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Hugh Latham

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Everything posted by Hugh Latham

  1. I think we should look at historical armament to determine deck restrictions for carronades. Reading the Wiki on carronades there is the following statement "Long guns were also excessively heavy in comparison to a carronade because they were over-specified, being capable of being double shotted whereas to do this in a carronade was dangerous". Perhaps the only restriction should be that carrondades cannot be double shotted.
  2. A thought on increased crew sizes for pirates; in general there should be provisioning penalties for overcrewing which limit the range of a vessel without reprovisioning with a stopover in port. Pirates would fall under these rules as well, but some could be configured as ambush predators, making short forays to sea hoping to intercept a suitable prize, while others could function with normal crews aimed at subduing weaker targets, such as merchants and small escorts.
  3. I was not suggesting eliminating neutral ports, just the neutered "nation".... I mean, neutral nation. As for how to structure the life of a pirate, may I suggest there be various shades of piracy, from smugglers, to notorious blood thirsty villains based on reputation. The different shades could have varying access to ports as well as status on the high seas (ie which flag they sail under). I think pirates could be designed to be the most interesting and complex roll. A balancing act of allegiance and black market trade. However, the one thing I think pirates should be limited in is ship size. It should be a trade off for the freedom of being a pirate that they stick to historically legitimate medium frigates and smaller. The life of a pirate would make it harder to maintain a large ship and a notorious pirate would stand out like a sore thumb and be quickly caught and destroyed. I think the limit in ship size could be offset by advantages in crew size and boarding attributes. Let's build on ideas for pirate rolls and eliminate the concept of neutral nation.
  4. Isn't this all part of the fog of war? What is it you want to see in the port description? I know what the ports are by booyaah's map.
  5. Also, I can't believe no one else has discovered Kidd's island. Maybe they are keeping it's location secret as I am
  6. No mention of the northernmost US port, Swannsborough 41010/812000.
  7. Folks are claiming they can command more crew than their rank allows with extra hammocks. I haven't tested this, but it defies logic.
  8. Thank god there are so few pirates that a neutral can sail without fear
  9. Locking modules to the ship sounds good. They are attributes of the ship and should stick with her. If a ship has 5 dura the modules last until the last dura is gone.
  10. Pirates are not a nation and should not be structured as such. I agree that it is better to have neutral ports accessible to pirates and eliminate the Neutral nation. The "Neutral" nation is a very weird idea anyway; are they Martians? Where did they come from? As stated above, the essence of a neutral port is that it is non aligned or corrupt, both of which could turn a blind eye to visits and stolen goods from pirates.
  11. As mentioned earlier, light airs sails. If you carry too much canvas for the strength of the wind you will have rigging and spar failures.
  12. I think when one is invisible then all should be invisible to the invisible one. I don't like invisible players sneaking up.
  13. What about pirate ports? Since they cannot enter any other type of port, they have a special problem losing ports. Perhaps immunity to attack should be given pirate ports. I am having a hard time accepting pirates in anything bigger than a Surprise. Frankly, if they want to sail anything bigger they should roll nat.
  14. A warning of immanent attack could be generated when an armada was being assembled for attack. Not sure how to constrain the timing of the attack so as to avoid "night flipping". Armadas and invasion forces could assemble and sail as a group to the port under attack. The assembly could take place at the nearest national port. To avoid griefing of the armada, any interceptor force could require a minimum ship value relative to the invasion force. Captains sunk could be locked out of combat until the port battle was finished, preventing multiple attacks by captains. Captains in the invasion force sunk by interceptors would be locked, too. Ports should have attributes such as shore batteries and even forts built at the entrance to bays or in the bay. Size (perhaps determined by the level of commerce) could, also, be an attribute with the result that large port cities would require a well organized invasion force with troop transports (perhaps recruited AI transports). Small ports would be conquerable using marines (placed in the upgrade slot) from the ships in the port battle or one transport if marines were not enhanced on board. This is going to take a lot of input and careful thought, but we are here to test out various scenarios as we are doing with all other aspects of the game.
  15. Completely agree with you akd. Suicide acts of the entire crew should not be possible. If a ship becomes a fire ship (an actual tactical act) It should be handled by a very limited crew, unable to maneuver well nor fire the guns.
  16. Boarding shouts continued after boarding was complete and didn't stop until I exited battle. The bagpipes stopped, but not the shouts.
  17. I was teleported from the Bahamas to Fort-Royal upon exit from a battle. I a few days real time I should get back where I started:p
  18. ye may cut the throats of the crew on the friendly ship, mate, but ye can't do the same to yer own and someone will talk about it before long
  19. "Longitude" and "latitude" need only be scribed to 4 digits. Beyond that it is false accuracy.
  20. I think the teleport function should not be convenient. I see it as a way to get out of a problem with game mechanics during testing.
  21. I like your idea of signing data placed on the map. Adds a sense of responsibility for accuracy
  22. I was there and asked a local...no wait a minute, it was the F11 key. I think it sometimes is missing a digit, though so one has to check it against ports with data on the map.
  23. Charleston is listed as "latitude" 724324 and is north of Bermuda on the map, but Somerset Bermuda is "latitude" 789498 so there is something peculiar here. I tried to double check the latitude of Charleston, but got sunk by a couple of US privateers. I thought they were bots by the names so I attacked them when they tagged me, but they moved like players and soon had my armor stripped away. I have never before been sunk by privateer bots. Very weird.
  24. I did use that map and not all ports have coordinates as well as a few suspect coordinates. I used the ports west and south to bracket the location of Bermuda and found myself well south of the location in NA. Must be some discrepancy between this map and the game coordinates. I'm not whining here; It was an adventure exploring. I hope I'm adding to the constructive discussion of the game. Where is the origin on that map?
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