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AKPyrate

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Everything posted by AKPyrate

  1. Problem is, with the oft-referenced 'historical pirate flags', many of them are wrong or made up. And I also agree with Warhammerguy: make clan flags one of the signal flags flown on a ship. I'd really prefer the extraneous flags to be taken away and be left with just a national flag unless they mean something such as rank, crafting rank, clan, etc.
  2. miles/24 h (hours) is a pretty good indication that these are currents.
  3. Increasing size does NOT increase gravity. Sorry, that's just basic physics. Additionally, the cannons in this game, by and large would be smooth bore, so no spiral effect to keep accuracy. While you are shooting a relatively inaccurate projectile in the general vicinity of a boat, these boats' rigs are quite large and a single shot would likely do much more damage than it does in game (just one lucky shot could take out all the halyards on a mast due to how they were generally rigged), so it's a decent compromise for playability.
  4. Sails should not change dramatically, as for anything beyond about the brig/snow, white canvas sails were the standard. Tan bark sails could possibly be used by smaller craft, such as the cutter or schooners, but there's been discussion before and they just weren't used on large craft (they were experimented with by the British Navy, but found to be not worth the cost). As for different skins on the hulls, I think lots of people would rather just have some system in place to customize a ship and not have them all be based on quality (let's face it, for most of the upper level ships they'd all be at least blue, so the lower quality ones would actually be rare for player ships). I think having flags actually mean something would be nice. A pennant size based on rank, certain flags flown for achievements, a flag that denotes crafting skill level, a flag for the clan, etc.
  5. Not to mention the real life pirates that haven't had movies made about them.
  6. And it's not at all possible that other players help you to get close enough to board? Also, if it's a trader you're boarding then you haven't taken all that much damage in order to get close and board (if you're smart). And you can ask your fleet mates to switch to grape in order to help you out instead of damaging the ship further. Additionally, since this game is attempting to be relatively historical, then Aetrion, 'Mr. Prize Court,' is quite right. Not a bad idea, though I could see some cargo going to waste if people don't have the option to take a trading vessel for the necessary cargo space to get it back to port. I'm sure something could be worked out though.
  7. Towing was generally only after a battle or storm when a disabled vessel was towed (very slowly) to port for repairs or salvage. Additionally, in case of heavy weather there was a good chance that the tow would have to be cut anyway (happened a lot after Trafalgar). Towing not only slowed down the vessels considerably, but also made them much less weatherly and increased leeway, making a lee shore much more dangerous. In the day, if a vessel was fully operational, it would be much more efficient to have them sail minimally crewed. This is why many merchant vessels were 'cut down' from a loftier rig in order to save on crew and spar costs. She'd be slower especially in light winds, but it ultimately didn't matter. Realistically, towing was not done all that much as it was dangerous and there was really no benefit if the vessel being towed was not disabled. I don't think you should be able to tow your own vessel and then chose which one to use in any given battle (fast one to get away, frigate to prey on smaller craft, etc.) or as 'extra cargo space'. If you want to trade, then sail a trader and keep clear of major hunting grounds, or sail with friends in armed vessels as a convoy. I do like the idea of being able to join up with a friend and go AFK while he navigates his fleet (with you in it), but I'd be okay without it as well. Also, to edify on a point of pedantic nautical terminology, the towing 'rope' is called a hawser.
  8. I believe for calculating using time, you're thinking of longitude. Latitude is relatively easy to obtain, though accuracy for the day was not nearly the same as what we believe accuracy to be today. Within 10 miles is still a pretty decent position fix for celestial navigation, as there are many possibilities for error in calculation, seas, atmospheric conditions, equipment accuracy, etc. Chronometers of the time that were accurate enough for proper navigation (which meant a relatively steady error) were extremely expensive and many captains just didn't think they were important enough for the cost. It was a gradual change, as many things are in the maritime field.
  9. Additionally, if I'm sailing a 3rd rate while a countryman in a Mercury attacks a trader brig, I don't really need to help him out and he'd likely not want me to anyway (or the other way if I'm in a Privateer and get pulled in to a frigate or SoL battle). I fully support having a popup option when my country is the aggressor. Great idea, Antonio_Pigafetta!
  10. Class names would be great, where applicable. I'd rather see Leda class than Trincomalee and where a specific class isn't applicable, make up the class based on the model for the ship, such as Victory class.
  11. Horrible misquoting... "Rounds of canister and grapeshotconsisted of numerous small missiles, usually iron or lead balls, held together in various ways for simultaneous loading into the gun but designed to separate upon leaving the muzzle. Because they dispersed widely upon leaving the gun, the projectiles were especially effective at short range against massed troops." So, here they're talking about the 'shotgun' effect of anti-personnel grape and canister shot. Next, "Bar shot and chain shot consisted of two heavy projectiles joined by a bar or a chain. Whirling in their trajectories, they were especially effective at sea in cutting the spars and rigging of sailing vessels" implies that bar shot and chain shot were especially effective at sea, not necessarily grossly inaccurate and short ranged as you implied before. That said, the whirling of the projectile would make it less accurate and with a shorter range than solid ball, but it would still have more range than grape shot. One thing I keep seeing is that chain shot was extremely effective specialized shot usually used against rigging of ships.
  12. For a ship docked in ordinary, a minimal crew would be kept on board for very basic maintenance. However, a daily cost at sea would be good.
  13. In general, modern sloops have their mast farther forward than a cutter would have. Thus, the tendency for the mainsail to turn the boat head to wind is lessened and the boat can sail fairly well by just easing the sheet a bit to reduce weather helm. Additionally, the modern hull designs have a larger forefoot cut out of the bow and/or a more balanced keel/rudder position, reducing the forward CLR and allowing the COE to be further back. Personally, besides tall ships, I have sailed many modern sloops and currently own a cutter. The cutter is almost impossible to sail with just the mainsail as I might do for a sloop. I need at least the little cutter stays'l forward for balance, though that doesn't require the bowsprit, it is a relatively (ie 40 years old) design.
  14. At the end of a battle, it would be nice to see how much damage you did (possibly in relation to other allies, but that's not necessary). Even better would be breaking down to how much hull, sail and crew damage. Additionally, it would be nice to see if any of your broadsides took out a rudder, caused a fire, dismasted, holed below the waterline, etc. Just a little statistical recap of the battle.
  15. This brings to mind a suggestion that was brought up some time ago: having missions that you're required to complete in a certain class of ship (not necessarily in 'a Niagara', but maybe in any 6th rate). Then it could be a proportionally scaled opponent. I do like this idea quite a bit. It would also encourage higher ranking individuals to keep a few of the good smaller ships on hand in various ports in order to complete these missions.
  16. If you want to sail the smaller ships, just find some pvp or npc ships and attack them instead of relying on missions for a battle. Missions are really just to help advance in rank, but if you want to sail the brigs (I have an affinity for them as well), then there's not much reason to increase in level.
  17. I agree, I'd like to see fishing/whaling (maybe progression from one to the other with bigger ships/profits?). But they did broach this subject maybe a year ago or so, and there was controversy then. It's too bad, as I think this would be even more depth to the trading aspect of this game, much like if we (nations/guilds) had to develop mines or plantations for the production of the goods that the ports currently just produce. Slavery would probably be a bit far, but personally I'd have no problem with it as I enjoy history and dislike making it 'nicer' at the expense of unfortunate facts. Very rarely would a whale capsize/sink your main ship. They might stove in some small boats (possible commodity that you'd need to replenish in port), but besides Essex, Union and Ann Alexander I haven't heard of any other whaling ships sunk by whales (and Union was not attacked, they accidentally struck the whale). There was one man known to have been swallowed by a whale and survive (besides Jonah), but I believe that was late 19th/early 20th century.
  18. Beat me to naming Niagra as another snow. A snow is a brig that has an extra mast just 6-18 inches aft of the mainmast (and sometimes foremast as well). It is usually a stump mast and might be just a heavy cable upon which the snow sail (i.e. spanker) is set. It's connected at the top with the adjacent mast. Below is the brig Pilgrim, which is snowed on both the fore and main masts.
  19. Besides the schooners, no they wouldn't. A square rigger would not make much headway with stays'ls alone, as many of them were meant more for rig balance than driving force. The boats would just have to sail farther off the wind than they do in game; that was found to be a major hindrance to gameplay and a concession was made that allows square riggers to sail much closer to the wind than they would have actually been able to do in real life.
  20. First off, as Master and Commander, you should try finding a brig instead of Surprise... That said, I agree with mirror452; just because you won't abuse a system like that doesn't mean nobody else will. Additionally, even Aubrey made Admiral eventually (though he still missed sailing a frigate as opposed to a ship of the line). So, there may have been some suspicion as to your motives until they were explained (yes, I read the original post thoroughly). Even so, such a little thing as rank doesn't change what your actions would be. The only downside is that you'd have to search out enemies of similar vessel rating instead of just doing the missions once you reach a certain rank because the adversary would be too powerful without some assistance from friends. But this game isn't really about those missions. They are just a mechanic to assist in leveling. If you don't want to level, don't do them and just search out other enemies instead. Then, your rank would really not matter.
  21. I think that this is just a gameplay issue. If the ship didn't sink, people would fight on, even if ineffectually. This would just make battles more tedious and much longer (hove to and hammering away at a vessel nearly awash isn't exactly exciting). Plus, if there are multiple enemies, the focus could switch to them and allow the stricken, barely afloat vessel to 'escape', which would not be realistic if they could only make a knot or two at most. And many people would hate to be forced to surrender at any point, as they would like to fight to the last man, escape the hangman's noose (for pirates), etc.
  22. I think one way to add variety to the sinking is by causing sail and rig damage slowly over time so that the sails could slowly flog themselves to shreds and the occasional mast falling as the ship breaks up in the waves. That said, I also think increased slow rolling could help. And not automatically furling all the sails; just strike the flag and maybe turn out lights in the cabin or something. Make it a bit more subtle, as when does a ship really go from floating to sinking? Technically the boat had probably been sinking for some time, it was just still fighting. Here might also be where 'launching small boats' could simulate crew abandoning the ship (and maybe start to disperse randomly), if we ever get that type of graphic.
  23. I, at least, was talking in battle. Open world is completely different and definitely modified for gaming convenience. Heck, it wasn't too long ago that in OW the yards didn't change angle at all, regardless of relative wind angle. Additionally, it's possible to sail a brig at 10 kts closer to the wind than modern racing boats are able to point. It's obviously a gaming convenience. Really, who wants to be stuck in port because they can't sail until the winds change?
  24. I haven't joined a clan and right now don't plan to. I enjoy the smaller square riggers (the various brigs, mainly) the most, though in earlier patches have tried the large ships as well. Missions are only there to help progress level. If you want to stay with the smaller ships, there's really no reason to do them. You can find a neutral or free port near an enemy port and harass their traders, harass their smaller NPC ships and look for PVP options for other battles. Without support of others, whether in clans or just other random players online at the same time, you won't make as much profit. Same goes for smaller ships; the efficiency of size is why ships have gotten bigger over the years. As for fleets, my experience is that they did nearly as much damage to myself as they did to the enemy. So if you want to sail those small boats alone, go ahead and do it. However, if you want to get rich or make admiral by doing so, it's just not the most efficient way. As for just giving everyone a Victory or Santissima, that's just ridiculous. Another option (one that I use a lot myself) is to have more than one ship. If I feel like sailing a Privateer in a small battle, then I take that one out. If I want to trade, I'll take a trader brig or snow out, if I want to help in a port battle, I take a frigate or a ship of the line (eventually, maybe). So far, I think my favorite ship in game has been the navy brig and I truly enjoy sailing it, even though it's below the 'rank' I currently hold. Just yesterday I joined a battle that I happened upon where 4 or so navy brigs, a snow, and a cutter (exact numbers/ships might be a little off, and I'm not counting the Surprise which fled immediately and never fired a shot) took down a couple of cutters, a brig, a frigate, and nearly sank a 3rd rate! So it can be done, though if you really want to tackle bigger enemies you will need help and/or a larger fleet. Missions, which are a relatively new dynamic in the game and I believe mostly to help people progress faster if they want to (especially when we were still testing heavily), are not a major part of the overall game. Best of luck and hopefully I see you out there, either as a worthy opponent or a helpful part of a 'pick up' fleet.
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