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AKPyrate

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Everything posted by AKPyrate

  1. However, if crafting higher level ships/goods require not only a crafting level, but a higher rank as well, then that would solve the problem. Low level characters just won't be able to craft goods that people will want to buy. Then they'll need to advance at least a bit to be a great crafter.
  2. Well here we have the dilemma... Realism (ie realistic damage to vessels if/when they collide-for this reason I'm always wary of my AI fleet when attacking) vs. game playing. People don't want this to be arcadey (myself included), and want it as realistic as possible. This includes the damage to vessels involved in collisions, whether friendly or enemies. However, we aren't concerned with possibly losing a ship and our lives (real lives, not just a character). That's what really would prevent this tactic in real life during this era. However, as a naval tactic, ramming has a long history and thus is actually a valid tactic. Sacrificing ships was done during this era as well, most notably fire-ships. Additionally, focusing on one strategic enemy ship is realistic; often there would be a focus on the enemy's flagship. So while this is not exactly the kind of playing we would generally like to see, it's a catch 22 as far as what to do about it. Either decrease the realism, deal with this tactic by evolving other tactics. Now one possible partial solution that I could see is that if you lose your ship, you are ported to the nearest friendly town, and your ship either goes to the port of departure or to the capitol (possibly with some sort of cooldown before it appears, minus a durability of course). That way you need to either use up your teleport, if available, or buy a free/cheap small vessel and spend time getting back to one of your outposts where you might have a bigger vessel. I could also see implementing this 'penalty' for losing a ship after a certain rank, to avoid undue grief to new players. Just a musing...
  3. Here you see their tactic. 5 frigates each took one collision damage. The Constitution took 5 hits, likely to amidships and possibly all on the same side. This would probably sink the Constitution and leave the frigates floating, though likely quite damaged. I have noticed that the bowsprits don't seem to break off as easily as they once did. It's probably to avoid the tactic of 'cutting off someone's nose' that I've seen used before. I know even when I've had what I thought were relatively minor collisions in my frigate (say nudging a merchant upwind), that I usually end up with at least one hole below the waterline and am taking on water. I have to pump immediately to get it under control. Another factor, is that each of the frigates in your situation probably used a hull repair, whereas the Constitution only had one chance to use one, and if it needed to use one early, well, that's tactics. Here I'd say the Constitution has much more mass than a small trader. It shouldn't slow the Constitution much at all. Constitution is about 1500 tons. Many merchants of the day were 300-400 tons, with the exception of Indiamen which currently aren't depicted in game. Realistically, brigs and snows that are depicted for merchants would be in the range of 200 tons. So, 1500 tons vs. 200 tons...okay, a bit more than a fly hitting a windshield on the freeway, but not enough to stop the Constitution, even if some rigging theoretically was tangled (and that would most likely have snapped cordage and spars if the speed differential was too great-and the immense size difference between the two vessels would also reduce the risk that rigging would even get entangled). Also, I don't think that it should harm you more than the target ship, as the bow is usually the strongest part of the vessel. Realistically, if you hit a vessel nearly head on to their beam, they'll be hurting much more than you. However, both would sure be hurting if of equatable size. It's better than it was, but could do with some improvement.
  4. I like this idea. Maybe have a 1 hr cooldown for midshipmen/whatever the lowest rank for pirates is. That will give them enough of a chance to learn the game, especially as there is still no official gameplay manual. And, since they'd be the lower ranks, they couldn't really take too much advantage of it since their ships are small and they'll be promoted before too awfully long.
  5. As soon as people figure out the navigation, it's really not that hard. We don't have currents or leeway. My only problem is that for longer trips, I might need to log out en route and forget what I was up to the next time I am online. Kids do that to your brain...
  6. I'm okay with the relatively easy navigation at this point, though being able to interact with your map and plot approximate positions would be nice. Using bearings of landmarks would be even better, but at this point I'd be happy for being able to take my mouse and say 'I think I'm about here', click, and have a 30nm diameter circle or the likes mark the spot and save until I log back on. Also, some sort of written log/note would be nice in case I forget where I was heading before I went on vacation, etc.
  7. Still a nice concept that hopefully the devs will keep in mind when it's time for finalizing.
  8. I really like the idea, though it obviously needs a little polishing. I'm not sure all should be permanent modifications, though it would be better than the current way of doing things. Additionally, I do like the current way of building ships with unique, inherent traits as well as being able to modify them. Ships were often modified throughout their life to keep up with new technology and serve the style of their captains. Reinforced masts/rigging would easily have a speed and sail raising downside. There are a number of historical practices that can be grouped together that would give you 'reinforced rigging', such as having backup braces to the yards. That means that a few extra hands and coordination would be needed for trimming sails (generally just letting out and taking up slack, but it also increases the friction while moving those yards). This extra gear would make the yards heavier, thus slower to raise. Another historical practice would be to use chains to ensure that if a yard was damaged or the halyard shot away, that it would stay aloft and usable, as well as not fall on crew on deck. Thus, when raising and lowering sails attaching or disconnecting the chain would increase the time it takes. All these extra lines aloft, and potentially extra standing rigging (fans of the Aubrey/Maturin series will be intimately familiar with using hawsers to increase the sail load that the masts can take) increases windage, which increases leeway and breaks up laminar flow of the wind across the sails; it slows down the boat. As for Marines, I could agree with the higher repair costs, as well as possibly a negative to crew capacity, as they'd be taking up berthing space that sailors would normally have used. Not sure how to make this work with boarding as well though, as Marines would obviously fill out the ranks of any boarding party. Maybe count Marines separately from crew and make the bonus just an increased compliment of Marines (at the expense of crew)? I like the idea of grog ration being a usable commodity instead of a permanent upgrade. The same kind of thing might be done later for better food supplies, etc. Maybe make it like using a repair, but it needs to be done while a battle is loading?
  9. One major problem I see with this is the options we have of sail handling and outside of the box thinking. Can we rig a drogue? Can we go under a very shortened, but balanced sail plan? Can we lower t'gallant and possibly even topmasts? Do we have different sails for heavy weather? Currently wind waves don't do any damage, so we'd have to give some incentive to actually shorten sail, or people will be going through a hurricane with stuns'ls set (if we had stuns'ls). Really, I see an instance for storms as a disappointment; the real options for storm sailing are nearly infinite, and with the limited abilities in this game, it would end up being rather boring. Potentially somewhat pretty (though many storms are just grey and blinding, and I'd imagine whatever 'special effects' that look amazing would get old after a month or so of encountering them), but overall boring.
  10. Maybe guild 'fleets' could be called convoys? While that was generally a large group of trading vessels with a military escort, the idea is the same. And with a clan, it could conceivably be an actual convoy with a couple of large merchant vessels and one or two armed escorts.
  11. You can also track down other small vessels and attack them, or join in a larger battle and do a little damage while using the yacht's superb sailing characteristics to stay out of their broadside's arc of fire. Also, for the traders, use the time hammering away at their sails to work on your aim. It's quite satisfying to bring down a mast, and the ability to aim well will aid you greatly in the future.
  12. The only thing I'd really like is to be able to make notes/approximate your own position on the charts for when you d/c for the night and might not remember where you are the next day/week when you find yourself out of sight of land in fog at night. However, a vague area and a note telling yourself where you were going would go a long way to aid memory.
  13. Essentially, this coloring option has been discussed before. Having a couple of different base patterns for a ship, and then being able to chose the colors for each color area (gundeck stripe, gunwales, gunports, etc.). Having a couple of reds, yellows, blues, greens, black, etc. (and no pink, unless it's like Victory's new color) would be easy enough as well.
  14. It would be nice to have custom names, as I'd love to name my ship after my actual boat, or other boats I've sailed, without much constraint. That being said, not allowing characters and having a block for certain words (can't appear in the name at all) would be good. If inappropriate names are seen, then reporting the player and ship name that slips through the filter so that it can be changed seems reasonable and easy enough. Personally, I don't like the idea of having to pick from a list of historical names, as there would inevitably be ship names left out, or ship names out of period that someone would like to use that aren't on the list. Also, if we get enough players, or if there are certain popular names (Victory, Constitution, etc.), then we'll still be seeing dozens of them sailing around.
  15. I think small personalized flags could help increase the personalizing that many of us have desired with regard to ships. I definitely want to keep a historic feel myself, but even a single pink flag with rainbows shooting out of a unicorn's butt (I do like the imagery) on a historic looking boat, with a national flag on the stern, won't be a complete immersion killer. Additionally, for pirate players this could be a big drawing point as well, since they often had unique personal flags. Also, there are the multiple different versions of national flags that could be represented as well. And for fun, some more historical flags below.
  16. For that matter, I'd also like to be able to put cargo in my fleet.
  17. Personally, I wouldn't want to limit names to historic naval vessels (though having a list of options/default historical names would be great). Let the players be a bit creative and personalize the ships. I would approve of course of filtering out inappropriate names and not allowing symbols (though maybe allow cyrillic script?), and have a way for people to report inappropriate names. However, if I want to name a vessel after my own boat, kids, wife, a historical boat not on the list, etc., I think it would add to the customization feel for players without any major drawbacks in immersion.
  18. I disagree with this idea. Everyone would start doing it just for the fireworks and to piss off the other player who might be hoping for a nice prize. The reality is that this wasn't done much historically, and it was not unusual for ships to change owners during their careers (many of the best British sailing vessels were either French built or at least taken off the same lines as a French prize). Additionally, this would severely decrease the chance of the crew's survival. During battle the ships would often cast off their small boats, which wouldn't have enough space for the whole crew anyway. This cleared the deck, reduced splinters and the possibility of the small boats being damaged during the battle. Since many sailors could not swim, scuttling the ship would be a death sentence for the majority, and that's if the enemy chose to pick them up at all. 1 and 2, I love. 3 I'd prefer not pinpointing on the chart. The captain (ie you) should be able to navigate, though I wouldn't mind a few more tools along those lines. 4 I'm undecided on this; I don't want every minor port to end up guarded like Fort Knox eventually, unless damage to them was permanent until very costly repairs/rebuilds were completed. 5 YES!!! 6 Hadn't thought of this before, but I like the idea. I think neutral players should be able to do that as well. 7 NOOOOOOO!!!! White, yes. Red/brown (nautically known as tan bark), maybe for smaller trading vessels. Black...just not historical. Striped: come on, these aren't Vikings. Cross, iron cross, Templars cross, skulls....no thank you. Keep this at least somewhat historical. The more decorated sails (mainly crosses) were from an earlier timeperiod than this game portrays, and they were not very common as it was cost and labor intensive, and the designs often didn't hold up too well to long term sailing. Let's face it, of the 3 nations represented at Trafalgar, all sails were white and there was no decoration. These were the prides of their navies, but it just wasn't worth the time or money to dye canvas and sew decorations on to the sails. Decorations were applied to the transoms and bows, as well as officer cabins, etc., but not to the sails.
  19. It would probably solve a lot of problems if AI only tagged you if the BR ratings were close. That way new solo players aren't attacked by a fleet of 3rd rates, and Victorys aren't harassed by snows. Of course, I'm also okay with AI not attacking players and just being around for grinding purposes (or to try out a new kind of boat before buying it).
  20. Personally, I enjoy having the AI ships to plunder. As Mulcaster mentioned above, less populated time zones need the AI to fill out the map so we're not just sailing around exploring and trading with no opposition or chance for a fight. I wouldn't mind AI being a bit less aggressive as they are in the current patch, but don't mind being targeted by an equal ranked ship. On the other hand, my frigate was targeted by a St. Pavel recently (luckily I avoided the fight by about a half second, especially as it was time to turn in for the night). Maybe one day, IF there are enough players, I could see relegating AI to merchants, though I would hope the merchant fleet expands to much larger East Indiamen instead of being topped out with a snow. However, for my part I'd prefer to see the environments expand to the east coast of North America, the Mediterranean, maybe eventually just having the whole Atlantic, parts of the Pacific, etc. (Though just barely explored during most of our time period, I'd love to sail Alaska's inside passage, watching out for icebergs and enjoying the scenery of my backyard while looking for a fight and taking ports back from hostile natives-but I realize this would be a big stretch). In summary, I'd prefer keeping the AI and expanding the 'world' as player populations increase.
  21. One aspect that would be nice on the charts and in the game are a few aids to navigation (lighthouses). These could be seen from quite a distance and be unique to let people know their bearings from them, as well as break up the shoreline a bit more than just trees. I don't advocate for lighthouses all over the place, but if you're making landfall and can identify a light, then all the better. Maybe just in a couple of key locations, especially if NA expands beyond the Caribbean. I did a quick search and found some period Caribbean lighthouses here. A couple of highlights below... Abaco (Hole-in-the-wall) c. 1836 Gun Cay (Bimini) c. 1836 Paradise Island/Hog Island (Nassau Harbor) c. 1817 Cay Sal (Southern Channel) c. 1839 Others, along these styles or other period styles could be used in a variety of color schemes.
  22. Another aspect that would be nice on the charts and in the game are a few aids to navigation (lighthouses). These could be seen from quite a distance and be unique to let people know their bearings from them, as well as break up the shoreline a bit more than just trees. I did a quick search and found some later period lighthouses here. A couple of highlights below... Abaco (Hole-in-the-wall) c. 1836 Gun Cay (Bimini) c. 1836 Paradise Island/Hog Island (Nassau Harbor) c. 1817 Cay Sal (Southern Channel) c. 1839 Others, along these styles or other period styles could be used in a variety of color schemes. I don't advocate for lighthouses all over the place, but if you're making landfall and can identify a light, then all the better. Maybe just in a couple of key locations, especially if NA expands beyond the Caribbean.
  23. For the HMS Victory, here are a few shots of the old vs. new paint: And apparently before 1922 when she went in to drydock, she was actually painted black and white like the rest of the world at the time
  24. At the same time, this is a game still in the works. The devs have stated that they'd like to expand the area, but due to small numbers so far, it's restricted to the Caribbean. However, in the Med, North Sea, etc. they need to be able to have all sorts of weather. Not sure if they'll ever expand to these areas, but it would be nice!
  25. Sail coloring could break the immersion, unless done well (such as tan bark options for traders or other small craft). However, hull colors could be extremely varied and change over time. Just look at what we think of as the Nelson Chequer vs. the new research about her real colors at Trafalgar: http://www.hms-victory.com/restoration-log/hms-victory-repainted-battle-trafalgar-colours A small discussion of the USS Constitution's colors throughout the years: http://cs.finescale.com/fsm/modeling_subjects/f/7/p/15507/734695.aspx A primer to some of the more common coloring schemes of the era: http://www.larsonweb.com/Transfer/Miniatures/Sail/NAPSHIPS.htm
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