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Crankey

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Everything posted by Crankey

  1. I am not sure how 'criticals' are applied atm, but I imagine they are on a table of possibilities, when event A occurs, at angle C , target location D, then X has a % chance of ocurring multiplied by ..... Velocity/cannonball size/range etc. 'X' could equal each mast section testing for damage, or just as easily the rudder jamming etc.
  2. Make them float. ! (Then players may move them around the screen to their personal preference (With a lock in place function) Perhaps with the option to drag them to larger or smaller sizes again to player choice. Takes the decisions away from the Devs where best to place anything, although a standard UI setup would be in place initially) Colour of text/detail, background and transparency options Allow chat logs to be refreshed or scrolled back to, to view older messages If it feels/looks right for the period I will be a happy bunny
  3. lol. I am however of the opinion he didn't pull it very far or very quickly
  4. Yes for now it is everywhere. Hence my post. There is no cost associated with ramming atm for either player involved. In the end release having a more realistic damage model will enhance the game and encourage players to be more cautious about ramming and the Devs wll no doubt have an economic model that will reflect some kind of cost associated with battle damage. Better to trial the effects in the testing stages. Players will be more thoughtful about their positioning and putting hopefully greater consideration to the cost and risk involved in using their ship as an ancient galley. Game-play won't suffer, in my opinion it will improve as bumper car mentality would be much reduced and being careful of your position in a fleet should enhance fleet tactics. btw I am not proposing that a gentle beam to beam 'rub' should cause any particular damage.
  5. Don't hijack my thread !! This thread isn't about 'should we allow and condone ramming" it is about what game mechanic would best follow reality when a ram occurrs. End game (Release version) costs of a player replacing his ship or his masts, delay using his ship while it is in dock being repaired etc these will in the end perhaps make a player think twice about the torpedo effect of sacrificing his or her ship in a deliberate ram. That is for another discussion.
  6. Aiming at reality for the after effect of a Rammer, collision occurrs, rammers mast are endangered etc. Players are players, some will ram accidentally, some as a last resort before they sink, and others as griefers. Not much of a problem for Alpha test as our ships are magically repaired for free between matches but I think the Open world end game will deal with the practicalities of why a player shouldn't ram. EG after battle costs etc.
  7. Ramming into another ship at a good speed at an oblique/right angle (say 45 to 90 degrees angle), if the ship being rammed is of a similar size or a larger class would be almost the equivalent of running aground and stopping dead. This would put tremendous pressure on the masts and stays of the ramming ship, and I believe a serious chance of multiple mast damage should be tested for.
  8. In my Santissima I have often had my bowsprit ripped away by a passing Brig (Or smaller vessel) friendly and enemy alike. My bowsprit falls every single time, however quite often the Brig gets away with zero visible mast damage. The connecting parts of the ship are quite clearly Bowsprit vs mast. Have you seen the weight of timber comparison between the two ? The Brig mast is like a matchstick compared to a roof truss of Bowsprit on the Santi I think the chances of damage should be reversed, The Brig almost guaranteed loss of at least upper masts and the SOL a much lower chance of bowsprit loss. Obviously this should be scaled against the size of ships involved. Also I think hull damage caused by smaller ships should be much reduced in this scenario as the bows of a ship are designed to survive huge masses of water impacting upon it and as such is the strongest point of the hull.
  9. Crankey

    Ships reset.

    I will go back to my Lynx for an occasional battle to relive the glory days
  10. Maybe, I didn't get one though so maybe not unless its in release version
  11. Regardless of the financial situation I hope a peace can be reached soon and the Ukraine permitted to get back to its old self. Good luck over there.
  12. The mortar in game was sinking moving ships in 1 to 3 hits, it should have ship to ship fire not above a few 6 or 9 pounders. The mortars were fired when anchored, at stationary targets or area of effect targets (EG a harbour or town, anchored fleet. Its role on the high seas was to run away ^^ ! p.s. they were notoriously un weatherly especially converted merchant brig classes
  13. As well as an enlargement of the game area for Trafalgar I would also be in favour of a time addition. If a pregame/lobby mechanic was introduced to select a std set of formations and general disposition within them then game length may not be an issue as time manouvring once battle starts would be minimised
  14. I think that would add an element to the game and certainly add to the level of graphics. (I do like my pretty screenshots) For me I think anyone in a ships boat is a survivor or rowing to a surrendered ship to place a prize crew on board. I also think that a ship with a mass of debris close by and boats in the water, Ensign lowered/white ensign flying is a brilliant way to depict a ship that has lowered its flag and undergoing emergency repairs. Any enemy ship approaching to close range and I imagine this ship would strike to them and become a prize. Original Ensign flying below the new owners Ensign After battle survivors could be friendly therefore returned to their own establishment after the battle (Maybe a fixed reward) and enemies could be exchanged for similar incentive. I would see survivors as a hold commodity, anyone dragged out of the water or prolonged time in a ships boat after working like demons first to save their ship is unlikely to be in a physical or mental state to be worked. However after the battle perhaps the option to augment your crew with friendly survivors somehow may be possible. My favourite battle pic, note the survivors in boats and in the water and the floating wreckage, part damaged masts etc.
  15. Mistaken identity same situation for me, though I was a Santissima firing into a friendly trincomalee, - in my defence it took 15 minutes for him to sink ! I have a most famous thread following my error
  16. I have no objection to a limited share of resources or crew/specialists, such as carpenters and officers etc After hostilities. Mini after battle meta game, as above emergency repairs, Fothering holes below the waterline, Jury rigged mast sections etc. For me the only realistic option for a sinking ship before hostilities cease is to lower your flag and turn all resources to saving her. Even an extremely damaged ship on the point of sinking with its crew manning the guns, should be able to be kept afloat if all of its crew leave their battle stations and man the pumps, throw ballast/guns over the side etc. During battle I am in favour of ships drifting slowly downwind having lowered their ensign and going into emergency repair mode, than all of the sinking that currently occurs. Very few ships would sink during a battle unless it took place in a storm. However our battles are speeded up for practical reasons and damage and/or defence is modified to allow our games to finish within 60 minutes.
  17. Yes aside from historical National Ensigns, we would recommend that any Red/Green usage be avoided for any UI object or text.
  18. Closed. Please go to - Developer post on imminent colour changes http://forum.game-labs.net/index.php?/topic/3531-color-blind-options/ Future colour suggestions http://forum.game-labs.net/index.php?/topic/3532-colour-blind-and-identification-future-possibilities/
  19. As part of a project the Fleet/Clan I have been sailing with have been working on some more advanced options. Please take a peek and comment. We know these options will be something the Developers MAY consider in the FUTURE of the project as programmes of work have to have priorities. FUTURE COLOUR AND IDENTIFICATION POSSIBILITIES https://www.dropbox.com/sh/w0p2tqkhwmqj1ph/AABUcJH1FN_GpJ7y2glwG6hOa?dl=0 Please note these were put together as possibilites hence the simplistic form of the icons etc. National in this case refers to the Nation your player belongs to, not the ships historical Nationality. National ship hull strake colour (For battles or open world too) Multiple Ensigns Different nametag styles Ship side icons (Differing Nation mast colour didn't have an example but is also a possibility) (On Behalf of the Sea Lords Virtual Fleet Soundboard collective. Naval Action Enthusiasts ! ) My original post can be found here http://forum.game-labs.net/index.php?/topic/2194-colour-blind-friendly/?hl=colour+blind
  20. Thankyou for the chance to input. It will be fantastic to have more confidence that the ship I am about to fire at is most certainly an enemy. Avoid any colour with Red or Green as its only or main element. Colours that don't usually cause problems. Black, White, Blue, Yellow Elements would be Player names and highlighted damage indicators. Enemy names above ship and in the UI damage box highlighted Bold Black with lighter background for contrast. Highlighted Damage UI Bold Black with lighter background for contrast. (Leaks and rudder, pump, magazine currently red when damaged) Friendly Names currently Green, change to Blue. This also give credence to the phrase blue on blue damage, meaning friendly damage (On Behalf of the Sea Lords Virtual Fleet Soundboard collective. Naval Action Enthusiasts ! ) For future works our members have put together some more advanced options which perhaps you would all like to review. The next reply contains future option suggestions.
  21. Unless you are talking arena warfare of some sort, I'm pretty sure everyone voted against instant teleporting, isn't your OP requesting just that ?
  22. What could you do if there were a Kraken in game ? well nothing tbh unless some little mini game hitting tentacles with a knife. For me a random event during deap sea voyages might be "Damage incurred from hitting Wreckage" "Damage incurred from hitting a whale or maybe the fabled Kraken" "Damage incurred from freak gale strength gust of wind" "Damage incurred from freak rogue wave"
  23. Whilst I don't believe staging particular battles from history should be part of any campaign strategy, I do believe that such a seige should be possible during a war. Defenders have outnumbered and undermanned fleet, they opt to fortify the approach to the harbour at the risk of harbour and city damage to bomb vessel firepower. They also get landsmen quality recruits during the battle, if ships are attached by moles or sufficient ships boats exist to ferry them to replace casualties.
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