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Ned Loe

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Everything posted by Ned Loe

  1. Do not make ship completely disabled. You will make players pissed) No one likes to sit and watch their stern is being camped and you sink hopeless. Make certain parts of the ship broken/damaged. Every broken/damaged part must have an opposite skill or repair in order to fix it. Rudder. -50% turn, (rudder patch repair) Mast. -50% speed, (mast patch repair) Hull. +20% more damage taken from enemy shots. (hull patch repair)
  2. (not advertising any games, just giving ideas..gosh) Morale can be used to charge elite skills. Every broadside on enemy ship produces one battle morale point. (Not talking about boarding morale) There are 4 stages for each line of (defense, offence, sailing). It is up to a player to stay in combat and try to put as much broadsides on a ship as possible in order to unlock elite skill in a specific line. Player can select on what line he wants to focus (offence, defense, sailing) Not sure if you guys played BF4, but there is a skill tree you have to unlock in battle to get the best boost for that class. SO, we can use similar system here and think it will work out great. Players will be encouraged to fight get rewarded with extra offence, defense or sailing bonuses. Ex. (Offence) Level 1 +5% reload Level 2 +10% damage (crew uses double shot) Level 3 +10% accuracy Level 4 + 20% damage Images are only used as an Example: Boarding morale should be different from battle morale and only appear in boarding combat.
  3. Before answering this question, I need to ask what type of skill system do we use? Is it the same type of click skills like in POTBS? or something else? can you give us an example plz.
  4. Fires I want to go back to GTA and make an example. In GTA you have to find and shoot a gas tank door in order to trigger an explosion. So, each ship should have a weak spot (Powder hold) and only when that weak spot gets penetrated X amount of times it will cause a complete ship destruction. It could be a unique hit box with a counter. Lets say 5-20 direct hit box hits depending on the ship size. (80 Guns Ship) So, a hitbox got hit: 5 direct hits - small fire will start (10% chance to cause dangerous fire, self extinguish after 1 min.) 10 direct hits - dangerous fire will start (20% chance to cause catastrophic fire after 10 seconds, use (ship extinguisher skill) to eliminate fire. 15 direct hits- catastrophic fire will start (30% chance to cause a ship explosion after 20 seconds), use (ship extinguisher skill) to decrease fire size to small. 20 direct hits - 95% to cause the explosion and destroy the ship (must be in battle effect). Get distance and repair. Same thing can be used for underwater leakage. * % used only to display an example
  5. This is my weather engine suggestion: Wind force 1 - Minimal knot speed , but not 0. Spawn chance %2, Condition timer 1 minute. Wind force 2 - Ship speed +5%. Spawn chance %5, Condition timer 2 minutes. Wind force 3 - Ship speed +7%. Spawn chance %7, Condition timer 3 minutes. Wind force 4 - Ship speed +8%. Spawn chance %9, Condition timer 4 minutes. Wind force 5 - Ship speed +9%. Spawn chance %10, Condition timer 4.5 minutes. Wind force 6 - Ship speed +10%. Spawn chance %12, Condition timer 5 minutes. Wind force 7 - Ship speed -2%. Spawn chance % 5, Condition timer 3 minutes. Wind force 8 - Ship speed -5%. Spawn chance % 4.5, Condition timer 2.5 minutes. Wind force 9 - Ship speed -7%. Spawn chance % 4, Condition timer 2 minutes. Wind force 10 - Ship speed -8%. Spawn chance % 3.5, Condition timer 2 minutes. Wind force 11 - Ship speed -9%. Spawn chance % 3, Condition timer 2 minutes. Wind force 12 - Ship speed -10%. Spawn chance % 2, Condition timer 2 minutes. This system (code) acts independently on each zone. Feel free to edit % as it is only made to show you an example. Also, if you like to use currents - it will add permanent +5% os speed in any weather condition.
  6. This is true, but it can be fixed. In your case we have; a. players can not os log and still have travel to the nearest port no matter what wind speed it is. b. you are suggesting winds to drop to 0 knots , so all ships will be stuck. (why drop to 0? make it minimal normal sail speed so all ships are still moving during wind force 1-5, make a timer with minimal count on such conditions). For example, make a code to randomly change wind force, WF1 (1.00) , 2% - Wind force 1, timer is 1.00 minute, 2% chance to spawn this condition and make normal more comfortable conditions with higher spawn %. Done! We have beautiful weather that can change and not make a big impact on game play. I am more oriented on visual effects and how ship reacts to ocean. I simply do not want to see calm ocean all the time with some rare storms. We need a nice weather/wind system that will impact ship movement/sails. This will bring more customers because it is unique and no one else got the same feature. We will have players who will enjoy long journeys on the open sea, experiencing a true nature of the ocean.
  7. Hello, lets talk about wind and how it should effect the ship. I personally do not enjoy current ship reaction to the wind and sea. I know it is very early stage of development and some parts of this are simply absent atm. That is why I think we need to address these important features before they slip away. I would like to see some "wind force" levels in this game and would like to experience the true power of the ocean. Suggested chart: http://www.spc.noaa.gov/faq/tornado/beaufort.html Each level of wind force should be displayed inside a small icon on the screen. This can warn players of what to possibly expect and plan sailing routes ahead to avoid heavy storms. Following a scale we can now place a ship movement system in place. (Picture is just an example) Wind force 1-6 1. Current ship movement (light left, right, up, down movement) 2-4 Increased left, right, up, down movement, ship's bow sinking deeper and rising higher. 5-6 More violent left, right, up, down movement, ship's bow sinking deeper and rising higher. Wind force 7-12 ...at this point you should know what happens when ship is in rough seas. Adjust ship movement by increasing tilting with each wind force level. Your ideas are welcome!
  8. http://www.amazon.com/1812-Navys-George-C-Daughan/dp/0465020461 http://www.amazon.com/The-Pirate-Hunter-Story-Captain/dp/0786884517 http://www.amazon.com/Nelsons-Trafalgar-Battle-Changed-World/dp/0143037951 http://www.amazon.com/The-War-All-Oceans-Napoleon/dp/0143113925 http://www.amazon.com/Pirate-Latitudes-Michael-Crichton/dp/0061929387 my favorite so far...
  9. look at any current game on pc, this game should have the same settings.
  10. Lets get a nice database going. Post images of: -17-18 century ports, -houses, -furniture, -items, etc... or anything you would like to see in a 17-18 century port, town, village.
  11. POW! MOTHER LODE! Tons of Dutch Ships and Plans! Enjoy! https://www.flickr.com/photos/49225014@N05/sets/ Click View All Sets!
  12. Take a look at this: http://blog.worldofwarships.com/torpedoes-ahead/ Naval Action is using similar game mechanics. Very interesting...and can be done here.
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