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About ObiQuiet

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  1. Minor item I didn't see mentioned before... the tutoral starts with a nice explanation of the terms port, starboard, bow and stern, but these aren't used in the game UI. I hope this means that they will someday replace Left, Rigt, Front and Back. I think that would be great!
  2. I expect Admin can analyse game hours vs. exam pass %. That would be useful measure of difficulty, instead of our sniping about our personal situations and ancedotes. For the qualitative side, I thought the tutorials were nicely done on the whole! Edit: Admin does look at the results (from the Tutorial 2 Feedback thread):
  3. This BBC program is, to me, a set of fragmented vignettes from the book. It was fine for me to reminisce with while commuting and they do give the flavor, but aren't a substitute for getting to know the characters and follow the plots. IMO. I'm a few years from my decennial read through of the books, but I'll keep an eye out for an Audible offer I could use on some of Tull's audiobooks if you recommend them.
  4. http://www.bbc.co.uk/programmes/b0101l89 From 2008. Available to listen to for the next 27 days. Naval battles, political intrigue and romantic rivalry loom large in Patrick O'Brian's novel, set in 1804-5 in England, India and on the high seas. Captain Jack Aubrey engages the Spanish at sea and the French on land - but falls victim to enemies at home.
  5. I can't understand this response -- I'm sure I'm missing something about what you're saying. The reputation system I envision only tells potential opponents that the ones they are attacking typically don't run from even or disadvantaged fights. Nothing about how easy or hard the battle will be. Well, that and it tells people that a player typically participates in attacks against weaker opponents.
  6. Not sure I understand why one would avoid a player known for participating in fair or against-the-odds matches. The system wouldn't count the # of wins, just the types of battles. Besides, the main point of such as system would be to discourage bully matches by indicating and limiting the benefits. Like I said, there would have to be fine-tuning of the math.
  7. A reputation system? Where higher-powered winners of unequal matches were penalized, but winners of fair or against-the-odds matches were rewarded:
  8. This research quantifies the advances made in ship speed (both merchant and naval) over the time period we're interested in: https://voxeu.org/article/speed-under-sail-during-early-industrial-revolution "What explains these substantial improvements in British ships? The jump in the 1780s is due to the copper plating of hulls which stopped fouling with weed and barnacles, and over the entire period there were continuous improvements in sails and rigging. A big contribution after 1790 came from the increasing use of iron joints and bolts instead of wooden ones (as well as replacing traditional stepped decks with flat ones fitted with watertight hatches) which made for structurally sounder ships that could safely set more sail, especially in stronger winds."
  9. That's good. I didn't know there was a naming system for the 24 point compass, and I didn't think to look for one either...
  10. From the current issue of Quarterdeck: http://www.mcbooks.com/pdf/newsletter_03317f00334081b896f8144a6fa3e636.pdf In 2015, Keith Richards of the Rolling Stones was interviewed on BBC Radio 4’s Desert Island Discs program and selected Doctor Dogbody’s Leg as one book he would carry with him to a secluded desert island. “Every time [Dogbody] turns up at the table he gives you a different story about how he lost it, and they’re all totally plausible,” Richards told show host Kirsty Young
  11. The current issue of Quarterdeck has an article and images by Paul Garnett, marine artist: http://www.mcbooks.com/pdf/newsletter_03317f00334081b896f8144a6fa3e636.pdf
  12. If (# of players who don't know the traditional terms) > (the # of players who can box the compass), then there's less confusion overall. The suggestion is based on that premise plus the constraint that the in-game compass won't change. If either of those is not true, then the suggestion is bad. I grant that it is offensive to traditionalists like you and me.
  13. While I am a traditionalist, there is a compromise that could work. To call out headings for the in-between tickmarks, first name the nearest labeled mark: "South", "Northwest", etc. Then, name the direction in which the heading lies from there: "by Southwest", "by North", etc. So, the two unlabled tickmarks between N and NE would be called, in clockwise order: "North by Nor' East" and "Northeast by North". Between SW and W, they would be "Southwest by West" and "West by Southwest":
  14. Granted -- in that its about planes going up and down instead of ships going side-to-side, it's not remotely similar. But, in that it's a skill learned over time in a video game, they are similar enough to make the point I wanted to make. Well, duh. that's why I (and many others) built such tools, e.g. at TDAmap.com Wait... don't assume the motiviation was to keep the tools out of the game or avoid the need for the devs to build them too.... it was to show that such things could be done in a game-enhancing way and to provide a platform for experimenting with the ideas.
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