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ObiQuiet

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Everything posted by ObiQuiet

  1. That's right... I said "in the meantime". By which I meant to provide help to the OP, not to imply that such tools have no place in game.
  2. There are some common three letter words that would help people find thibgs, but which the search prevents us from using without adding other words. So it's hard to find the latest posts on: Map US, USA War Other common words that might be used by themselves, but less likely: Bow, aft, gun, log Thank you
  3. Some of what you suggest is available externally, in the meantime: http://navalaction.wikia.com/wiki/Maps_and_Navigation_Tools Logging and drawing can be done with any diagramming or painting program you choose, if you are so inclined.
  4. Is it possible that, eventually, no indivudual trader will need to sail very far? IRL, a trade route was established when a chain of individual links were combined and goods changed hands many times along the way. No one person traveled the whole route.
  5. In the meantime, the interactive player made maps have search: http://navalaction.wikia.com/wiki/Maps_and_Navigation_Tools
  6. (aside: this ship flipping looks more like RobotWars than anything else)
  7. Some friendly advice from a fellow log file analyst: the content of the log files can change with any patch update as the devs change what they are working on and testing. There is no guarantee that the info logged today will still be recorded there tomorrow. The work TDA has done with data from the game logs was always with the understanding that it could go away at any moment -- just to set expectations. ;-)
  8. I find it hard to read even without being particularly colour blind...
  9. IMO Rating: At-speed grappling by small ships Realism: Limited to Barbary Cosairs against traders Gameplay: Annoying at best
  10. With a feed, I could do it in less than 30 mins at tdamap.com. I bet the others could too.
  11. Gunports: Open and closed could be used to signal a vessel's intentions - hostile or friendly. (See Sam Willis, Fighting at Sea in the Eighteenth Century). Not that it matters practially in the game we have today, but some additional ways of determining whom you are looking at in the OW can be imagined. Spyglass: All for it in the OW. Should be able to tell which port from further away, and tell more about a distant ship. Would be neat if the closer the ship, the more you could tell. At first, size and course. When closer, nationality and trader/warship. When even closer, captain's name and damage state. To make up for the perception limitations of the game screen, it would be OK with me if the spyglass told me the ships heading (not bearing) relative to mine and whether the distance was increasing or not. One difficulty with a spyglass in OW would be keeping it centered on a ship that is approaching from ahead at a narrow angle -- I can barely manage to catch those with a mouse click now.
  12. That could be top in a list of most one-sided battles... 9 August 1780 was 31 SOL vs 1 SOL, or 37 versus 4 if you include the frigates!
  13. A fliipant aside: the non-battle in which Nelson left Alexandria 25 hours before the French arrived, and several other mis-chances along the way. No cowardice or stupidity, just the frustrations and inherent difficulty of finding the enemy. From a Nelson’s Pursuit of Napoleon’s Egypt Expedition, (a through summary article): Nelson's own letters, part 1, in which you can see both hope and frustration. First letter of part 2:
  14. I think that having a crew and officers that get better the longer you keep them together would be a good counterbalance to various unrealistic suicide tactics. Especially for gunnery reload. Given that using landmarks and straight lines makes navigation relatively easy, I'm skeptical that the proposed mechanic will have much lasting value... the person on board whose skill will improve the most in that area is the player. There are situations where one gets pretty well lost, but I don't think varying degrees of accuracy will make enough difference to warrant the warrant officer.
  15. Something like the one a few posts up? We are looking for feedback... which might or might not have some influence if we can fine tune it based on player input.
  16. No words please. The same phrase, same intonation, every time would be annoying. Drums for battle is quite fine.
  17. IMO Rating: Damage from storms, wear and tear Realism: High Gameplay: Medium improvement Game theme: Medium IMO Rating: Mythical stuff Realism: Zero Gameplay: unknown Game theme: Ruinous
  18. About a year ago, I sketched a version of the UI that * has larger, bolder text to make it easier to see the numbers, rudder position, etc. * uses a litle bit of color for easy-to-miss information (like Manual) * (ignore the reload text -- that was a different idea) Edit: here's the full version And theSpatchula's thread that has a lot of ui ideas in it.
  19. http://www.npr.org/2016/02/22/467210492/u-s-navy-brings-back-navigation-by-the-stars-for-officers
  20. This seems like an ideal place. We'd love to see them!
  21. Due to real life player time constraints, wind in the game has to be predictable some time in advance. Otherwise it will just be aggravating, imo. That doesn't mean it can't be random, just has to be predicted at least 30-60 real minutes ahead.
  22. Hmm... if we automated the conversion of a screen shot to produce this drawn style, would people be willing to contribute to a Coastal Pilot type catalog? And get name credit, of course. Or even without the styling, just a catalog of port approach images? Realism: High Gameplay: Neutral?
  23. http://navalaction.wikia.com/wiki/Maps_and_Navigation_Tools
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