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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Yes. Maybe we need shortages and surplus "seasons" instead of infinite linear resource availability ?
  2. It was not "more diffculty" I wanted to point out but the economic needs to be more close to a credible real world. Just to illustrate a historical situation and have it compared to our game scale. Replacing a carriage for a 2 pdr cannon would cost 6 pounds, year 1777. The same year and exactly the same excerpt, 1065 yards of canvas to repair would amount to 209 pounds to make a schooner serviceable again. ( r. Samuel P. Turner St.Augustine's British Period Documentary Records ) 6 pounds was, in 1777, equivalent to 970 hours labour standard in the same year. ( historical currency conversion, gold standards, silver standards and manpower hours at average labour wage, google it ).
  3. Also, and this is a might feat of necromancy but, imo, needs also to be here
  4. from a very old thread of mine, just to fuel imagination
  5. Stiffness best effect on heeling is noticeable on a prolonged hard turn, say from a 270º to 90º. It will not heel as much and in effect retain more speed at the end of the turn if compared with a non stiff ship. Very noticeable on any of the schooners Lynx and Privateer, but give their size and running line it might be the reason why is noticeable. On a Surprise I don't remember noticing it that much of a difference. Hope it helps.
  6. Has to be solid. Despite the eagerness to deliver and normal cycle of deploy and adjust the whole crafting and trade associated must be huge. I know a lot of energy and will on the big part of the present daily player base is focused towards combat or the shortest route to get to it but do not underestimate a player force based on environment, trade empire building and crafting. Personally I think crafting should never be a one man work apart from affordable sloops and schooners. I do not want to delve further off topic though but ship building, ship equipping, victualing, crewing and lifetime is twins to economy. One makes or break the other.
  7. You are welcome. Games are games whatever the media used and I thought sometimes a bit of... salt and pepper is need to fuel imagination, our own player ideas, and participate in the discussions with fresh points of view regardless of what a NA is now or at any given point. We must also accept that technical limitations, unbeknownst to us, might prove some excellent solutions unfeasible.
  8. 60 crew are always free if nothing has changed !? ( or was it 40.. ) So up to navy third rank the player is pretty much covered if not rushing to the next shiny thing and sticks to the guns and learn. I do not think the system achieves what was supposed to - acting as a logistics mechanic - so I trust there's ideas on it other than simply removing it, so I half agree with the proposal. Crew needs to work differently. As a reward, as a nation population balancer ( was a good initial idea for crew imo )... Regarding Officer skills, as a I don't grind mine I can tell you right away that 2 cool battles give you 5 points.
  9. Lo tengo exactamente la misma batalla pero grabada de mi tombadillo. ( sorry for bad castellano, not even my 3rd language )
  10. Good initiative. Thank you. I would suggest, if any Sea Rovers are so inclined, to participate with knowledge of commonly used passages and the proven profitable routes. As an example, the stretch East from Little River around Cape Fear and keeping it in sight. Usually Copper/Bermuda Cedar incoming.
  11. Not a direct input to what Yar suggests but might help with the discussion. http://www.leagueofgamemakers.com/theme-vs-mechanics-the-false-dichotomy/
  12. Oh yes, thanks for that. From some deep search and taking on some diary of the production set it seems they used the Pride of Baltimore II to "enbody" the L'Amistad http://www.webghosts.com/amistad/index.htm
  13. I like the concept you present although I look to rewards proposed ( and to all rewards at the moment ) and too much money...is too much. There was a old thread comparing the pound per pound value of money. Given a Victory would cost, just in materials, to the British national Treasure something like 1.5 million pounds rewards for actions should be touched. AND that's where your suggestion comes in nicely, as having conquest as a National effort and having a prize share to every captain involved but never in the numbers of millions.
  14. It is a almost exact replica of the original. There were no mock-ups Actually the ship is under UNESCO patronage. http://www.amistadcommitteeinc.org/
  15. Yes. Time and amount of resources and materials, and more time.
  16. It is a old request of mine to be able to loot a surrendered vessel but return it ( with whatever cargo ) to the control of the opponent. Would be a good addition to raiding plus perfectly fit Wind's idea.
  17. More of a National News thing or Tavern talk. Placed accordingly to the first. Great story, we need more of these instead of the incessant acidity. Snappy salute to all involved !
  18. The masts are held tensed via rigging. On their own they are just a piece of wood vertically erected that can swing and snap easy. Rigging/Sails damaged could be, eventually, tied to mast resilience. The less rigging support left the less a mast can hold under pressure. Even cracked, if the tension from the shrouds and cables hold the center piece might keep firm. It is a solid thick piece of wood maybe way thicker than the walls. Or maybe i'm totally wrong on this.
  19. Breadcrumbs... leads... encounters... discovery... danger... rewards... For example one thing that I would quite enjoy, on a per cruise basis, would be to have the proceedings shared with the crew and a log about it. Can live without an avatar, I don't miss it, but the crew having a bit of life would be a touch. Them little men in the ships shouldn't be a disposable asset but rather something important. But little is important if the "life or death" really matters with the serious danger of sailing knowing a ship is one ship, not five. ( obviously this is all tied to cards deck named modules, etc, etc, it is quite a intricate web ). Still can dream and give a bit of life to my cruises but my bet is that many would appreciate the breadcrumbs.
  20. Hello koiz, In order to address the case being presented can you possibly provide screenshots / videos regarding the supposed irregularity ?
  21. For me personally every cruise is a new "game" on its own, but I'm a nutcase so I understand many NA players do need guidance by mechanics would be terrific if the OW becomes the base tabletop, populated by content both provided by the game and also by the players themselves - connected to what careers they choose and what activities they will perform. I want it all syndrome is not a good thing for a war based game where catastrophic defeat as much as a heroic capture of a enemy ship should be meaningful as much as being a Indies company magnate on one day just to lose a lot of routes in the next morning due to privateers attacking the cargo ships.
  22. Aye. Actually a secret hold could be a option for the naval crafting update if this suggestion would ever get in
  23. Prized goods outside of a war and brought back to alliance territory should always be flagged as contraband. So it would always carry a risk carrying contraband versus the reward of selling it with good profit at "not so honest" ports. Also your suggestion made me think again on how gold coin should be expensive and if it should be played as an asset, being carried in the ship ( to pay the crew, acquire victuals, and anything that requires coin ).
  24. There's no war attrition. There's no incentive other than "writing own story" or compete for "bragging rights". Risk/reward is nonexistant, everything is a immediate reward or simply a non-reward. There's no sense of loss. There's no career purpose as everyone is everything at once. A lot of gimmicks to fill some shortcomings provoke a avalanche of mechanics loopholes. In the end I do enjoy a lot the game but I fill the void with imagination and set my own ruleset on how to act and play a "age of sail character". Which a lot of ego-shooter players do not and refuse to be, via game mechanics, to do so. Combat is the summit and the rest of the mountain must be there.
  25. As a tip that works for everyone, there's a tab on top saying Staff, so Admin is in there. Ink you can find on the users list but here it is http://forum.game-labs.net/index.php?/profile/43-ink/
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