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Cochrane

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Everything posted by Cochrane

  1. Cochrane

    Ship's Wheel

    Thanks for your feedback everyone. Based on this input we have determined: Will be somewhat smaller than authentic at 40" diameter Optional large plate steel stand or small bolt plate for floor mounting Normal setting will be easily controlled by one person (invalid equivalent) Hardcore setting will generally require 2 able bodied people at all times and there will be a significant risk of injury Wheel will incorporate microphone and speakers and will come with a voice attack software license There will not be any plumbing connection - provide your own bucket Each wheel will come with one six-pack of beer (must be legal drinking age in your jurisdiction. Void where prohibited by law.) Who wants to bid on the prototype? NA shipping included.
  2. Cochrane

    Ship's Wheel

    I think standard mode will be manageable by one person, but hardcore mode would require several and they would still run the risk of broken ribs.
  3. Cochrane

    Ship's Wheel

    I'm thinking it should probably have an option to connect to plumbing so you can get authentic spray and rain action while you play.
  4. Cochrane

    Ship's Wheel

    Really big. (but that's a feature). USB cable - no problem. However, I'm pretty sure rum would be the appropriate beverage.
  5. Cochrane

    Ship's Wheel

    Some friends of mine (CAD designer, rapid prototype dude and fabricator) are wondering about interest in a usb ship's wheel with force feedback. (I'd like to see one that is so powerful it could take 3 men to manage in a gale, but I think there might be liability issues.) Anyone interested in backing a kickstarter?
  6. I think this would work well and I'm not too concerned with mortar being over-powered against other ships. Fuse burn rate and cutting was not 100% accurate/predictable. Dropping a bomb on a fort that's less of an issue, but to hit a ship you need the bomb to explode right above - can't be too high or too low. Try adjusting shot powder and fuse length to effectively hit a moving target.
  7. I agree with the suggestions above. I also think balance can be managed by a) making it really, really hard to dial in the round; making a successful shot extremely damaging to wooden ships and pretty nasty to fortifications and personnel; and c) adding significant danger of explosion if the mortar vessel is fired on. It would have been terrifying to have someone trying to range on you with mortars before you could close them. It would have been equally terrifying to have a ship closing on you while your tried to range her with your mortars. I think there's lots of opportunity for fun game play if the balance is sought that way as opposed to nerfing the damage and making them easy to use.
  8. Is the basic question: How will crew levels, recruitment, assignments and depletion affect game play?
  9. Me too. First thought: "TLDR, I'll skim." Ended up reading all of it.
  10. Does anyone know which was more common: a snow mast or a horse?
  11. That's how I locate my wife in a crowd, too.
  12. Definitely support removing ship/player labels above ships. Make us get a telescope out and look at her stern to id her.
  13. Would this not be a measure of input rather than position?
  14. I would like to see a TeamSpeak (with corresponding NA) plugin that converts specific voice commands into halyard signals in-game. After full cooking simulation, this would be my top priority for devs.
  15. If skills can only be acquired through time spent at sea and those skills have significant impact on success then not only does it address the pay-to-win issue, but also adds realism. There are certainly examples from the period of nations expending vast resources building fleets when they did not have the skilled manpower necessary to successfully fight with those fleets. Let them buy a fleet of 74's - if they miss stays when tacking, are slow to reload and fire short, it's not going to matter.
  16. For me the key to pvp vs. matchmaking is that it should be difficult to find and engage the enemy. This is a key aspect of naval warfare at the time and without it I feel the game would lack much of the strategic and tactical situations I would look for. I do realize though that this might be difficult to accomplish with real world geography and tens of thousands of players. This should probably have been posted here: http://forum.game-labs.net/index.php?/topic/1350-development-priorities/ Sorry.
  17. I would be interested in joining the Tattered Flags. My relevant experience can be found here: http://bit.ly/1AwhNOK
  18. +1 vote for adding realistic cooking simulation into the game. Should be a high priority. Sailors ate every day - much more often then they fought.
  19. The wreck of the Princess Charlotte is right behind my parents' house. Would love to sail her - someone include this beautiful frigate in the game! Plans start on page 85: http://nautarch.tamu.edu/Theses/pdf-files/Walker-MA2006.pdf
  20. I haven't seen a lot of discussion of effects of rigging damage and dismasting (maybe I'm missing stuff within various damage posts). It would be great if use of chain shot etc. could result in dismasting that has more impact than just reduction in speed and maneuverability. Rigging trailing over the side causing enormous problems (loss of speed, dragging the bow into the wind, covering cannons, starting fires, dragging crew overboard, etc. etc.) had to be cleared by the crew thus abandoning every other task until complete. Has thought been given to this kind of mechanic? Being chased by a superior enemy and trying for the lucky rigging shot or chasing an inferior, but faster enemy and doing the same could be fun and realistic. Imagine being chased in a storm by a big nasty ship, almost ready to surrender when you knock the foretopmast into the sea, the enemy ship slews to winward, gets pooped and suddenly sinks. So fun!
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