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312_JS

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Posts posted by 312_JS

  1.  

    There was a great explanation and flow chart for boarding effectiveness in another thread.  For quick reference I transposed this information into tabular form.  Easier for my brain to follow.  Hope it's useful to others.  I've checked it but let me know if there are any errors found.

     

    I have a more polished pdf version if anyone would like it.

     

                    Opponents Action: Action: Brace Defend Attack/Counter Attack Musket Volley Fire Deck Guns Fire Grenades Brace No Advantage Very Little Effect Vulnerable Effective Effective Very Little Effect Defend Very Little Effect No Advantage Very Effective Vulnerable Vulnerable Vulnerable Attack/Counter Very Effective Very Vulnerable No Advantage Very Effective Effective Very Effective Musket Volley Very Little Effect Very Effective Very Vulnerable No Advantage Effective Effective Fire Deck Guns Very Little Effect Very Effective Effective Effective No Advantage Effective Fire Grenades Very Effective Very Effective Very Vulnerable Effective Effective No Advantage               Effectiveness Scale: Very Vulnerable Vulnerable No Advantage Very Little Effect Effective Very Effective                               Prep Cost Duration Reload Cool Down Time     Brace None 1 Rd None Low     Defend Low 1 Rd None Medium     Attack/Counter High 1 Rd Low High     Musket Volley Low 1 Rd Low Medium     Fire Deck Guns Medium 1 Rd High Medium     Fire Grenades Medium 1 Rd Medium Medium                  

     

    Yeah the PDF would be lovely, as the forum doesn't support tables in posts.

  2. theSpatchula, I love the direction you're going with your GUI redesign.

    I have to second felelo, though. I feel like there's room to steer it a little but further towards an 17th/18th/19th century aesthetic, without sacrificing the current clean, minimalist feel - and without going too far in the direction of Wind's example.

    I threw together a quick concept:

    8wPASlp.jpg

    It's basically the existing UI, neatened up a bit, and with just a couple of ornamental touches to give it that historical vibe.

    I've done a bit of rearranging; eg it didn't make sense to me to have the ship's crew/sail/hull stats in the wind/compass section. I've shifted them to sit with the armour/leaks/damage section, for one combined 'my ship' panel; here, I've shifted to a vertical layout (seems more sensible to me by far, even just from a "which is starboard?" standpoint), wrapped the armour readouts around the guns, and aligned the rest to match. I've also moved the leak indicator from behind the compass to behind the armour/guns readout - again, seems more sensible that way.

    8VnUTYT.jpg

    I've also slimmed down the action buttons, combining the reload buttons into one. I was a huge fan of mortenlnielsen's NumPad idea from a few pages back:

     

    ...so I built it into my layout. In the following, I'm picturing switching the port-side upper gun deck to grapeshot in three key presses - [1] [Num4] [3]

    w8JPGfg.jpg

    ON3YJBI.jpg

    MHWi8G2.jpg

     

    (felelo, the image you posted is showing up as a broken link for me - apologies if the example you put together already covered the ideas I've posted!)

     

    That's lovable! Jolly good show!

     

  3. i would like to see the ability to surrender your vessel in battle instance which depowers your ship not send you back to port losing a dura.

     

    The aggressor moves in to board but instead of attacking/firing deck guns etc it has the option to access cargo/ guns - then release ship or sink.

     

    If a trader drops sails to surrender it might make aggressor more lenient/ forgiving for saving him a lot of time and release the ship back to the trader.

     

    Well said.

     

  4. The new repair system allows for an interesting feature of increasing upkeep/repair cost over the ships life span, and giving the shipbuilders more business.

     

    Ships that get damaged a lot could be more expensive to repair over and over again until needing a refit/rebuild at one point.

    The refit/rebuild would lower the upkeep cost back to original amount.

    It could also be another source of income for shipbuilders, maybe even the only way to refit/rebuild your ship.

     

    Or you could also loose a durability by heavy use after some time if not refitted/rebuilt, which would again give an opportunity to shipbuilders to profit after they sold the ship (call it service).

    You could pay less for the repairs/refits/rebuilds if done by the particular ships original builder. The captains would than have a reason to do more business with the original shipbuilder.

     

    Discuss.

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