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Found 18 results

  1. I would suggest increasing the travel XP for new players and add a flat one time bonus for every new port that is visited the first time. Seems like a very easy to implement and good way to encourage new players to explore the OW. What is the point of the current travel xp anyways? It is so minuscule, you might aswell remove it.
  2. Ahoy! fellow captains ! Here are a few propositions for Exploration : First of all, a new XP with new progression called "explorer XP" to get new rank or "explorer level" like the current level and grade but for exploration. - New exploration mission from admiralty according to player explorer level - Prepare food supply depending exploration duration (there is a minimum required according to the rank of the mission). - Hire specific crew (scientist, doctor and cook) (there is a minimum required according to the rank of the mission). - Expedition will be more easy and profitable if you create a group with different ship (trader ship to bringing back ressources and holding food + combat ship for protection, shallow ship for shallow area) - The expedition is shared with the members of the group even if they don't have the required explorer level. They can't take a big exploration from admiralty but they can help a good explorer. - Sails to mission point on map, (like current mission but with new symbol). - Travel map is loaded instead of loading screen for more immersion. (animated dotted line) - Player enter in instanciate zone, the map is partially hidden at the biginning and will be discovered during your navigation (fog of war). - Player can stay in this instanciate zone as long as he has food supply on board. Food decrease during the exploration. (The food is shared with group member) - During his exploration, player can found some area (town, reef, ark, waterfall, lighthouse, etc. on the coast or on river). (there is a circle surrounding this point of interest) - He can stay in this circle during some seconds (circle loading) to trigger a discovery. - Discovery is like a loot after a fight. There are diffents discovery type and it's partially random. - Historical artefact (can be sold for lot of gold) - Rare material (for crafter) - Pets (collection card, can be sold) - AI Pirates can attack you during your expedition (so you probably need a protection ship, trader ship alone is risky) - Exploration is ending when player has no more food on board or if he decides to leave the instanciate zone or if pirate beat him) - He gain explorer XP and gold according to its discoveries, the purcentage of map discovered, and fight won. To sum up : - New XP with new progression, explorer levels. Sailing through the carribean gives explorer XP instead of normal XP - Exploration mission need preparation (food, crew, and group) - Instanciate map can be made by procedural generation or not. - New environment with new fauna and flora (ice, sand, cliff, jungle) and building. Caribbean is beautiful but new lands will be great and contemplative for PVE player. - New group gameplay (some can fight and protect his friend, other can explore reef and store discoveries, and another with shallow ship can explore inaccessible zone) - New items : - Historical artefact (can be sold for lot of gold) - Pet collection with common, uncommun and rare animals to add a collection dimension (no balance needed, pvp is not impacted) - Rare material could be found (trader ship required to bring back all the materials) This material can be used by crafter to craft exceptionnal ship (maybe for 1st, 2nd and 3th rates ships to reduce their number and make them more rare and exceptional) or new customization stuff (paint, stern, figurehead) We can imagine exploration event with big national fleet required. As soon as a national exploration fleet enter in the exploration instance. The instance is closed for other nation. Exploration instance are rare and discovery can be extremely interesting. Exploration event could give a national bonus for a period ? (not sure ;)) Moreover, other nation can create an interception fleet to fight returning expedition. It could be a new PVP area with lot of interaction, lot of different ships not like Port battle. If you have idea for the explorer title/grade/rank ! I'm waiting your feedback !
  3. As the devs are relutant to implement exploration role in game, i think a way to mitigate the lack of it and warm the economy plus helping new players to grind their ranks: 1) first of all, i believe that reseting the perks of captain only can be done in a port where the player had outposts; 2) to work (and to prevent players to exploit game mechanics) must be created an explorer perk at high points cost (6 or 5); 3) players that the perk is enable gain x2 XP for travel reward (this can be balanced acordly community feedback); 4) when the perk is enabled, at the shop window, hidden goods related to fauna and flora species, etc, pop up and the player can buy it (as that goods are rare, the costs must be high, but the profits too) to sell only at nation ports or capital regions; 5) these itens dont showed up in trade tool, so the player must go OW and seek them at ports; 6) to loot these special itens, the captain must be equiped with that perk, otherwise the goods (species, fauna, flora) remain with its previous owner. I think it is easy to implement this cuz it will use the same mechanics already set in game.
  4. Hidden (temporary) Outposts Got that idea: Player can be able set hidden outpost (lair/den) at maximum of 3: Rules and specification * the lair will be total stealth and no other player can see it; * maximum cargo can be the same of the ship that player was sailing when built it; * only one ship can be docked at there at time; * player can switch beween lairs/dens the same way alreay exists with outposts, but to dock on wen on OW, he needs to find them by the exact coordinates; * dont need to be exclusive to pirates and all players can set one the same way. By example, when you going in a trip and see that the route is not safe, you just set one along the way to empty your cargo to get back later; * It is temporary and if you dont come back within a certain amount of time it becomes "public" and any other player can find it and loot it; * to find a lost hidden outpost, the officer need a special perk: explorer or treasure hunter; * with the perk, the player sail around coasts (very close) and when he find a hidden lair a pop up window blinks to the player and he docks there to loot the goodies. It will be nice if other players improve the idea with more sugestions.
  5. Caribbean Geographical Society For curiosity to those interested in: Just rechead beyond parallel 36 (above Saint George's Town- Bermudas) 1) map stops to mark you latitude position (you Always sails in 36 parallel); 2) map keeps marking your longitude position (maybe to help the sailor get back by a presumed point); 3) ship stops to fishing; 4) it means: there is nothing there so far. Ps.: didnt tried to go farther West to see if there is something in the US east coast. Others records: 1)100xp for travel from Kidd's Harbour; 2) about 390 fish meat (using fishing perk)---Saint George's Town buy it at 99 (about 34k income). http://mapmaker.nationalgeographic.org/di5g1pYNdSqBiz60ufQyrH/?bookmark=gHG9YFPDxfjIuq6FyOl1fG
  6. Well, as we dont heard anymore any clues if exploration will be implemented in future, it is interesting to see those that goes for long trips in OW receive some kind of awards like: drops of upgrades, labor hours, paints... Just as example: for each 1k of xp for travel gaining, one drop item awarded... or maybe some kind of exploration ranks (junior explorator; pro explorator) or both... besides those that goes for serious trading, there is no incentive to led players to go further in such huge OW. (Btw, sealed bottles goods are so damn poor and dont worth the jorney anymore).
  7. Right now, with a cargo hold of about 100t., 6th rate ships (such as the Rattlesnake or the Mercury) can’t be used for missions of wreck discovery + fishing during the voyage as the weigh of the treasure trove is already about 100 t. Best ships for that are currently trader lynx. Increasing the cargo hold of 6th Rates up to say 200-300 t. would make it possible to use them in missions for wrecks + fishing and would : - give Explorers another activity during those missions : fight against enemy traders and 6th Rates, - be historically accurate, as 20-gun Corvettes such as the Spanish Descubierta or the Russian Mirny were used as Exploration vessels : http://forum.game-labs.net/index.php?/topic/7768-exploration-and-survey-ships/?p=140881 http://forum.game-labs.net/index.php?/topic/7768-exploration-and-survey-ships/?p=147078 Another option would be to implement a Exploration version of the 6th Rates already in game with more cargo (and less guns ?), e.g. an Explo-Rattlesnake…
  8. Hi, while fishing i catch a "sealled bottle"...when right clicked it, the window info poped up with the option "use". after selected it, received the follow advise with something like that: "if you use it, you will lost information about the ship wreck (?)". Yes, i used it and it disappeared... Im happy to assume that devs are planning some kind of exploration (recovering wreck, possilble?) Not about that was said in the patch notes...can we have some oficial statement about that? are we finally have some exploration? Thanks in advance.
  9. My main idea is to make a server provide a totally new Age of Sail experience, almost a new game with nearly the same mechanics and features that have already been or will be developed in a near future in NA : exploring the Unknown. Currently, the PvP servers are set-up in the Caribbean for conquest and AW-fight and the PvE server is simply designed to be a PvP-like server with the same features but port battles and bots replacing players. But an Exploration server could be more than that. It could be about a « Player Versus his Environment » place where players would actually fight against each element of their environment (navigational and weather hazards) : weather conditions that may cause ship damage (storms), uncharted territories to explore, fog and rain hiding the presence of very aggressive Pirate bots (or players) or of safe ports, sandbanks and shallows that may cause shipwrecks, unruly crew to manage (because of provision shortage…), etc. Exploration could be instanced as battles currently are (real-time sailing). Explorers would search something in a given landscape while the instance could remain opened to some pirate bots (or players). Captain’s goal would be to explore an unknown and dangerous environment in order e. g. to map those lands, establish trading settlements and search for artefacts or new species. Thus the setting-up of this adventure would be an unmapped fictional territory (Terra Incognita) that’d have to periodically change. There would be no conquest, no crafting on this map, no ports except one starting port per nations as a start point and few Pirate ports. Traders could trade from the settlements to national port. No OW-fight but Pirates vs. Explorers / Traders / AI Escort. The only feature that would really need to be developed is procedural maps. Because, most of all the others are/will be in NA : - storms, - crew management and provision, - instances, - Bots and AI agressivness, - AI escort fleets, - damage model, - ship lineup, - land in instances, - Servers : a PvE-server may be more adapted for Exploration, - Etc. It would definitely need some investment and development ressources, but, with two different types of gameplay, the Exploration Server and the current ones (that are more RvR and conquest-oriented) would be complementary, providing two different experiences. PS 1 : current PvE on PvP servers would stay the same as it is, ie OW and mission fightings against AI with some added features (new missions, AI aggressiveness…). PS 2 : Economy on the Exploration server and on the PvP/E servers might even be interconnected (in a positive way !) as : - PvP/E server ports could consume and buy goods and ressources collected in explored settlements that have been created by the Explorers on the Exploration server. - Explorers could buy player-crafted ships from the PvP servers. - Colonization quests could be ordered by PvP clans/nations from Explorers. Discuss. Sources : http://forum.game-labs.net/index.php?/topic/1534-exploration-gameplay/ http://forum.game-labs.net/index.php?/topic/9058-trade-and-exploration/ http://forum.game-labs.net/index.php?/topic/8875-explorer-experience http://forum.game-labs.net/index.php?/topic/8658-alternate-forms-of-xp-gains/ http://forum.game-labs.net/index.php?/topic/8136-how-will-exploration-work/ http://forum.game-labs.net/index.php?/topic/7768-exploration-and-survey-ships/
  10. About Exploration ship classes Most of the XVIII-XIXth century exploration ships are modified cargo ships : stable barges, barks, barques longues, fluyts… Indeed, for long distances, cargo space is needed for storage of supply, medicine, scientific equipment, collected items... Besides, few were designed and built for exploration from the start (HMS Discovery). Stable barges with their strong structure, such as le Gros Ventre (1766), will provide significant resistance to the unleashed elements of the wildest oceans while small barques longues with shallow draught such as La Belle (1680) will sail in shallows and explore up rivers and lakes and along rocky coasts. Both are manoeuvrable and small enough to enter an estuary. Exploration ships are often lightly armed, whether they’re escorted or not. Ten to sixteen guns are enough to protect oneself against unpleasant lightly armed encounters and to fire during official ceremonies. Moreover, explorers avoid high traffic maritime routes... However, the modern french Corvette La Favorite (1829) with her 24 guns rivals 20+ gun-war corvettes build for naval combat. Exploration ships presented in this thread so far : - Le Gros Ventre, French stable barge (1766) - HMS Bounty, British merchant vessel (1784) - Descubierta & Atrevida, Spanish corvettes (1789) - La Belle, French barque longue (1680) - HMS Endeavour, British bark (1764) - La Favorite, French corvette (1829) - L’Astrolabe, French corvette (1811/25) - La Recherche, French stable barge (1787) - HMS Discovery, British survey ship (1789) - HMS Beagle, British brig (1820) - Vostok, Russian Sloop-of War (1818) - Mirny, Russian Sloop-of-War (1819) - HMS Carcass, British refitted bomb vessel (1759) - La Boudeuse, French frigate (1766) (WIP - don’t hesitate to PM me for comments, corrections and contribution )
  11. Here is the History of the Spanish corvette called "Descubierta" and her twin "Atrevida" https://en.wikipedia.org/wiki/Descubierta_and_Atrevida The ships was builded with the original armament: • 22 x 8 lbs. • 4 x 6 lbs. But for the expedition, only carried: • 14 x 6 lbs. • 2 x 4 lbs. Figurehead Carlos Parrilla´S drawings: http://carlosparrillapenagos.es/pintura-naval/ Authentic Wood models from the Naval Museum of Madrid: the expedition version 16 guns: The original version 26 guns: Drawings and plans. Drawings for the original version:
  12. With the initial limited release of the open world, I began considering how the large scale map would affect things like navigation, realm vs. Realm, hauling, and so on. Furthermore, I wondered how many niche groups would find their way into NA and be satisfied. Surely there would be those who come to the game looking for a well-developed combat system, however there may be other interested in the Age of Sail economy and trade that is planned to be present. The ability to specialize one's skills and abilities can create a dynamic community, where each player can perform a specific job, promoting group collaboration and cohesion: the Idea that either you could do one thing spectacularly, or do a number of things at a somewhat decent level. The key here, however, is to make sure that skills that can be learned and focused on do not create an unbalanced combat or even travel systems: there will not bonuses or magical skills that allow for a 200 yard further cannon reach, or adjustment of accuracy/reload rates by percentage. the skills and ideas here are strictly to allow captains to follow a path of gameplay that they find most enjoyable and fulfilling, whether that be sinking ships or cornering a market. Skills: Skills will encompass basic assets that allow the use of or access to various items or mechanics that will later lead to more specialized gameplay or improve a variety of the captain's abilities. All skills are accessible to all captains. Navigation: This used to determine the player's (or NPC's) ability to accurately determine location on the open world, correctly use navigation equipment (sextant, compass, etc.). Higher levels of navigation result in faster and more accurate navigation readings, as well as allow for the (correct) use of more complicated navigation equipment. This also allows you to chart very basic maps. Persuasion/Personality: The ability to have others agree with you or find you approachable. This affects one's ability when dealing with NPCs or even other players. This effects interactions such as opening trade or recruiting crew: the higher your persuasion, the easier it is to have them agree. (So higher persuasion results in easier recruitment, more trade options, etc.). Trade opportunities with local traders can be accessed, but any trade with the larger Companies will be restricted and profit in ventures with them will be difficult anyway. The higher this skill, the more taxes in a port can be ignored. Mettle/Fortitude/Courage: This was the hardest one; the idea with the skills is to in no way give any player an advantage in battle. But I did want something that denoted a Naval profession. Here’s what I came up with: this skill determines how well the Admiralty sees you fit for duty. The higher this skill, the more lucrative naval missions will be offered to you. When this skill is initially unlocked, skills will be simple: escort missions, handling local affairs/patrolling around ports, dealing with pirates, smugglers, sometimes dealing with other navy vessels. This skill will also(possibly) give you access to more specialized (although more expensive) ships: ships that would have more Naval-Geared modules: more focus on heavier guns and planking(?). The idea here is that players who did not wish to follow the “Navy” skill-line would still be able to have ships of the same caliber, but the Navy Shipyard would only make it more convenient for those who had access to it. General Farming/Mining: (mining and farming being 2 skill trees): This is a general understanding of the very basics of farming/mining. This allows you to set up farms that harvest only basic crops such as wheat or corn/ mines that allow you to extract only basic metals, such as stone. This also gives you a limited number of responses to natural disasters that can affect farms/mines, such as droughts or floods, bad harvests. Crafting: This skill allows you to craft some of the more basic items (Mostly utilizing the basic raw materials listed above). Beer and bread are some staples that can be made. Simple containers such as barrels and crates, and simple modifications, such as common planking and mast upgrades. The higher the skill, the greater the quality/amount of goods can be made. You can set up some basic shops for these to be crafted at. Observation: This is the ability to make note of discrepancies or details in the world around you. This can be anything from the movement of clouds/wind, smell of the air (noting the possibility of a storm), etc. This could determine your overall distance/ability to sight ships as well. Scavenging/Salvaging: This skill determines what can be used/taken from a captured/sunken ship after battle. The higher the skill results in a greater percentage that a module or repair kit that was on an enemy vessel survived for you to claim. Also increases the ease with which flotsam/jetsam can be salvaged. Specializations: Here is where a player really comes into their own and decides how they want to play. Specializations require high levels of prerequisite skills to use/unlock. Players can have one primary Specialization (allowing the payer getting 100% proficiency in said specialization), and one secondary Specializations (allowing for 60% proficiency, this number can be debated, but the idea is that it is lower than the primary skill) Navigation -> Cartography: This skill allows you to make accurate charts of the waters and lands around you. The higher this skill, the more detail goes into the chart, and the more accurate they are. Higher skill results in charts with trade routes, prevailing winds, port ownership, port description, Navy/Pirate presence, identifying coves, shallows, reefs, etc. Also will allow custom markings: be able to mark your favorite/safest passage, custom notes (i.e. Beware: Pirates!/Reefs!, SLVF Hunt here) Persuasion/Personality -> Speculating/Marketing: You’ve proven yourself to be good at making a profit. All local trade opportunities are available, you can now conduct trade with, and even sign on with, any of the trading companies (if you have decent standings with their respected nation), and larger world trade opportunities are available. Mettle/Fort/Courage -> Prestige: You’ve made a name for yourself among the upper ranks of the Navy. More Rewarding (yet more dangerous) missions are now available. These missions will have you targeting rival navies more often, and call for more direct action, General -> Specialized Farming/Mining: This skill 1st: allows you to select a (few) cash crop(s) to be able to farm, such as Sugar, Cotton, Bananas, Tobacco, Coffee, etc./ precious metal(s) to be able to mine, such as Gold, Silver, Copper, (Iron? Or should this go under basic metals), etc. and 2nd: allows you to set up more organized/effective farming/mining setups (so you could keep harvesting basic crops at a higher rate if you wished.) Also unlocks better responses to disasters. (Quicker recovery time, less product lost, etc.) Crafting -> Manufacturing: You now have the ability to craft finer items, such as Rum, Brass, Textiles, etc. Greater grades of craftable modules are also available, as well as larger factories for manufacturing. Observation -> Botany/Biology: This skill allows you to successfully identify the various flora and fauna of the new world, or, if discovering a new plant/animal, dictates how much information you can draw from the new species (for this, if someone with low Bot/Bio skill discovers a new species, they will only record the most basic info. Someone with a higher Bot/Bio skill can come along and expand the information, also giving them a reward for doing so.) Scavenge/Salvage -> Plundering: (Not compatible with Prestige) This is the Pirate’s Specialization. This skill allows for a greater income of booty: higher rates of module/kit survival, as well as a higher gold income rate. Mind you, these are all just initial suggestions, but they show how the flow should go. Players should be able to play the way they want to without hindering their ability to fight, should they need to. Cheers. – William Drummond, the Drake
  13. One of the fields of exploration that fits within the time frame of the game is the attempts by Franklin, Ross, and Perry to discover a northwest passage, in other words polar exploration. The more famous expeditions used British Vesuvius and Fury Bomb class ships that were constructed throughout the early 1800s, some saw combat in the war of 1812, and in conflicts with North Africa. The ships were refitted (generally before 1830) after combat and used to great effect to explore the frozen north due to their heavier construction (HMS Hecla also saw service as a survey ship). Players could start out with the military variants (balance issues aside since they carried 13 and 10 inch mortars) and then have the option to refit for exploration. This type of exploration could be a niche field that provides an alternate high risk/high reward style of play and adds diversity to the game. Players could become trapped and run a loss or make it back to port with valuable scientific data. There could also be the ability to choose to rescue each other in the relatively isolated environment or abandon each other in the name of profit. People could also try to find npc explorers who got lost and never made it back through finding the expedition party or ships stuck in the ice. Quick list of some of the positives and negatives: Pros: Provides something to do at the higher latitudes away from the meridian, High risk/high reward that's not illegal, Adds diversity and specialization into the game. Cons: Something the devs have to work on (research, balancing, map, ship models, etc.), Lack of widespread appeal. Most of the naval games focus on the Mediterranean and Caribbean, but if Naval Action is going to be open world then the Polar regions could be incorporated as an interesting piece of history and help make the game stand out even more.
  14. The HMS Beagle was a Cherokee-Class 10-gun brig-sloop that served with the Royal Navy. The Beagle was later adapted as a survey barque and conducted three expeditions. Her second expedition made her one of the most famous ships in history as she carried a young Charles Darwin, who later penned the Origin of Species. I think she would make a great ship for use of explorers to survey coastlines, and send expeditions to unknown lands. Class and type: Cherokee class brig-sloop Tons burthen: 235 bm Length: 90.3 ft (27.5 m) Beam: 24.5 ft (7.5 m) Draught: 12.5 ft (3.8 m) Sail Plan: Brig (Barque from 1825) Complement: 120 as a ship-of-war, 65 plus 9 supernumeraries on second voyage Armament: 10 guns, reduced to 6 guns on first survey voyage, 7 guns on second survey voyage HMS Beagle 1:1 Replica hull
  15. La Belle (1680) Small french ship (barque longue, 6 guns). Part of the disastrous expedition of René-Robert Cavelier de la Salle sent from France in 1684 to explore the mouth of Mississipi. Wrecked during a storm on the Texas banks. (copyright) Tonnage : 40-45 Length : 54 ft 4 in (16,56 m). Beam : 14 ft 9 in (4,50 m) Draft : 8 ft (2,4 m) Shallow draught and high maneuverability allow coastal navigation for explorers and privateers. Small crew. About late XVIIth-century to early XVIIIth-century french freebooters, Jean-Baptist Labat (1663-1738) wrote : To attack merchant ships, "they favoured small ships that were more manoeuvrable — mostly barques ; also corvettes and brigantines — with no more than 6 cannons (even when the ship could carry more) because they were convinced that four muskets could kill more enemies than one cannon". Plans : http://ancre.fr/en/monographies-en/30-monographie-de-la-belle-barque-1680.html (monograph (20 drawings) and website with plans) Download (587.64k) http://www.editions-ancre.com/plans026.htm (excerpt) http://nautarch.tamu.edu/Theses/pdf-files/Grieco-MA2003.pdf (master's thesis with plans on Modeling La Belle, p. 56, 58, 153) http://www.academia.edu/9817712/The_Model_Reconstruction_of_La_Salles_Ship_La_Belle http://nauticalarch.org/documents/quarterly/V30%20No4.pdf (article with plans, p. 5-6, 13) Pictures : http://olivier.gatine.free.fr/modeles.html http://modelisme.arsenal.free.fr/artdumodelisme/La%20Belle/indexgb.html http://nautarch.tamu.edu/model/report1/belleinprogress.htm http://nautarch.tamu.edu/model/report1/amcomplete.htm http://nautarch.tamu.edu/model/report1/rockport.htm http://gerard.delacroix.pagesperso-orange.fr/barque/barq-index.htm Multimedia http://www.musee-marine.fr/programmes_multimedia/construction_navale/ (click on "Construction virtuelle de La Belle) (3d shipmodel tutorial video clip, 10 min., B. Huc) Modeling La Belle, a 17th Century Gun and Carriage http://nautarch.tamu.edu/model/report4/ Archaeology of La Belle Shipwreck http://www.texasbeyondhistory.net/belle/laboratory.html#reconstructing http://www.thc.state.tx.us/preserve/archeology/la-salle-archeology-projects http://www.pbs.org/wgbh/nova/lasalle/ http://nautarch.tamu.edu/CRL/Report7/hull.htm http://nautarch.tamu.edu/pdf-files/West-MA2005.pdf Toni L. Carrell PhD Thesis - University of St Andrews Guéroult du Pas, "Barque longue for exploration, escort and trade during wars", 1710 (gallica.bnf.fr) About La Belle http://en.wikipedia.org/wiki/La_Belle_(ship) http://www.texashighways.com/history/item/7670-landing-of-la-belle-exhibit-la-salle Theodore Gudin, La Salle's Expedition to Louisiana in 1684 (1844)
  16. Replik der Endeavour, 1994 HMS Endeavour, also known as HM Bark Endeavour, was a British Royal Navy research vessel that Lieutenant James Cook commanded on his first voyage of discovery, to Australia and New Zealand, from 1769 to 1771. She was launched in 1764 as the collier Earl of Pembroke, and the Navy purchased her in 1768 for a scientific mission to the Pacific Ocean and to explore the seas for the surmised Terra Australis Incognita or "unknown southern land". The Navy renamed and commissioned her as His Majesty's Bark the Endeavour. She departed Plymouth in August 1768, rounded Cape Horn, and reached Tahiti in time to observe the 1769 transit of Venus across the Sun. She then set sail into the largely uncharted ocean to the south, stopping at the Pacific islands of Huahine, Borabora, and Raiatea to allow Cook to claim them for Great Britain. In September 1769, she anchored off New Zealand, the first European vessel to reach the islands since Abel Tasman's Heemskerck 127 years earlier. In April 1770, Endeavour became the first ship to reach the east coast of Australia, when Cook went ashore at what is now known as Botany Bay. Endeavour then sailed north along the Australian coast. She narrowly avoided disaster after running aground on the Great Barrier Reef, and Cook had to throw her guns overboard to lighten her. He then beached her on the mainland for seven weeks to permit rudimentary repairs to her hull. On 10 October 1770, she limped into port in Batavia (now named Jakarta) in the Dutch East Indies for more substantial repairs, her crew sworn to secrecy about the lands they had visited. She resumed her westward journey on 26 December, rounded the Cape of Good Hope on 13 March 1771, and reached the English port of Dover on 12 July, having been at sea for nearly three years. Largely forgotten after her epic voyage, Endeavour spent the next three years shipping Navy stores to the Falkland Islands. Renamed and sold into private hands in 1775, she briefly returned to naval service as a troop transport during the American War of Independence and was scuttled in a blockade of Narragansett Bay, Rhode Island, in 1778. Her wreck has not been precisely located, but relics, including six of her cannon and an anchor, are displayed at maritime museums worldwide. A replica of Endeavour was launched in 1994 and is berthed alongside the Australian National Maritime Museum in Sydney Harbour. The space shuttle Endeavour is named for the original ship. Endeavour also features on the New Zealand 50-cent coin. Class and type: Bark Tons burthen: 368 71⁄94 (bm) Length: 106 ft (32 m) Beam: 29 ft 3 in (8.92 m) Sail plan: Full rigged ship 3,321 square yards (2,777 m2) of sail Speed: 7 to 8 knots (13 to 15 km/h) maximum Boats and landing craft carried: yawl, pinnace, longboat, two skiffs Complement: 94, comprising: 71 ship's company 12 marines 11 civilians Armament: 10 4-pdrs, 12 swivel guns Plans Endeavour (1768) Other Pictures sources: Royal Museum Greenwich http://en.wikipedia.org/wiki/HMS_Endeavour http://www.long-tom.de/endeavour/index.html https://jamescookship.wordpress.com/ http://modelshipworld.com/index.php/topic/6769-hmb-endeavour-1768-3d-model/ http://www.modelships.de/Endeavour_II/Endeavour_II_eng.htm
  17. this was the Bounty replica sunk during Hurricane Sandy in October 2012. HMS Bounty, also known as HM Armed Vessel Bounty, was a small merchant vessel purchased by the Royal Navy for a botanical mission. The ship, under the command of William Bligh, was sent to the Pacific Ocean to acquire breadfruit plants and transport them to British possessions in the West Indies. That mission was never completed, due to a mutiny led by the acting Master, Fletcher Christian. This was the famous Mutiny on the Bounty. Bounty was originally known as collier Bethia, built in 1784 at the Blaydes shipyard in Kingston upon Hull, East Yorkshire, England. The vessel was purchased by the Royal Navy for £1,950 on 23 May 1787, refit, and renamed Bounty. The ship was relatively small at 215 tons, but had three masts and was full-rigged. After conversion for the breadfruit expedition, she was equipped with four 4-pounder (1.8 kg) cannons and ten swivel guns. Class and type: Armed Vessel Tons burthen: 220 26⁄94 Length: 90 ft 10 in (27.69 m) Beam: 24 ft 4 in (7.42 m) Depth of hold: 11 ft 4 in (3.45 m) Propulsion: Sails Sail plan: Full rigged ship Complement: 44 officers and men Armament: 4 × 4-pounder guns 10 × swivel guns Plans (orignal & Modell-Plans) hyperlinks to Original sources on the net you can see below Other Pictures HMS Bounty, also known as HM Armed Vessel Bounty, was a merchant vessel purchased by the Royal Navy for a botanical mission. The ship, under the command of William Bligh, was sent to the Pacific Ocean to acquire breadfruit plants and transport them to British possessions in the West Indies. That mission was never completed, due to a mutiny led by the acting Master, Fletcher Christian. This was the famous Mutiny on the Bounty. A new HMS Bounty was constructed in Nova Scotia for the 1962 film Mutiny on the Bounty. Until 2012, she was owned by not-for-profit organizations whose primary aim was to sail her and other square rigged sailing ships, and she sailed the world to appear at harbors. On October 29, 2012, sixteen Bounty crew-members abandoned ship off the coast of North Carolina in Hurricane Sandy. The ship sank at 12:45 UTC Monday October 29, 2012, and two crew members, including Captain Robin Walbridge were missing. The Captain was not found and presumed dead. The body of other missing crew members was recovered later. Her name was Claudene Christian and she was the great-great-great-great-great granddaughter of Fletcher Christian, the leader fo the mutiny on the original HMS Bounty. A second HMS Bounty replica, named HMAV Bounty, was built in New Zealand in 1979 and used in the 1984 film The Bounty. For many years she served the tourist excursion market from Darling Harbor, Sydney, Australia, before being sold to HKR International Limited in October 2007. She became a tourist attraction in Discovery Bay, on Lantau Island in Hong Kong. On 25 October 2012, the replica HMS Bounty left New London, Connecticut, heading for St. Petersburg, Florida, initially going on an easterly course to avoid Hurricane Sandy. On 29 October 2012 at 03:54 EDT, the ship's owner called the United States Coast Guard for help during the hurricane after she lost contact with the ship's master. There were sixteen people aboard. Fourteen people had been rescued from liferafts by two rescue helicopters. The storm had washed the captain and two crew overboard—one of the latter had made it to a liferaft, but the other two were missing. They wore orange survival suits complete with strobe lights, thereby giving rescuers some hope of finding them alive. Claudene Christian, one of the two missing crew members and who claimed to be a descendant of HMS Bounty mutineer Fletcher Christian, was found dead by the Coast Guard. She was unresponsive, and rushed to a hospital where she was pronounced dead. The other missing crew member was long-time captain Robin Walbridge. Raised in Montpelier, Vermont, Walbridge later moved to St. Petersburg, Florida. He was a field mechanic on houseboats who worked his way up to obtaining a 1600 ton license in 1995, when he began working as a Bounty crew member. Search efforts for Walbridge continued over an area of 12,000 square nautical miles until they were suspended on 1 November 2012. Sources: http://www.stephens-kenau.com/hms_surprise-product-view-12.html http://en.wikipedia.org/wiki/HMS_Bounty http://www.eyeonannapolis.net/2012/06/15/tour-the-hms-bounty/ https://fatboxsoftware.wordpress.com/2012/02/15/264/ http://modelshipmaster.com/products/tall_ships/hms_bounty.html http://www.radekshipmodels.cz/cz/plany-lodi/h_m_s_-bounty-plan http://avhs2.ednet.ns.ca/staff/wile/Schematics.html http://www.modellboard.net/index.php?topic=32158.0 http://www.asso5a.org/manuale_navimodellismo_hms_bounty.html http://www.fiddlersgreenmodelships.com/id7.html PS: I know that this ship was already mentioned in a posting on NA-Forum, but i did not found it in shipyard so i created this topic. And so on I didn't find all original construction plans, but a lot of modellplans 1:60 - 1:70 so it would be nice if you find better plans, that you post it here.
  18. I've been reading devs would like to make exploration something worth experimenting in NA. As I agree it could hardly become a main feature of a game that is supposed to be played in the long run, I think it would add to the immersion – and immersion is important in an Age of Sail game. Exploration is linked to navigation, which at those times relied on observation and techniques. Devs said they're fine with a navigation map like the PotBS one. That brings up questions about the possible ways to deal with travel time scale, seasons duration, and all the situations where distance has to be taken from reality in order to provide an entertaining gaming experience – while maintaining a close relationship to immersion. I'll guess the map used is the map of our world. But basically, everything could be translated into a fantasy world. 1. World maps, views and mini-maps To keep things clear, I'll use this distinction between the different representations of the environment: - the world map is the map the captain has in his cabin - the navigation view is the perspective of the player when navigating - the navigation mini-map is where the player can display a map when in navigation view - the local view is the perspective of the player when fighting other ships - the local mini-map is where the player can display a map when in local view There could be different types of world maps displayed on the mini-maps: - an approximate world map (drawn by amateurs, or deducted from rumors) - a cartographer world map (more precise and giving the best possible information) - a landscape map (corresponding to what a captain on the deck could draw when looking around) The approximate world map and the cartographer world map would be used on big scale and small scale, as the landscape map could only be used on small scale (for tactical navigation moves). I'm not sure how far it would be interesting to go with realism. Maybe some maps could be purchasable, salable, or shareable within a society or a nation. Maybe some maps could be lost. But that doesn't matter much yet. 2. A quick look at navigation techniques from 16th to 18th century The purpose of sea navigation techniques is to determine where a ship is. There are two factors that make it an approximation when one leaves sight of the shore: the wind and the current. Because of those, the true course of a ship (course over ground) can't be determined without further calculations than the observations given by a speed log and a compass. In dead reckoning navigation, only a speed log, a compass and an hourglass are used, and a correction is applied, estimating the influences of the wind and the current. The position is estimated from known land, point after point. The more time spent at sea, the less precise the estimated position will be. In celestial navigation, the position is determined whatever the time spent at sea. It can be separated into two parts: latitude determination and longitude determination. The latitude of a ship is the angle between the pole axis and the straight line passing through the center of the Earth and this ship. In the northern hemisphere, it can be determined with an astrolabe by measuring during the night the angle between the northern horizon and the Pole Star. From the end of the 15th century, the latitude was quite easily determined by measuring the Sun meridian height and using a declination almanac. The longitude however, was more difficult to determine (because the Earth is turning). In astronomy, the longitude is the difference between the hour angle of a star at the actual point and the hour angle of this star at a reference point (usually the Greenwich meridian). The hour angle of a star at an actual point could be quite easily determined, but the difficulty was in determining the hour angle of the star at the reference point. There are two ways to achieve this: either doing measures at the actual point and using an ascension almanac, or keeping the precise time of the reference point. The first way has been used by measuring the angle between the Moon and a star, and using a Moon almanac. However, this method wasn't reliable: any error in the measure results in a 30 times bigger error in the longitude estimation. The second way just requires a precise stopwatch, which didn't existed yet during those times – and an error of 0.1s results in an error of 46m. So basically, from the 16th to the 18th century, the sailors had a quite precise estimation of the latitude, but only very rough data about the longitude (that explains why some maps look so strange). Many traders, to reach a destination, just sailed to the latitude of that destination and set course full east or full west, correcting it every day to stay on the same latitude until the end of the trip. 3. How to make navigation exciting My guess is navigation in games usually rhymes with boring travels. That's because we know exactly where we go: our position on the map is our position in the world. By making the position on the world map different than the real position (when leaving the sight of the shore), navigation becomes exciting. After an oceanic trip, I get to an unknown land. Until I reach a port I know, the information displayed by the world map might be inaccurate: I drifted during the travel, and either my sextant isn't precise enough or my pilot skilled enough. If I can recognize the land I see, I'll find my way easily. If I don't though, I'll have to sail blindly until I reach a place where I can resupply. And we are running short of hardtack... For that to happen, there has to be two parameters that make a ship drift: winds and currents. The surface currents often match the winds because they are partly created by them. Some currents are quite stable during the year. For example, the Gulf Stream (discovered in the beginning of the 16th century, mapped in 1769) provides a drift to the north east on the north of the Atlantic. The equatorial currents however, can change depending on the seasons. The monsoon for example, provides in the Indian Ocean a drift to the south west in winter and to the north east in summer. How does that translate into the environment representations ? Quite simply, by drawing an estimation zone around the ship in the world map. Using dead reckoning navigation, this zone would be a circle, and using celestial navigation, an ellipse. I won't put the formulas here, but they are quite simple. I don't know if sailing in a battle will feature wind drift, but if it doesn't it might be better to remove it as well from the navigation. Then there would be only currents, represented by arrows on the map. There should be an option to force the ship positioning on the world map if we have a more precise idea of our position than the one given by the estimation. Finally, even if the arrival might become surprising, the travel itself would still be boring. That's why the oceans should be shortcut, and maybe continents as well. It wouldn't remove so much to the immersion (it might actually add to the immersion), but would add so much to the gaming experience. Also one last thing that could make oceanic navigation less boring: a news system. I guess that with port building, economy in general, conquest (maybe diplomacy ?), the world would change quite fast. Everyone would be interested into how it changes depending on their interests. What if each time we reach a supply port, we got news to read about the mainland or the zone we are heading to ? That might be tricky to implement though, and may be circumvented by Team Speak especially concerning conquest. Still a possible feature. On the main trade routes, many other players could be met anyway. 4. What to explore ? Players would quickly get bored of exploring if there is only land visuals to explore. To make exploration exciting, interesting and useful, the game has to feature the use of land or sea characteristics that can be discovered, remembered and exploited. The first characteristic is of course the land visuals. The navigation map should feature a “fog of war” that would disappear when we sail in a zone. If we navigate in an unknown zone, our range of sight would be the horizon i.e. quite a small part of the navigation view. There would be no indication of the land beyond. If we navigate in a known zone however, the navigation view would be almost fulfilled by the landscape over the horizon. Then there are the weather and sea characteristics that could be actively observed and measured. Winds, currents, but also seabed heights depending on the tide, or ice floe limits. This exploration is more about local weather than oceanic weather. It gives information about how to sail next to the coasts. Is it possible to reach that trading post in the lower Kaveri river during spring ? Where does it become dangerous to proceed up the St. Lawrence during winter ? Will my frigate be able to flee from this 4th rates patrol if I sail around those reefs ? Should I set sails to load my smuggling shipment tonight or wait for a favorable tide current ? For example, the Iroise Sea in the west of Brittany contains lots of reefs. When zooming in on the approximate world map, those reefs would be approximately displayed with a map code such as ^ ^ ^. When zooming in on the cartographer map, they would be displayed as a slightly red zone whose limits would depend on the tide height and the draught of the ship. This way, a well informed captain engaging a battle would have more safe tactical options at his disposal, or could take more risks. Observing the winds, measuring the currents, plumbing the shoals should be done passively when navigating. The observed zone should be a circle around the ship. For immersion purposes, maybe a light speed debuff could be applied. But basically this activity would be boring and should be made easier than in reality. Lastly, the characteristics of the land regions and the port locations could be explored. I guess the map would contain many possible port or beach sites all over the coast. When entering one of those sites, the player would become aware of the region resources and the build-able port or military infrastructures. How well the port would be protected from the weather by natural things such as a bay ? How high would be the seabed next to the coast ? Would there be heights around the harbor ? All those kinds of information would be critical regarding the possibility of building high-end infrastructures in this location. Finally, the players should be given the possibility to jump on the local view when they want to. It would be great if the local maps would superpose to the navigation map. Also there are two things that would help exploration to remain interesting in the long run: a big world map, and tuning the economy (especially the infrastructure costs) so that the world would always have some uncontrolled territories left. 5. Immersion After our main trading post of Ambon in the East Indies has been conquered by the Swedes last week, the United Provinces lack a supply port to provide cloves to our mainland market. Since our military forces are held back in the Northern Sea to fight against Britain, my society decided to find a discrete port, give it economical infrastructures and restore this lucrative trade. We set sails from Amsterdam with three Indiamen and two 44-gun frigates. An escort of four 3rd rates has been provided by the Dutch Navy until we pass the British coasts. They help us to sail safely to the Iroise Sea, and we leave sight of the coast. One of my society mates knows the trip to the East Indies. To avoid any patrolling British force, we pass a long way offshore of Gibraltar. Sailing with the Canary current in the west of Africa, and then the Alizées around the Equator, we head to the east of Brasil. When we reach the 33°55' south latitude of Cape Town, we proceed full east with the West Wind Drift, and reach the Dutch port where we can resupply. Since we are in mid-spring, the monsoon can help us to cross the Indian Ocean. To avoid any risk with the British, we won't resupply in India. And since the Admiralty told us that the Malacca Strait is also controlled by the British, we will reach the East Indies by Java. We pass Madagascar by the south and leave sight of the shore once again. When we get to 10° south, we sail full east all over the Indian Ocean, and eventually discover some unknown land. As we are about to set course to a fishing village, we spot sails on the horizon. We turn back as soon as we discover this is a Swedish fleet ! We sailed too far to the east and reached the zone controlled by them. Fortunately our ships are faster, we manage to get out of sight and set course to the north west. We eventually find the town of Cilacap controlled by the Banten Sultanate, who welcomes us and proposes to resupply our five ships. They are cloves here, but they aren't cheap ! Conquering this town would for sure decrease the prices, but the garrison is strong and we don't have enough men. Since the monsoon can bring us here regularly, we decide to observe the local winds and currents, and plumb the shoals around the coast while looking for a good site. After a few tries we land on a location further east in the southern coast of Java. There are many cloves in the hinterland, and the shore presents a deep lagoon, difficult to identify from the open sea. That port will be called Orange Town. We'll come back here with a bigger expedition tomorrow. But for the time being, the winter monsoon is coming, and we decide to go back to Cilacap to load a cloves cargo. It will sell for 300% profits anyway. 6. Scales and travel times I'm not sure how much time trade players would be willing to spend navigating. If a player has one hour of play time, I think he should be able to sail to the East Indies. This trip would give the best profits, but shouldn't be required to become rich. In reality, the back and forth travel took about 20 months. The fastest captains could do a one-way run in 6 months (including stops). In PotBS, sailing from one edge of the map to the other took about 20min, and sailing from Whitby to Matthew Town took about 1 min. If sailing from London to Amsterdam would take 1min, sailing to Cuba would take 20min, and to Indonesia one hour. With the use of currents and cut oceans, maybe the duration could be divided by 2 or more. This could give a 30min trip to Indonesia, or a 2min travel to Amsterdam. Crossing the Mediterranean from west to east would take 10min. Anyway, I'd say the minimum could be 30min to sail to Indonesia (1 year per hour), and the maximum could be one hour to sail to South Africa (1 year per 4 hours). The seasonal currents would fit to either. If a year duration is too short, players may find unfavorable winds after a long battle. Then the night/day cycle shouldn't be displayed on the navigation view (at best there would be 40sec per day). The tides could be random for open sea fights, and chosen by attackers in port battles. Even if the global map would be the map of our world, the coasts could be drawn with more fantasy, in order to create interesting battle maps. One complaint of the PotBS players was the lack of port battle maps. With tides, winds and currents changes, there would be no need to create more maps in order to provide a diversity in tactical options. All the proposals aren't meant to be core features of the game. I just wanted to mention those possibilities. Still, it is the sum of every little added feature that will create the global immersion of the game.
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