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maturin

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Everything posted by maturin

  1. Fuck one character per account. I want to play pirate some day (if they ever stop being Jack Sparrow neckbeards), and I'm sure as hell not going to delete my national in order to do it. I also worry that low population, dispersed nations like Spain and France are just going to get zerged out of existence, meaning that I'll have no one to play with in my timezone. I want to option to go play another nation for teamplay if that happens. Of course, if we get multiple PvP servers, this problem goes away. One faction per server.
  2. Why did the British call Surcouf a pirate? Did they mean it in a legalistic sense, or were they just butthurt? Anyways, Malachi's point was that Morgan was able to do what he did because he was already a legitimate colonial authority with national resources at his command. He had a population with an economy and craftsmen and farmers that could grow food. Not just some 18th century hobos sitting on a beach.
  3. Yes! Connie should definitely be 1 dura. Then she doesn't need to be nerfed, and no one has to doomsay about eco balancing.
  4. 3 characters. 1 log-in per faction per day. Spying happened in real life, too.
  5. PvP is definitely the fastest way to level up. Even when you lose, you come out ahead.
  6. HMS Fairy HMS Rainbow HMS Pixie
  7. It would absolutely hilarious if Bradely AFV crewmen (as cavalry) were required to grow handlebar mustaches, or buy fake ones if they couldn't.
  8. The last 1% of loading can be the most labor-intensive part, given that you are running out the heavy gun, elevating and traversing it. And if there are casualties all over the deck and crew in disarray, the gun while crush them when fired.
  9. Well, the regional capitals can always be shuffled around. I can't imagine it's historical for the British to have any major bases in the Bahamas. Of course, that assumes that we should be the least bit concerned about how the USA fares in RvR, seeing as they are inevitably going to be an anachronistic juggernaut due to high population. Regional capitals should represent ports that have major fortresses and sizable land forces, which therefore require the attackers to have large European armies. You could fix the population balance problem by giving Spain and France a bunch of them.
  10. No difference. They used to be unconquerable. IMHO they should still be unconquerable. Or rather, they should be conquered only in a sort of RvR Finals that occurs once a month. The top teams get an invasion force that can take a regional capital in a special PB. That would slow down the conquest game and prevent players from quitting because they lose access to all their ships every other weekend. I barely have any goddamn outposts left because I don't play enough to keep up with the map changes. And if I played more, I would still spend all my time as a refugee hauling shit to safer spots.
  11. How many were PvP?
  12. I think I've been posting this for about a year now: Buff armor class of lower masts so that you need very high velocity shot to damage them (from the main deck guns of comparable ships) Increase probability of ricochet Broadside damage over 20-30% drastically reduces the armor class or max HP of lower masts (representing damage to chainplates and channels) Same goes for sail damage to foresail, mainsail and spanker (representing damage to shrouds) If you tuned it this way, your only chance of knocking down Nelson's masts would be with your 32-pdrs at relatively short range. OR if you go and hammer his broadsides first OR if you pour raking fire (not double shot or carronades) into his stern. Regarding reloading shock, I long ago proposed a less drastic form of shock. Basically, only 5 seconds of actual frozen reloading, but 10-15 seconds where you can't traverse your guns, and where your arcs wouldn't converge. I think that would communicate the havoc taking place on the gundeck, but the player wouldn't be robbed of the broadside. He would just have to struggle to make it effective, possibly by aiming with the ship instead of the mouse. I also proposed that shock should take place most often with grapeshot* and raking fire. More importantly, a little ship with poor convergence and untraversed guns can still hit a large ship at close range. The large ship, on the other, will see much of its shot wasted if it can't aim properly at the smaller target. *Now that would be a skill thing right there. Imagine deliberately leading with a broadside of grape to shock an opponent, then going 2:1 with ball.
  13. I'm pretty sure mast hitboxes or round or at least many-sided. You can see balls glancing off the sides, which wouldn't happen if they were square. The hitboxes are very honest; we've seen pictures. The fakery is elsewhere.
  14. Now THERE's an idea. The triangular hitbox thing is silly, but the bottom line is that mast hitboxes really do need to extend below the deck. The armor classes of the lower masts can be tuned in such a way that they are vulnerable to raking fire from the stern. Not because of any hitbox shenanigans, but because damaging them requires high velocity shot. Sending a ball through the stern accomplishes this, but penetrating the broadside or shooting double does not. As a result we would see masts falling in close quarters combat, most often from raking.
  15. If HP is meant to represent the ability of the hull to keep out water, then everything larger than a brig should have pretty much the same HP. HP has to be abstracted, and yet tied to something rational and related to combat performance. It's a whole big discussion, really.
  16. There has to be more than one valid tactic in the game.
  17. Sorry, but the game provides an objective frame of reference for space. We have HMS Victory and HMS Cerberus. We know how long they are in reality, and their relative dimensions are faithfully reproduced in the game. The Unity engine may not have feet, but you can derive a foot. Just cut a Trinc into 153 even slices. Bottom line is this: NA Victory at 10 knots can sail one shiplength up to 1.5 times faster than real-life Victory at 10 knots. We're testers; kindly don't abuse Einstein to prevent us looking for the man behind the curtain.
  18. Maybe she was sensitive to trim.
  19. Unlike Belle Poule, Essex has full barricades/bulwarks on the quarterdeck and forecastle, which would protect the gunners much better. So that's one possible rationale for her high health.
  20. Again. We could cut the battle timer to 1 millisecond, and there will still be ganks on a high-population server. Because we have an engagement circle. The gankers just have to sail closer together. Admin asked for ideas to make uneven battles more fun even in this extreme scenario, which is the exact opposite of defeatist. Impossible, maybe.
  21. No it isn't. Timers are irrelevant. 1 v 2 fights will happen with regularity even if battles close instantly. The matter at hand is how to give 1 player a chance against the 2. Admin asked for this thread with the express purpose of separating the issue of timers (and almost everyone agrees with you on this point, seriously). Say it's futile if you want (I did), but don't hijack. If you have nothing to contribute, you refrain from posting. You don't spam.
  22. There definitely won't be hundreds.
  23. Besides pressing T, you can also use manual sails to slow down or sail backwards at some headings.
  24. Because the Consitution and due process guarantee amnesty for all first offenders? 7 days not chatting is an extraordinarily lenient punishment. You don't lose anything tangible, and you can still play.
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