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Blaatand

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About Blaatand

  • Birthday 12/17/1960

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  1. I actually think SC has a better model for player interaction and funding... hell ... I have a hangar full of ships there waiting for release so have 10 times more money in that game than the measly funding required here. Devs should also visit the SC site to see a different way of both funding AND presenting results and plans
  2. Neither do they here!!! For gods sake how many people need to explain this to you? Does anyone have a scissor and some cardboard to make him a model explaining this? You are being labeled troll now so only risk nobody listening when you actually have an input to this game
  3. I actually think it's a great way to get more ships - let those who are willing pay to get them build - everyone ingame will benefit regardless of funding source. BUT........ I DO NOT LIKE this sentence: If this event is successful we will set up such events for other underrepresented national vessels too. ("other" underrepresented nations???? Americans are not underrepresented!!!) I will gladly fund a Danish ships pack but as I would never pay to get more American ships this might never happen!!!!????!!!!!!????? Why should we pay for MORE US ships before we can get what many are clamoring for: small nation ships!! ???????????? I sincerely hope this statement will be changed. I will pay most of a development pack of Danish ships myself if I have to and contribute to Swedish and dutch ships - but keep me out of more American vessels!!!! And an in game shop for paint and trinkets would be great!!! BUT NO P2W
  4. Current Alliance system limits fun and historic relations. Since when did captains vote on national issues? I would suggest cycles like this: 1 month each All hostile Government decided war (Napoleonic) All hostile Government decided war (historic war...) All hostile Government decided war (random choice by government - 2 sided) All hostile Government decided war (random choice by government - 3 sided) and repeat..... This would give more fun and force seizing land instead of relying on this alliance setup..... AND YES..... PIRATE mechanics needed!!!!
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  5. Actually no. One you must consider Shrouds and stays as well as Hethwill mentions. But mainly the fact that wood is one of the finest composite materials in the world and as someone else also mentions they were often composed of several timbers joined (a composite composite???) To make a mast fall you would have to weaken an area as in several high damage shots close to each other.... Masts were not dimensioned to battle sails in light winds - battle conditions in NA would guestimately give a 30% strain compared to design strength and if you research literature on wood strength you will find that you can make carvings in a wooden pillar removing large amounts of wood with no significant impact on braking strength. Some high damage shots in nearly the same area AND hitting some shrouds as well would be catastrophic. OF COURSE this is mainly bottom sections on larger ships - high sections or yacht/schooner masts hit with a large diameter ball would take less number of shots (but of course same relative percentage damage)
  6. Mast penetration is an issue where computational requirements for computing a round object hitting another round object are way too high! As an engineer I am sure this is the main issue and this is the main reason they have to compensate by means of adjusting penetration and HP. For those not engineers see illustration.
  7. Agree with the price of rebuilds and should be exponential for each rebuild making people retire their old trusted warhorses (seahorses??) Very much agree with ship names but under heavy moderation - maybe only from drop down lists where you can apply to add names.... "spotted dick" might have been a dish aboard those ships but not really suited as a name.....
  8. Yes Presently all ships speeds are given based on a given wind speed. But different rigs hold up to higher wind pressure and on a theoretical level ships will max out on speed based on size (rough rule of thumb is waterline in meters is max hull speed. Opposite holds true for low wind where some hulls and rigs will be incapable of going into the wind. Period!
  9. When the Danish King went on the maiden trip on the 2nd rate SOL Christian he was amazed that it outran the frigates even without the topgallants. This is recorded. Historically we have a lot of data on ship speeds but problem is often that these are with regional outfits (brits outfitted heavier than most and got slower ships). Even so the game is advertised as being historical in ships designs and some work should be done to reflect this in builds, outfits and abilities. Remember that there are several factors deciding speed (lets leave wind out as we look at similar conditions) Construction (emphasis on different characteristics should allow for difference in speed, maneuverability, rigging strength, stability and armor) This should be the main factor Mods (extra sails, copper plating, planking etc.) This should be secondary factor Abilities (Olympics in sailing is done in identical boats but abilities in handling makes for large spread in results!!!!) Tertiary factor but not insignificant! When the Devs redesign ships construction I hope it will follow this general outline?
  10. Gentlemen May I suggest being a bit more constructive in your approach? Vote should always be 7 days AFTER patch release to have people TEST and not just REACT Vote should be on all elements in patch Vote should have at least these options: Good Bad Neutral Needs tuning As I have mentioned before I do this for a living (R&D) and you guys break all the basic rules. Also consider this: Diversity is paramount!!! Make all come to the same server Do not listen to only one side but focus on balancing PVP, PVE, crafting and trade i.e. player AI fleets for traders only ROE changed to outer circle only applies to traders Forts at capitols, towers at larger cities and small ports with maybe wooden palisades occasional towers on coasts in territorial waters AI fleets a few large fleets around capitols everywhere else 5th and 6th rate patrol fleets with 3-5 ships AI Trade convoys with 2-5 trade vessels and 1-3 escorts OW speed as exact double of ships speed to reflect build extra speed was a mistake considering you also added towing - as mentioned before DO NOT CHANGE items that are co dependent as you now have no idea which had an effect - you wanted to patch complaints about travel time and made 2 different implementations to accommodate this so which one got best results?????? exactly..... no bloody way of knowing!!!! player AI fleets for PVE - PVE people could be included with a rule that a warship with fleet makes it impossible to join in PVP (but not sure about effect of this??)
  11. I don't get you....??? Renders??? speed in battle instance is 1/1 and the fastest ship is 14knots - that means 14NM in one hour.... I have also done that and it "rendered" fine - running from a pirate fleet with my trader for an hour and a half..... and they were waiting when I got out .......
  12. because PVP is the only way of playing and everyone else are noobs and fools.......... Deep sigh
  13. I agree - and the real time construction is discussed here: I do not know if it has been discussed before as well??
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