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That seems more like a problem with the AI than it does with the actual gunnery system. I agree at times the AI is deadly accurate while other times will constantly shoot behind or not fire at all. The devs are aware of this and I believe have stated the AI will receive further work in the near future. It is by no means a finished product right now.

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some 9 pounder frigates moved to rank 6 ( La Renomee, Cerberus ) some 24 pounders frigate moved to rank 4 ( Leopard, United States, Constitution )    

We actually implemented a lot from community feedback.  What about this?       Its just from the first page of this topic. All of these were implemented We are curren

Can we have a thing that shows us, what books we currenty have applied to the ship at sea?

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I have stated, in game chat, that Charles Vane is a Dick. The AI is a little tough on us but they are beatable with tactics. Include in yer tactics that the AI captains are always Dicks.

 

There, a little well placed profanity and crudeness to lighten the mood.

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Its been a long time since I read this thread so maybe I'm repeating someone elses idea.

 

Captain's were required to give up their swords after a surrender. I'd like to see customizable swords that would be required to be handed over to victorious Captains and as in real life a Captain that fought well would sometimes be allowed to keep his sword. So should the victorious Captain be able to do as well.

 

I guess this could be effected in a variety of ways but here is one as a brainstorm:

Every Captain starts with a plane jane sword but as a Captain raises in rank and as number of kills increases then upgrades can be made to the sword. A terribly successful Admiral could have a very lavish sword. The defeat of a player and the keeping of his sword will be a trophy that one can hang up on his wall or if a player allows the defeated captain to keep his sword than that will raise his reputation with the opposing nation.

 

Add in a reputation rating that relates to his honorable actions towards his enemies that the victor can see upon defeating him would provide a sense of immersion as well as aid captains in treating defeated foes in various ways.

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I'm probably repeating myself, but this one is important.   WEP, War Emergency Power,  stack on a little too much sail for some extra speed at the risk of breaking a spar or a top mast.

 

Studding sails for that all-important chase!  I like it.

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Will there be escort missions. Either has a hired vessel or escorting your own merchant convoy? 

 

Or hiring other captains to help you escort your merchant vessels? Or just hiring captains to escort one of your merchant fleets while you escort another fleet in another direction?

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Will there be escort missions. Either has a hired vessel or escorting your own merchant convoy? 

 

Or hiring other captains to help you escort your merchant vessels? Or just hiring captains to escort one of your merchant fleets while you escort another fleet in another direction?

 

Please see this post:

http://forum.game-labs.net/index.php?/topic/1757-battle-availability-gank-post-fleet-duty/?hl=escort

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My pleasure.  If I hadn't read that one personally and remembered it was there, I might not have found it.  A good method to search is to use the advanced options, put in your terms, and search for only posts from "Admin" if you want to see if there was any official word on a particular subject.

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A fire on a ship.

You catch fire and forget fighting and manurving, fire = assured death. Have it on rare occasions and perhaps the 9 key is "fight the fire" and as long as your crew is focused here the fire will go out. But move them to sailing or the guns or repairs and the magazine blows. A random event that will totally change the game play for that person and everyone around them. You would not want to get caught in the blast when the mag goes up as you may catch fire.

:D

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My apology if this has been suggested before. Ragdoll crew.  This would add hugely to the imersive factor of the game and a real visual cue as to how much damage your crew has sustained in a battle. I'm not sure what game engine is in use but most if not all of them can use this system.

https://www.youtube.com/watch?v=tAU_rpCV2aI

Cheers

engine is Unity same answer as recoiling guns and more crew: performance, once the game is more polished in terms of mechanics more eyecandy will be added

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A fire on a ship.

You catch fire and forget fighting and manurving, fire = assured death. Have it on rare occasions and perhaps the 9 key is "fight the fire" and as long as your crew is focused here the fire will go out. But move them to sailing or the guns or repairs and the magazine blows. A random event that will totally change the game play for that person and everyone around them. You would not want to get caught in the blast when the mag goes up as you may catch fire.

:D

Fires would really be a nice feature to have. Although, we'd probably need the implementation of different ammo types first, like Shellshot ("bombs"),  or Incendiary Shot (filled with pitch, etc.) Solid shot, Chain shot and Canister Shot don't really have any incendiary effects (unless it'd be the so called "Hot Shots", which were heated up to red glow Solid Shot, basically).

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Small things.I would to have some damage numbers shows on log or even as UI element when i hit enemy. I know this is avaiable in "k" log but i dont know this would be inmplement to realase stage or is only alpha feature.

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Fire is part of naval battle in the period there was even a special type of ship to try to put fire to ships "Brulots" never very effective but some moral effect and disruptive effect in line battles ( the famous Soleil Royal was a victim to one if I remember correctly)..
One more type of damage "fire".
One more type of damage to fight "fire"
Two type of munitions "fire bombs" and "heated red balls"
Two new type of ships "Brulot" and the equivalent to the "Yacht" to counter it.
Most of the time the “Brulot” was an old merchant ship full of tar and flammable materials. :huh:

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Fire is part of naval battle in the period there was even a special type of ship to try to put fire to ships "Brulots" never very effective but some moral effect and disruptive effect in line battles ( the famous Soleil Royal was a victim to one if I remember correctly)..

One more type of damage "fire".

One more type of damage to fight "fire"

Two type of munitions "fire bombs" and "heated red balls"

Two new type of ships "Brulot" and the equivalent to the "Yacht" to counter it.

Most of the time the “Brulot” was an old merchant ship full of tar and flammable materials. :huh:

 

Fire bombs and heated balls were used by fixed fortress positions - a man of war, especially during battle, went "cold", the galley fires were put out, and most sources of ignition other than slow match were doused and stowed - you do not want any kind of flame, which you'd need to heat balls, when you're slinging powder around a ship that has cannon balls impacting it - turning over the stove or forge would be disastrous.  During the period we're operating under, most ships that attempted to use grenadoes or other newfangled munitions usually did more damage to themselves than to anyone else when the grenades or fire they were playing with got loose on their own ship instead of the enemy's.

 

I would like to see fire, I don't think it should be fought solely with a "Repair" - while you could add a Repair type to put it out instantly, Survival Mode should attempt to fight it with the same success it fights sinking.  They had fire hoses and pumps on board, and while the stream often couldn't reach the royals, it could be used to fight fires somewhat effectively.

 

We've mentioned fire ships (brulots) a few times - they're useful in a port battle, but weren't generally used for moving fleet actions.  You don't need a yacht equivalent to counter it, you just get out the way or try to sink her.

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In relation to 4 & 5 Crew experience and Officer quality. I think this would be a very good additive to the game. Small ships should train crews faster and crew/officer skill could have a bigger impact on performance. Crew would hire on at Low experience and have to train both for new crews and replacements due to battle losses. This would give a small ships an advantage over bigger ships.

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i would like to see trade ships like clippers,indiaman, and a very good trade system NPC traders on the seas fleets of them

 

 

And trade halls were you can hire a stall to sell your goods not just an open market so people can come make deals barter for goods arange shipping a good old pub/taven to have a drink hire some privateers

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What r6751 said + NOT unlimited ammo and gunpowder. Micromanaging water & food supplies will be bit too hardcore but i would like to have this too.

 

Battle is only part of the game. You would not worry about food/water/rum except on voyages. This could be as simple as a range circle based on food/water vs crew size. A warning if you exit the range when no friendly supply source is within the circle.

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Beating to quarters when transitioning from travel to battle when open world comes.

 

For battles, I would like to se a fog (that you could hide in), although it should be rare (thinking master and commander here)

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-Bounty System: Players can pay a port fee and post on a wooden bulletin board for Captains to sink a particular player for a reward. To discourage spamming the Bounty System there are a number rules that can be implemented, they have to had sunk you recently, two or more players must collectively agree to post a bounty, or make the bounty tax an expensive fee. Players who successfully sink X amount of Bounties gain a tittle, reward of some sort.

 

-Weather System: A randomizing weather pattern that effect ship sailing and combat capabilities is nice. A great example we see in cinema is fog banks being used to launch an surprise attack.

 

-Vanity Upgrades: (Real money or  In-game currency)  Players can buy vanity upgrades for: Ships, Ports, and Captain clothes etc...
     Ships: a verity of ship figureheads, fancy lanterns, colored banners.
     Ports: Guvnors can purchase a verity of street lights that line the port, upgraded docks to look more presentable, proper structures and vanity items that a "well to do port" should have. Players or guilds that own physical structures can purchase the right to hang their guild flag outside their shop.
     Captain clothes: Nothing ground breaking here but a verity of hats, pants, boots, pets and so on.
 
-At Sea: These are visual events that again, bring the world alive. There should be whales, dolphins, sharks and all manor of sea life swimming along side or nearby for common occurrences. As for the rare moments, sea monsters and even more rare, mermaids (I know in modern time this is fictional. However at the time period this game takes place it was very much common belief that sea creatures existed. Further more this can be done in a tasteful way so that when rare events happen they look and interact in a realistic believable way). So rare that players say, "did I really just see that?".
 
 
-Crew Experience: Weather you have a crew of 30 or 300 it would be a great if you can follow the progress of your crew's experience in a log book. Each individual crew could have 10 traits rating from 1 through 100 in experience. As you sail and survive battles your crew gain experience, some faster than others and in particular areas. Players can shuffle crew around, promote and appoint them positions on the ship as Navigator, Gunner, Helmsmen, Sail master, Surgeon, Carpenter. These key leadership positions would only slightly effect the over all performance and efficiency of the ship so it won't be overpowering. But it would personalize the ships crew in a way to build a connection with gamer and the game. Of course there can be the auto manage option for the players less interested in these feature.
 
-Ship Building Experience: If a player/guild has been building a particular item multiple times they should be able to build a ever so slightly better quality product than someone just starting out. For instance, if you have a sail crafter and he has been stitching sails many times. He should by common sense be able to create a better product than someone brand new to that craft. To keep this from being exploited you make the advantage very slight, and the experience gained painfully slow. Other examples of ship building XP would be the wood worker or the metal fittings worker, cannon builder etc... In the long run it would be rewarding to see someone sailing a ship you or your guild built. Furthermore, your guild being known for producing top class sea worthy ships.
 
-Different Quality Of Material: Much like the ship building experience, this feature is sensitive to particular parts of the map. Some materials from different parts of the map are of higher quality than those from other parts. For instance, Oak from the Yucatan may have a sturdier thicker build then that of Oak from the Bahamas. What this does is gives incentive for players to explore beyond the popular location and looking for rare high quality material throughout the world. This would make that small Wood Farmer in the Yucatan competitive with the Wood Farmer in the Bahamas. Ultimately what you want is for ships to be sailing through the seas trading and transporting goods.

 

I hope this isn't to long winded.

 

-Cannonball

 

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