Jump to content
Naval Games Community

maturin

Members
  • Posts

    6,858
  • Joined

  • Last visited

  • Days Won

    51

Everything posted by maturin

  1. Most merchantmen would have a more capacious shape in the underwater hull, making them slower even if dimensions, rig and seamanship remained constant. We should be able to build trader's vessels with a speed trim that substantially reduces cargo capacity. Also, vessels like a trader's cutter or (certainly) trader's lynx would have the same hullform as a privateering variant.
  2. Or the other way around?
  3. Neither Rose, Lynx nor Bounty are/were of similar size to their historical counterparts.
  4. No. All merchantmen were armed. A full gundeck is a little excessive for the trader's snow and brig, though.
  5. Realism of outcomes, not mechanics. If the day weren't longer than the night, 50% of battles would be night battles.
  6. Pretty sure the the T-brig is still benefiting from one of the devs' frequent 'let's give ship X magic bags of holding as a stop-gap measure' patches.
  7. Looting is a luxury when you are outnumbered, then. It's not hard to stick close to the AI as they sink, unless you can't withstand their firepower.
  8. I think it would get awkward to slow it down anymore. Looting the sinkers does add some stress to the experience, but it's good practice for learning how to stop efficiently.
  9. Devs said that the guns can't fire any faster without causing sound problems. As it is, Random is the fastest.
  10. Heads up everyone, under 14 minutes without even bothering to board. No carronades either.
  11. Yeah, 2 men per 6-pdr is a really harmful for balance. It never should have been applied to anything but maybe the basic cutter.
  12. It can't be your fault, because you haven't been bragging about it in chat.
  13. Do the math on the number of recent reviews, and remember to factor in the dozen or so alts of LV alone. And the fact that a group of people can flag all positive reviews to get them hidden.
  14. Most of the negative reviews are butthurt SORRY scrubs
  15. Traverse limits and speed would also make sense, increasing in proportion with speed penalties from cargo.
  16. Yeah, could we get a clarification on this? A few guns (4-6 total) for traders makes the game a lot more interesting. Full guns on a trader's snow with no hold penalty is excessive.
  17. What the heck does this have to do with the matter at hand? The sheep is DEAD. I still caught them sailing AFK and sank them. Then I dumped all their cargo before the revenge gank arrived. Dead sheep. Dead wolf. Happy revenge gankers. Let's call them cockroaches.
  18. For the 367,285th time, the only solution is to tie lower mast HP to broadside HP. Suddenly it's not a zero-sum game of masts vs hull if total dismasting requires damaging the hull first. (>50% hull damage = mast HP and thickness / 2) Otherwise these oscillations in mast HP will go on forever because quite simply, there is no sweet spot. Mast armor class is a bad feature. Masts never should have become invulnerable to damage until at least 500 yards.
  19. Most mast shooting is done with entire broadsides, not ranging shots. Which means you can't affect the accuracy there without totally resetting the most basic feature in the game and taking three big steps towards simulator territory.
  20. About right from a gameplay perspective, of course. The masts are a lot stronger than in reality. Maintopgallant mast on a 24-gun ship is only 7.5 inches in diameter. Obviously a single hit with a 5-inch ball is going to smash it to splinters, but you would need multiple hits in-game.
  21. You really need to look at some paintings. Even frigate duels often resulted in dismasting. I have read a few references to lower masts withstanding multiple shot "through" them, but never so much as the 8-10 hits required by NA. We can safely assume that loss of lower masts was usually accompanied by shredded shrouds and stays from other shot.
  22. Happened all the time.
  23. These are two things that are not compatible. "New players" do not have expensive Surprises to outfit. They start from scratch and earn their money like a new player. Thus, they only have to to worry about little brigs and the like in the first week. Your experience is distorted by redeemables and unreasonable expectations (Crafting long guns in the first week? Why?) You might as well be saying that "I arrived at Ellis Island penniless last year. Why can't I finance the Carnegie Steelworks yet?" If you hadn't used your redeemables, you would have had >150,000 to play with, just from missions.
  24. Did the HP of lower masts even change since the wipe? Thank god the topmasts and topgallantmasts are valid targets now!
×
×
  • Create New...