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Bonden

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  1. Hi Developers Congratulations for the beautiful game ! A little suggestion as regards the representation of vegetation, river and shore features which could have impact on immersion and tactics. In the actual game, vegetation, rivers and shores are visually nice but not very specific. They might be improved to look more like the tropical vegetation and river mouths of Caribbean shores of Nicaragua/Costa Rica and on San Andres Island, where the British Campaign is located. Tropical trees in the San Juan river mouth region are (were, as there has been much deforestation since XVIIIth century, especially on coasts) taller and included conspicuous palm trees and undergrowth vegetation (in the game we feel more like in oak forests or town parks). I think also that landscapes in the San Juan River mouth were less open than as shown in the game outside the immediate surroundings of towns and villages. The San Juan river banks are not sandy (as it is represented in the game), but made of silt and often covered with thick vegetation (trees, grasslands or bush). The river water is brown due to sediment. The San Andres Island, on its eastern face, is surrounded by coral reefs and shallow lagoons, with clear waters. Trying to represent more closely the real local tropical vegetation and land-/seascapes could be interesting both for immersion and for tactical complexity (eg coral reefs and shallow lagoons prevented tall ships from approaching the coast ; thick vegetation on river banks makes it more difficult for marines and soldiers to land and to take position and for defenders to hide). Here are some pictures of San Juan river mouth and San Andrès Island eastern coast for comparison. Best regards PS : Coconut trees are not exactly native from the region but were introduced by Spaniards from XVIth century in the Carribean (https://en.wikipedia.org/wiki/Coconut#cite_note-Gunn2011-21); they were thus already present during the period In the game (british Campaign), landscape look like this In actual landscapes: San Juan River mouth El Castillo Village Nicaragua (where a XVIIth century Spanish fort is still visible) on the San Juan river (view from the fort) San Andrès Island
  2. Hi, I bought this excellent game recently and I did not find the answer to my question neither in the wiki nor on YouTube : what do mean the 3 small icons which appear when boarding above the "HMS Pheonix" small icon above the tool bar (and their colors) ?
  3. Indeed, water depth in coastal operations and naval battles close from the shore is crucial, thanks for the addition ! Are the depths in game based on real water dephts ? Is it possible to visualize the depths in game ? Or to get/use nautical charts or maps or to sound the water depth to prevent going aground ?
  4. The Seven-Years War (1756-1763) is certainly an excellent suggestion, as it involved the great European powers of the time in two coalitions (France, Spain, (austrian-led) Holy Roman Empire, Russian Empire, Sweden vs GB, Portugal, Prussia and other german states) and as it spanned in the five continents (West and East Indies, South and North Americas (colonies), western Africa, Europe) (it is said to be the first 'world war'). Many naval battles with amphibious operations occured in this (very complicated) war. For example, the combined naval and land operations against the Morro Castel, Havana, on July 1st 1762 was epic, with 4 british ships of the line involved, in a context of yellow fever decimating troops on both sides (https://en.wikipedia.org/wiki/Siege_of_Havana). Many campaigns could be simulated from this period !
  5. Hi Admin As regard gunnery, it could be interesting to simulate the small time lag between the moment the gun captain decides either to pull the lanyard to fire the flintlock mechanism or to touch the touch-hole with his match (slow-burning fuse) and the moment the cartridge explodes, as this is of paramount importance for gun accuracy when the ship is rolling (taking into account the experience of the gunner, who could anticipate this time lag). In NA, when you touch the space bar or the pad, the gun is fired immediately. But it would more realistic to allow for a fraction of second between the moment the player touches the keybord and the moment the cannon is actually fired. As Roy Adkins writes in his masterful "Battle of Trafalgar, Biography of a Battle" (2005, Abacus, p. 104, very useful reading for developers, if not already used), "On a ship rolling with the motion of waves, a fraction of a second's difference between the gunner's judgement and the actual time taken for the cannon to fire often meant missing the target completely". It was one of the reasons why Nelson's and Collingwood's columns were able to break the line of the Combined Fleet without being completely unmanoeuvrable (other reasons were the lack of training of spanish and french crews and the fact that they aimed mainly at the rigging). The time lag between fire decision and cartridge explosion varied according to the mechanism used to fire the gun : it was much shorter when the flintlock was used, provided it effectively lighted the touch hole (sometimes it misfired or the gunflint broke). With matches, the time lag was longer and the accuracy lower in rolling conditions. This could be simulated in Sea Legends, taking into account the type of fire mechanism, the experience of the gunner (to anticipate the time lag), the fatigue of the crew and the possibility of misfire (then a match was used to light the touch-hole). These factors had all influence on the accuracy and rate of fire. As flintlock mechanisms were only generally introduced in the Royal Navy from 1755 (according to Ch Henry, 2004. Napoleonic Naval Armaments 1792-1815, Osprey, p. 20) - their use was widespread during the Revolutionary and Napoleonic wars -, developers should consider whether to allow players to use it (and buying them ?), according to the historical period of the game (developers talked about early XVIIIth century as far as I remember, when flintlocks were not in use). In French and Spanish navies, guns were mostly fired with matches even during Napoleonic wars. Flintlock mechanisms were not introduced in the French Navy, as far as I know, until 1786. In Boudriot, 1992 (La frégate. Marine de France, 1650-1850, Ancre, p. 260), the drawings show frigate cannons caliber "XXX" with a flintlock holder, indicating that this modification was introduced later than 1786. I am sure experts like Surcouf or LeBoiteux will be able to give more accurate information on this 😉. Keep safe from the coronavirus !
  6. Hi Admin I have recently discovered Ultimate Admiral: Age of Sail (for sure I will buy it). Will SL borrow elements of gameplay from UA or be connected to it in any way (eg UI, narrative, officers characters, etc ?) ?
  7. Source of inspiration 😉 ?
  8. And: 1. in addition to waves, will there be swell, increasing roll (and thus inaccuracy of fire, like in Trafalgar) ? 2. aside ship's fame, will the captains gain fame from daring actions and victories, boosting morale and loyalty of their crew ? 3. will SL simulate the curvature of the earth ('sinking' the hull of distant ships) ?
  9. Hum some more questions, if I may... 1. Wil be there functional boat / launch/pinnace, etc. in the game (eg for cutting out expeditions) ? 2. Uniforms (officers) /clothes (seamen) of the period (according to nation) ? 3. Will we see seamen climb on shrouds, pull on ropes, fire guns and muskets, etc. ? 4. Will SL include historical ports (Marseille, Portsmouth, Valetta, etc.) ? 5. Will missions be generated by a mission editor or ready to play ? Whatever the level of simu, SL sounds so exciting !
  10. Hi again 1. On SL website, what are "Nemesis systems for NPCs" ? 2. "Karma systems" ? 3. "deepest stress based damage systems" ? 4. Will officers and crew members be individualized characters (with a name, own career and experience, etc) ? 5. How will fight the crew ? Will boarding be simulated (in a more visual way than in NA ;-)) ?
  11. Hi Admin Congratulations for this project, it sounds very exciting ! SL seems to offer what many of us have long been waiting for (see former suggestions for a NA "History" solo player server ;-): Some questions : 1. Will identification of strange ship as friend or foe will be part of the gameplay (excellent idea to allow for deception through foreign flags use ! what about the use of private signals ?) ? 2.Will the captains have to rely on available intelligence (from admiralty, local merchant boats, spies,...) to search for the enemy ? 3. Will period communication between ships be also simulated through signalling, hailing, captains meetings, etc ? 4. Will the experience of the crew have an impact on sailing and fighting performances ? 5. Will the ship management aspects be included (water/food stocks, stores, ammunition, spare,...) ? 6. Will the damage model be (even) more realistic than in NA (currently subject to fps limitations I guess) ? (impact of falling masts, yards and rig damage on roll, speed and manoeuvrability, etc.) 7. When will it be possible to pre-order the game ? I can't find any link on SL website Can' wait to see the first screenshots of the captain's cabin !
  12. Bonsoir, J'ai été voir Sealegends, cela a l'air très bien… Ils annoncent qu'on peut pré-commander, mais je ne vois pas de lien ni de prix: Barbe est-il déjà possible de précommander ? (il n'y a pas encore de forum non plus sauf erreur, donc je me permets de poser la question ici)
  13. Bonsoir, Je tombe sur ce fil de discussion. A mon avis, je dois avoir un peu les mêmes centres d'intérêt que Surcouf (sans être aussi compétent !) pour NA. J'ai rapidement acheté le jeu (au temps où il était en alpha) mais je n'ai pu y jouer qu'assez récemment, après avoir acheté le PC qui pouvait le faire tourner. Comme j'ai très peu de temps, je ne joue que de temps en temps, une heure ou deux max. et uniquement sur le serveur "Paix" (pve) et encore, je n'ai pas encore dû affronter les vaisseaux IA. Eh bien franchement, même comme cela, cela en vaut vraiment la peine, rien que pour faire les tutos et les examens et naviguer sans se perdre😅. Mais il est vrai que pour qqn qui est passionné par cette période, il peut se dire qu'on passe à côté d'une immersion totale dans l'époque. Sur le forum en anglais j'y proposais de faire un serveur 'solo' qui s'appellerait "Naval Action History" qui recentrerait le jeu sur la guerre dans toutes ses dimensions (renseignement, contact, navigation, météo, dommages, artillerie, missions, commerce, etc.), c'est vrai sur un mode plus 'simu' (tout en gardant en effet une compression du temps et avec des compromis pour garder le jeu fun et attractif) : A mon avis, cela attirerait des joueurs supplémentaires (et il y en a plusieurs sur ce forum qui ont ce profil il me semble), plutôt que cela ne viderait le serveur pvp comme qqn me l'a répondu. Mais il est vrai qu'il faut les moyens pour le développer et il faudrait à la fois réduire la carte et le nombre de joueurs en ligne. Mais quel rêve ce serait de pouvoir contrôler (en laissant l'AI prendre la main quand on n'en sort pas !) les magnifiques navires qui existent dans NA, les différents aspects de la navigation, du combat (y compris comme commandant d'une petite escadre), des renseignements, de la gestion des officiers, de l'équipage et de leur état physique et moral, de leur carrière, de l'identification des ennemis, de la communication par signaux (même automatisée), etc. et de simuler des batailles historiques. Allez Admin, je suis sûr que ce n'est pas aussi compliqué que cela n'en a l'air 🙂 d'autres jeux y parviennent très bien (DCS, Arma III, etc.) Bon, j'arrête là. Je continuerai à sortir avec mon cotre de temps en temps (c'est le seul navire avec lequel on peut tjs naviguer) en me perdant entre deux îles…
  14. Hello il y a un bouquin de Bryan Lavery et Geoff Hunt consacré à l'histoire de l'HMS Surprise avec les plans (de la Royal Navy donc après son refit) et des peintures de Geoff Hunt, un super livre
  15. According to contemporary sources (see the extraordinarly accurate engravings of Baugean, 1764-1819), commented by J Harland in a beautiful book (Ships and Seamanship, The Maritime Prints of JJ Baugean, 2000, eg prints 31, 32, 35), gaff sails ('brigantine' or 'brig-sail'), until mid-XIXth century, were brailed in / stowed like in the photo of the Niagara.
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