Jump to content
Naval Games Community

Hethwill, the Red Duke

Members
  • Posts

    13,664
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Hethwill, the Red Duke

  1. Again, hard data records could help the discussion. A full provisioning list for a given cruise would act as a baseline. This is a historical painting example of what the open world in NA looks like, at squadron level - Nelson at Santa Cruz. A couple 74s, frigates and support vessels. We all see this daily in NA Ships were built, crew was hired, repairs furnished, per ship/player. What other costs were to be supported by Admiralty/Player for this assignment ?
  2. What would be the provisions breakdown for a planned cruise, for a ship-of-the-line 68/74 guns ( or a 100 guns ), from Europe to the Caribbean for example ? A document listing everything would benefit the discussion, just can't get access to any for such a ship.( have entire breakdowns for privateers and traders, but not for frigates or sols ) P.S.- Logistics are not the forte interest for the majority of the community.
  3. Logo in pennant/banner, always below the nation colors, atop the main mast for example, not in sail plan.
  4. I think the Patrol Mission itself is limited, not the OW physical area. So attacks of any rates can occur. Anyone can test this though. And even test further and try to join a patrol zone battle with a rate non eligible for the Mission.
  5. Yep, just an opinion. That's what suggestions are. All good. The variation ensures, imo, a free market, amongst other things, main one being - alternative. Let's say you buy ALL of the rum produce and you want to sell it at 1500 each. Some Cider is sold into the shop, usual trade route with good profit, and the shop sells for 1000. Some Bourbon also sees its way into the shop, and it becomes available at 550... It goes on and on and on. Competition by multiple offer. No need to change anything. Rum stays as Production good. Rest stays as trade goods with added effect. Rigs and hull are one entity type of thing. Beverages are multiple types.
  6. Yes it is. There's no issue with Rum. Neither was that stated anywhere. Would be interesting to see more offers, more diversity, more choices. ...instead of the same Rum monopoly ( especially by hostile contract takeover ). Especially given a ton of wine and other types are dully transported by traders from ports and sold into free towns. Plus fluff.
  7. Player pduction is "infinite". AI trading is limited. Let the free market of beverages supply the fleets. Down with the Rum monopolies.
  8. You get the kill in that case been there, on both ends. On one didn't even have damage. Was sunk by leaks, enemy got the kill and marks for sure.
  9. They, the reinforcement button, existed in other form long ago and there were no reinforcement zones as we have today, so they might or not be linked.
  10. Of course ! The Doctor did see Tom Cruise's Cocktail hence he can use any beverage.
  11. Reinforcement Fleets, not Reinforcement Zones
  12. They can be helpful - if player stays with the spawned fleet - but in the majority the spawned rates can be inferior due to powerplay of models used by players have no counterpart in the OW nor in the reinforcement system. Results being attacker was a 50-50. Results being attacked and using them was also 50-50. Both due to: - Example, a 6th rate attacker will see a Snow spawning, which is really naught if the attacker is a Snake Heavy, a Hercules or a Niagara. Similar situation with other rates, Wasa for example. The automatic spawn of reinforcements if more attackers join in is a nice touch by the way. We tested this to our own risk.
  13. The NA rulebook as per the present day states that: - Rum can be used to revive crew lost during battle All good and despite the name involved the mechanic does away with logistics necessary to conduct naval operations. Now my suggestion comes towards a multinational approach, as in game multi nations. Items that could be included as crew revival should be: - Tea - Bourbon - Wine - Cider Pros: - local access in any nation to specific item even when rum is not available - nation fluff if player decides - a yank privateer might pack some bourbon, a french corsair will go with fine wine, a tea totaller like pagan must go with Tea. Cons: - ... not sure.
  14. Yes. Hence why we moved from "always prepared" in the past to a player choice in the present.
  15. I mean, quick and dirty fix and it would cover a tiny bit of your request. After all we can ignore/un-ignore ( is that even a word !? ) at will. Personally have no idea of the pipeline or difficulty of the task.
  16. If you make it yours - by transferring crew to the enemy ship and take command of it by pressing Confirm - and then sink it, you do not get the marks. If you simply win the boarding, but not take command of the ship, by not transferring crew, and then decide to sink it, you will get the marks. Game rules give the player the Choice between getting a new ship or getting the marks/financial rewards.
  17. Ignore should affect Battle chat. Would be the simple solution to a complicated suggestion.
  18. The "player" is the ship. That is the concept of the game. To kill the "player" you must sink the ship. That is the concept of the game.
  19. The gun crews were best at operating the guns. Keep firing at the enemy hull. Batter them into submission. Game over
  20. you sure ? Gun crews kept unleashing volleys, espeically true in ships with 1 or more gun decks ( which we do not have during boarding action... sad...). Once you get the weather decks and castles the 900 guys will be funneled in stairs, and slaghtered while coming up. No sir, not gonna work, they better keep firing until the colors are struck. RN proved this worked very well and Marines were posted to defend the stairs so no boarders could go down to struck the gun crews - they were precious. Is DD correctly simulating this by mandatory 30% more crew ?!... That's what we are discussing
  21. In truth the crew conducting the boarding didn't have to beat the bigger numbers entirely, just defeat the weather deck and castles . There's no way the other ship going to sail without a place from where to control the rigs , hence it is defeated and out of battle. Say a 1st rate has 1200 crew. 900 might be in the gun decks, rest 300 up top ready for action and handling rigging. Those would fight a boarding action, not 1200.
  22. DD itself is not a bad idea, represents some pretty hardcore crew that will sell dearly their ship and even beat off enemy assaults a few times. Does the "enemy must have 30% more crew" represents this ? Or can we change it ? Would bonus to Defense be better ? Maybe Disengage + Defense bonus, like a mix of Axes and Expert Defender ?
  23. Let's chill, ships weren't at full sail all the time anyway, especially during battle so... compromise, that's what we are discussing.
×
×
  • Create New...