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Cochrane

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Posts posted by Cochrane

  1. 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. I worked in Wargaming before. The merchandising department was trying to sell vibroseats (that simulated the shaking of the tank seats). It sold like 2 seats overall.

    The kickstarter might work, but not sure it is going to be very usable in games. Wheel was not helmed by a Captain and required several sailors to operate.

    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. Interesting concept however I can envision a few draw backs. It would be big. It would need a really long USB cable. You'd need at least two other guys when sailing in a gale and you'd have to give them beer. Don't fret about liability. The two other guys were drunk.

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

  4. 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?

    • Like 1
  5. Even though graphically there is not a 1:1 representation I would like in the main menu to play with my crew %

    For instance if I could choose the ratio of marines to seamen for instance.... The number of topmen to waisters.

    Pressed men vs able seamen.

    I guess you would have to promote, train or pay for better men and these men would also be in short supply in some cases.

     

    So very much this! 

  6. My understanding is the fuse came into play as well which controlled when an explosive shell would explode. The bomb vessel could carry explosive shells and non-explosive shells. One to kill fort garrison and the other to reduce the guns.

     

    I think control of the mortar could be done as suggested by Bungee but I would probably remove the anchoring phase and springs for sake of moving the game action at a reasonable rate. Just allow the ship to turn with the sails down and no way on her as if anchors and springs were deployed.

     

    As for the firing I think the slider would work (you would need two if it was a fused explosive shot) or you could be required to manually type in the numbers. Either way would be fine with my but the numbers would be more precise.

     

    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; B) 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. The huge advantage to the Aubrey/Maturin series is the usage of correct terms, as well as O'Brien's penchant for pulling his battles out of real world logs of them.  Yes, the personal life stuff can get a little annoying if you're just hankering for pure sail on sail action, but at the same time, those personal stories, too, give you a very interesting slice of life from the period which can be extremely interesting.

     

    I've read most of them, and I think I'll read them again shortly.   :)

    He stole all his ideas from me.

  9. We will be using Teamspeak. Its quality is substantially higher then vent in my opinion. Anyways, we already have a 100 slot TS server that is used for the Brit nation in Potbs. And since TS has been brought up, it looks like we are gonna require TS for initial members of Tattered Flags. It may change as the society grows but since we are initially setting up with a pvp focus then communication is a must. At least the ability to listen in so those that are interested in us that don't have TS installed, do a google search and download it. Its safe and free.

     

    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.

    • Like 1
  10. awesome and valid research,,,,so i believe it would be in service to the game to keep performance stats of each ship as close as they realy were,,and xp to be used by the player to level those ships to performance and to also level the crew and to level the captain ,,the player should be allowed to choose what amount of xp goes where,and to what performance he needs to raise,,in this way a lesser frigate may have an edge over mr megabucks just bought constitution becouse her captain has been advanced,ship and crew enhanced by time and experiance,,this may solve the problems,and can give a chance to those who cant afford the big super ships,,just an idea is all,,looks to be a great game with these fellow players here as learned in these matters as they are,will truely be formindable opponants,,

     

       however the world itself has me perplex as are we to just head out to the open sea to just blow away anything we see,,so alliances,,friends and business may keep thier territory safe for now,and im not sure what happens when your ship gets sunk. but so far the game is very exciteing and should be a great show on open..

     

    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.

  11. 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.

  12. If the game is to feature avatars one day, running around with a saw and a barrel of rum would be funny for sure. Then a captain would choose between rum for morale or rum for surgery. If we could get more realistic workshops, cooking could be interesting - meat has to be properly cooked, water mixed with vinegar and hardtack dunked in brine. Launching knifes on rats in the bilge would make for a nice hobby. During battles, launching grappling hooks or turning a grapeshot-loaded carronade to the quarterdecks could punctuate the boardings. Not sure about the pumping workshop though.

     

    +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.

  13. Johny you have to consider all the standing rigging wich will be peppered with grapeshot from carronades standing at the quarterdeck and back.

    A mast can be as huge as a meter (or even more) in diameter at decklevel. But the windpreasssure needs to be dealt with by the wants. So if the wants are shredded and sails are up you can easily imagine the stress on the wood.

    Also a guns accuracy is only as good as the barrel-bore and the cannonball wich means even when you aim low there will be shots flying high.

     

    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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