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Hethwill

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Everything posted by Hethwill

  1. Hope so. Want a fresh start on Launch given gameplay will revolve around a Open World rather than arenas only.
  2. Didn't the Developers said that they want to keep it as credible as possible regarding historical reality ?
  3. EVE is a game based in guilds. That is all there is about it. NA on the other hand has all the content going even if there are guilds. Rather have a half dynamic world, so that guilds will not mess up the flow of "history", but good enough to have guilds plan their moves according to game events as planned by the system. Simple ranking system and custom achievement levels along with a treasury council would do the trick. It is the norm in every game. Personally I would rather see a more loose system with independent flotillas, with a common treasure, working to a central AI enterprise or national admiralty.
  4. Gladly I did play it, not much though but enough to have experienced a few prolonged games due to AFKers. I still stand with my opinion. It is better to have a mechanics in place rather than a poll. Played many "specialist" games through the decades and many of them simply removed the kick poll options even on games relying community run servers, so yeah, mostly they are used for vengeance and trolling which surpasse the NEED to kick AFKers. 1 out of 8 games I have been into actually had a AFKer that dragged the game. And in truth had more games being dragged by players running away and shooting long range and eventually having the timer run out... I wonder... if AFKers are really the issue. Plus I bring a few buddies into a game and if we fall into the same team, well, we may troll you and kick you from our team, jest because... you know... vengeance. Please think before you reply with such a self-entitled attitude sir. The internet gaming wasn't born with Naval Action and sadly the developers have to keep pace with the human factor. A mechanism to remove AFKers is enough.
  5. Sounds good. Should be more a custom bragging rights thing - micro transaction plus achievements in game - than rather open to all at all levels. This being said we should use from a collection setup by the dev 3d artists to keep it within reasonable bounds.
  6. Faith should be used as a secondary mechanic. Specific missions and opportunities should be linked to Faith, like transport, supply, and even punishment sorties but the mechanic should not interfere with the big Nation game level. So Catholic aligned captains should have access to Faith missions that others won't. You get the idea.
  7. If it is not that much trouble it would be very helpful at this stage of "testing" to have the RANGE of shot ( or DISTANCE travelled by shot ) in the damage Log. ( unless I am totally "blind" I didn't see it anywhere ) Thank you.
  8. Kick polls are used for 3 things in every game, mainly: - true use - solves the situation - trolling - pure kick poll spam and friendly kicks - vengeance - no need to explain I see no advantages in having it.
  9. I like HMS Khan Has a ring to it and being totally adequate in historical terms links to my captain name. But then some users just have very odd nick choices so it can become very comical very fast.
  10. Yes. Actually it was a good introduction point for my "naval action" research spree. I definitely do not want it to be used in ship to ship battles as it is not properly historical. Was simply an assessment to the most knowledgeable. Given many ships of the line mounted howitzers it could be correct but ship safety comes first and in the time frame such contraptions were a real danger ( guess a misfire could effectively ignite the magazine... ). Trials were actually conducted by the french and shown very impressive results but written off due to the aforementioned reasons - a simple misfire of a shell, like a short fuse, would mean hell to everyone ( in the army everything is cool, one cannon crew less only )
  11. Such was the difference between Aristocracy, which formed the majority of the commissioned personnel, and the common sailor folk. Interesting reads.
  12. Most illustrious admiral under Portugal crown at the NA time frame is actually the second in command of the Mediterranean Fleet, from 1788 until 1800 serving mainly under John Jervis, and Nelson, the 7th Marquis of Niza, Admiral Domingos Xavier de Lima Pinto Guedes. He was present at Aboukir at the Alexandria blockade battle. His command ship was the most powerful of the portuguese royal navy, a 90 gun ship of the line 'Príncipe Real' ( was registered as a '80 but was at a point equipped with 100 ). One of his major feats was to come to the aid of Malta and ensure it remained independent ( and obviously allied to the anti-Revolution powers ). Died in 1802 at 37.
  13. Very few. Started on NA last weekend with a regular 2 hours (give or take) in the evening, so I guess about over a dozen and under twenty (?) maybe.
  14. Yes. Therefore leading to 1 hour long battles as the majority opts for long range shooting. There are exceptions and very good players at timing their carronades ( I try to do it a lot ! ) but overall ( and after experiencing more combat than usual yesterday ) It becomes a very prolonged affair. At a time we had two Snows always keeping long range distance. Battle ended by timer. Another battle was actually with big ships. The way the frigates behaved was simply... to take advantage of the long range accuracy and damage. Took a ton of time to end and eventually we won because of that. Long range is too precise, plus I can snipe with 1 shot at a time instead of unleashing the full side. Not a lash on my enjoyment but is simply annoying. OW will change this with the chances to disengage. I am talking about fight to the "death" scenarios.
  15. Many thanks for the answer Admin. The book is the "treatise for naval warfare" for the timeframe for sure. I guessed as much we would be playing through its model Seems the mentality of the players have to change then to achieve more decisive results. So, what is stopping us from getting close, Nelson style ? We get massacred by long range volleys way before we reach "close range".
  16. Hethwill

    Salute !

    Ah thanks. Mounting some swivel guns on the bow and stern top decks would be a nice addition to my OW idea of a privateer
  17. The fuse at this time was manual and not on impact as you well know. The main idea behind their use in naval combat was to actually make the enemy ship catch fire. Several different approaches were tried but none worked properly.
  18. Yesterday I spent a couple hours more playing this game. Was great fun and attended 2 big full pvp battles and a few very LONG pvp light ones. Given it was my most extended session I became more observant to some details. Especially that the battles are mostly resolved in the long range cannonades. This means that the battles drag forever and ever with surviving ships always keeping distance. Shooting at medium distance gives me the same chance of crippling the opponent and does not open my ship to sure shot close range. So yeah, everyone keeps distance and the battle drag for a long time. Long range shooting is too precise making it the most viable option, especially to mess up sails and masts. Medium range feels like as good as short range so, why should I get close ? I mean, I can be as precise as I need from a safe distance. This forces everyone, apart from the more daring captains, to play the long range-keep distance game. Given that land artillery, let's say a 12 pounder, has a effective range of 800-900m ( but given lines of infantry as targets who cares about inaccuracy but crews kept their cannonade until the lines reached 400m in open sights ) I would estimate a naval non-stabilized version would be way worse in the way a battery salvo would scatter. As it is, and myself as a culprit as well, we keep well over 600m distance with high accurate shots but I guess the Devs telemetry and logs can testify this. Can the developers review this factors ( especially dependency of gameplay in long range shooting ) to make the battles more dynamic and "historically" enticing ? Many thanks.
  19. Yes. Exactly what I found. Maybe they come of use on the OW mode as a highly specialized setup for specific missions.
  20. Hethwill

    Salute !

    Damn ! Will have nightmares with that meme now... Have to keep the terminology sticker on my screen Yes I am eager to check the similar classes to the Brig. It looks like a jack of all trades. Capable of going to shallow waters, packs a good amount of firepower, at least enough to defend itself enough to manage to use its speed to run away. Guess I am already thinking like a smuggler even before the open world game is here...
  21. The loss of a cannon crew in the Army ( shell explodes inside barrel ) as opposed to the loss of an entire ship was the main concern it seems. So we can assume this was rather the exception. Several episodes feature naval howitzers, not mortars, and explosive shells are indicated but cannot find any specific use for them chronicled.Some references made of ships against forts bombardment, and makes sense having the mortars, but ship to ship didn't see anything yet. Funnily enough killing the crew is more effective than sinking the ship and many second-hand sources point to the direction where very few ships were sunk with most ships surrendering or being simply overrun and having their crew shot to pieces. Think that some of the major and well known battles testify to this, Trafalgar, with 21 captured and 1(!) actually destroyed(?). So... it is a game, okay. As I said in my very first post the naval action at this age never caught my full interest, but given my liking for some sort of balance between game and History, we are relying more on shot from afar than actual close shot and crew massacres. Sorry for derailing a bit.
  22. Yes, and above all it is a game and the "merry go round ordnance type" for all is a very pertinent excuse to use or not to use it regarding game design. I for one would prefer not to have it if there is no other way to balance it.We don't have limited ammo so yes, it could become an issue. I will go through some borrowed literature and see what can I find for sure.
  23. One of the main uses for this multiple deck ships was to ferry colonists across along with families, their wares, and vital cargo for the new founded settlements. Once the New World becomes stable and autonomous regarding supplies and manpower there is less and less need to transport vital cargo and personnel across the oceans, therefore turning the shipwrights more permissive towards a new age of needs - protect the colonies and the trade lanes.
  24. We have the four options, 1-ball solid shot, chained double shot, double shot and buckshot. Ordnance from the 18th century and forth up to the impact fuse also included the manual fuse explosive shell. Mainly used by the mortar crews but also in carronades and any large enough calibre. Correct ? Will we see this possibility in the future ? How effective were they in reality and how extensive was its use in naval operations is something I intend to investigate further but given than all kinds of ammo were used to "try to lit a fire" on the enemy ship my guess is that it was indeed used, along with red hot iron shot. Are there any plans to extend the ordnance available after the damage model 4.0 is implemented ?
  25. I understand that a Navy would commission ships with specific tasks in mind and would keep them at the tasks at hand, but wouldn't a private enterprise take advantage of standard designs to carry a multitude of missions, say a Brig with full gun complement acting as a tea trader or a Cutter with increased gun positions acting as a privateer and hauling cargo to the closest friendly port. I don't understand the need to take out the firepower if I carry cargo. I simply give up speed and agility of the ship. So in theory full customization would be a game design option huh !? That could become interesting.
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