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RobinMonstruso

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Everything posted by RobinMonstruso

  1. I don't think that at this stage in developtment this is something we really should push for, because we do not know how ship repairs will be handled later on when we go open world. Usually you can't just fix your ship to full functionality without having access to plentyful resources and a dock. Especially not a very large vssel like the Constitution. Patchwork repairs are the best you should be able to do at sea during a fight. What could be implemented as of now, is maybe a greater gain from repair kits when your crew is in survival mode.
  2. Greetings fellow Sea Dogs! I am new to the game and the forums and I must say that I am happy to have found a game that introduces the beautiful Age of Sail again. I have recently heard that there is a lot of controversy surrounding the implementation of ship's magazine hits whose random nature has a lot of players worried. As such I would like the chance to give my opinion on the matter and make a few suggestions as to how an implementation of such mechanics could work and offer a compromise between realism and gameplay. First off, I think that a vital factor of every battle at sea like a magazine hit should not simply be pushed aside. But let us also realize that such occurences were not all that common. A cannonball that penetrated to the magazine would not always cause an explosion. Here are my ideas on how this issue could be handled/simulated: 1. A critical hit to the magazine is only possible once a ship's outer hull has suffered enough damage. 2. A critical hit to the magazine depends on a (low) percentage chance that goes up as the outer hull takes increased damage and deteriorates. 3. Implementation of "Hardcore" settings. Every player gets to choose if they want magazine explosions to be a factor in sea battles. In a situation where one player attacks another player, the attacker needs to play by the settings of the defender. In all mentioned cases, the magazine has actually to be hit for a chance of an explosion to occur, of course.
  3. I don't think a crosshair would be a good idea. It would ruin the immersion for me and not really fit the "technology" of an age of sail game. I do like the idea that you have to "eyeball" it. However, I do agree with some things that the OP is saying. My idea would be to provide some kind of gun elevation information which I'm sure gunners of that time had availeable to them. For example: X degrees up or down. That way you would know which elevation you had your guns set to before you took a look around and as such don't have to start ranging your shots back in from scratch.
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