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Jack Feathersword

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Everything posted by Jack Feathersword

  1. all of these any WIP shots of the ships you are working on?
  2. I can never quite understand just how much money people are throwing at SC. I wonder how many marketing people they have to think up new goals for funding...
  3. Until we can load double in long guns and grape or normal shot in the cannonades it makes them hard to use.
  4. Such a good looking ship. It really is gorgeous. Armament 1682 Broadside Weight = 214 Imperial Pound ( 97.0492 kg) B164 Lower Gun Deck 20 British 12-Pounder Upper Gun Deck 18 British 8-Pounder Quarterdeck 8 British Saker 1694 Broadside Weight = 207.5 Imperial Pound ( 94.1015 kg) B065 Lower Gun Deck 20 British 12-Pounder Upper Gun Deck 20 British 6-Pounder Quarterdeck 10 British Saker Crew Complement Date # of Men 1689 200
  5. The US player base needs to get their heads around the fact that up to the end of Napoleonic Wars the US did not have any ships of note and they did not have rated ships. They built ships for the RN and thats about it.
  6. No company is their right mind would advertise a early access beta. Until the game launches on steam i don't think they should really be trying to get casual players playing the game.
  7. I really like the OP. I hope they use a similar method for trade prices in different ports. The further away the port the longer it takes for the trade information to reach the town. A system like this would be good game play and enable events, missions and other game play elements. +1
  8. Having to load the whole side means that using cannonades with a main battery is pointless. To use double for the main desk means loading double in the cannonades as well... this means that i do more damage having normal cannons and using double. Id like to be able to use grape or round in the cannonades.
  9. I would think a test range along with a set of turning markers would be great. For the future a a series of actual sea trials would be great, by this is mean turning with the wind, through the wind and across the wind. Shooting at different speeds and different ammo types.
  10. `check out my last post in that pinned topic. Id be interested in peoples feedback.
  11. Just a note. Avoid using yellow and green together as well. Right now i use the flags on the ships to work out if i can shoot at them or not.
  12. As stated above. This is the Java Class of ships. 4 total were built and they were launched towards the end dates of this game (1815-1820). These were the last class of frigate/4th rate the British ever built in the age of sail and as such might make a good high end ship class for the British line of ships.
  13. to me they are all grey or off white but most of the time its a toothbrush or a knife and i dont think about the colour at all.
  14. The fact that some of the class lasted for almost 100 years in some way or shape is amazing. Plus if you only could the ships that actually saw action it limits a lot of the options down. It fits in the time period, it was British so if different nations have end game ships it would suit well. I guess the real questions are weather or not plans exist for it somewhere?
  15. I think this would be a great end game 4th rate /frigate. It had a long service time and put out a huge broadside. I Can't find much in the ways of plans or images. What do you think?
  16. I think i mentioned it before in a post, but yes please thinking about the colours of the UI. Contrasting tones not colours is the best way to go about it. Red / yellow /blue are a good combination for most, otherwise stick with the 3 primary colours. magenta, yellow, and cyan. (yes they are the real primary colours, no it doesn't matter what you were told in school). The amount of things in my house that are pink or what ever entertains my girlfriend a lot.
  17. It also adds consumable items to the econ, which adds high turn over and promotes trade. I really like the idea that it adds to the cost of taking a ship on the seas. It also adds value to smaller faster ships with less cargo/costs.
  18. This really depends on how the internal teams are structured. Or i am going to guess and use some logic. The planning/design team Thee design team should be working on as many open world and economy design points as possible. I think that is going to be the real deciding factor on how things play out with the arcade vs sim vs mmo battle. I would be getting trade and economy experts in to help work out the supply/demand and transporting issues. I would also get in help to work on the crafting and progression design points too. This is going to be the longest and hardest design points to get right so start now. The sailing and combat design seems to be pretty well blue printed. so that can be handled with dev time. The Modelling team: The modeling team includes the artist and animators. These guys have lots of work to get extra ships in the game and to flesh out the current game world. World designers/artist These guys should be working on the world map blue print and internal maps for battles. Dev team. The devs should be working on fleshing out the sailing and combat system mechanics. Once these systems have the next build the dev team/s should work on the officer/boarding/crew areas of the game. Adding news ships and additional content is something that should be happening over time. The gameplay elements and design points take the most time to get right and should be worked on as much as possible asap.
  19. Got my key this morning Sydney time, ordered it yesterday morning sydney time. Great times ahead.
  20. Don't use green and red ffs. Colour blindness is a pain in the arse enough already. I like the idea of naming your own ship. Also basic information over the ship would be fine, even you need to look at it to be sure. Once more customization comes in to the game, you can use that fact that people will focus on a leader to your own advantage, it works that way in Eve.
  21. War thunder does not have health bars and people seem to play it just fine. I think if more information is needed, using the telescope would be a good compromise, Give the player name and faction/guild, type or class and some basic info on the state of the ship. With proper damage models you should not need health bars.
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