightmare of the remaining crew going down with the original ship, not so much. :o

     

    I have to expect the "final" version of the game will have some mechanism for prize crews anyway. As for the game mechanics, the real-time management WOULD be a nightmare and I supose the best option would be to allow one ship to be designated with an AI captain.  Since it would be fighting with a handicap I wouldn't think this would prove to be an unfair approach to other players.

  8. There is a serious flaw in the mechanics of boarding & capturing a smaller vessel.  

     

    In attempting to transfer from a sinking Trincomalee to a healthy Snow, I found I had lost 90 crewmen between the end of the boarding and capturing.  Assuming I still had my original complement, I grappled another Trin after firing a broadside of grape into her.  Needless to say, it didn't turn out well.

     

    I suggest players be given a choice of transferring the entire crew or taking her as a prize and transferring a prize crew, retaining both with reduced operational capability. 

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