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Everything posted by Hethwill, the Red Duke
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[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
Again you are not reading or you are simply ignoring all data and research and historians live re-enactments. This is a game which compromises all of that. So let us see again... Crews knew maximum and minimal elevations, also somewhere in between and cut wood to let the guns rest at a wanted angle. They could not be fine tuning the gun, especially nothing above 6 pounders. Also all angle in lost when gun is pulled back and barrel is fully elevated for reload cycle. The best solution the community has done so far, which is not that far from the truth is adapt each volley to the visual references by range estimation - top sail, mid mast, high deck, waterline. These 4 range from pistol range to 800 yards. Estimation of range in game is very accurate and the gun crews had to estimate range as well back in the day. A curious thing is that below decks you have only a hole with no other visual reference other than the target, making distance estimations challenging at their easy level. What else is needed ? Preset elevation lock ? To be honest Kngsbrg, we do not understand what you are asking and most of us can only think of a "tracking aim" hence the antagonistic posts regarding your idea. S! -
Twice but wasn't crash. Simply the victory screen came up after one side lost about 1/3 - 1/4 of their forces.
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[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
But the aim point keeps up with the minimum and maximum angles possible for all guns. If you aim the middle and the ship heels above or below those max/min angles that is when the bar moves as well. To achieve the effect we would need a second aim bar with a fixed elevation, like a ghost of the first. All in all I find it very confusing. We have free aim but historically it was not that free aim, more like preset angles with wood wedges. Second, during reload angles are lost as wedges are removed. As brigand requests, a more clear explanation would be nice and completely forgetting any UI element to be added like vertical angle indicator. -
If you bow camp the field of fire from the pursuer is as wide or tight as he wants, even if you reverse the turn you will be shot. Actually it is more easy to be bow camped in a slow hulk. On the stern quadrant you force your victim to turn whole quadrant thus giving you room and time to manoeuvre out of firing arch.
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Mortar barges would be chained in place as well, chain and spike near a shoal. Actually the more extensive use of barriers was in the ACW, most famous being the whole Nashville siege from the river side. But then, no naval guns will ever beat pre trained land batteries. Maybe it can be an option for the meta for sure. As you have on title, (Future)
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[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
Austrum, what Admin said is that they will evaluate the possibility of mimic the guns spiked in place, with preset angles wooden wedges most of the time even if the ship heels. You will lose the aim of course but you won't angle. Given the dynamics of the battle at the moment, steady strong wind, ships always carried at optimum speed even on gales, I see too little usefulness if the effort to code it in is too big. -
What shall be the starter ships?
Hethwill, the Red Duke replied to Mass's topic in Patch Feedback and General discussions
Yacht is an extra. Cannot be considered as a starting point. Forget that it exists. -
Brigand has it right. It is more for a functional purpose than for a tactical warfare situation. Stakes and rope for this purpose been used forever. Has been used for blockade as well, basically anchor ships and keep them linked so they do not go adrift. But I doubt the usefulness of this last part in game. How many players would join such a venture just to sit there chained to each other ? Cool implementation for safe harbour security though, like Dagann posts.
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What music while playing Naval Action
Hethwill, the Red Duke replied to Eyeless_Camper's topic in Tavern
This gentleman has a wonderful tone to sing it -
Guns make the tactics. If we have guns that are precise at long distance we going mainly for long distance. I doubt Nelson would go in close if he had percussion and rifled cannon. But alas he did not have a choice but to bear mass shot at close range where he knew every shot would hit and hurt. But, aiming high and taking advantage of a shot spread can mess and effectively nullify the enemy plans - french at the american independence war completely messed the english fleet by concentrating fire on their rigging proved effective in the overall strategy and denied them entry to Cheasapeake bay. Spread value in the XML seems okay but might be deceiving. Deviation is a 4 for every 100m. A 1000 yards shot ( roughly 920m ) has scattered 40m which is absolutely over precise. ( if I am reading the values correctly ). Maybe after the 400 - 800 yards the value should cease to be linear ?
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That Hardware looks good. Reminds a lot of good ol' Ground Control
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POLL: Persistent Fire Control (Gunnery) Problem
Hethwill, the Red Duke replied to LTCjRet's topic in Support
1 DC so far with reconnect ( bless the network goblins ! ). Does not count DC for server maintenance which resulted in immediate queue upon relog a day later- 5 replies
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- Bug
- Gun Elevation
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(and 1 more)
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If you have a free time slot... The Colt ( 2005 ) http://www.youtube.com/watch?v=mID1AekwtHA&list=PLDA6676E73609E61F
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What shall be the starter ships?
Hethwill, the Red Duke replied to Mass's topic in Patch Feedback and General discussions
Any Cutter and Sloop will do, both armed or somewhat unarmed depending on the player's intention. Guess the funds will be put to use equipping the first commission to our preference ( more space used for gunpowder, shot and repair parts or more space used for cargo, and similar ). Mostly coastal waters game play at start for sure. -
Filters have horrible issues, but granted it is a band-aid. I'd simply script the filter to **** and 5 minutes kick from server. Even this solution is used in voice comms so why not in a game with a healthy community without the need of toxic pseudo-competitive egos ?
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[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
It is a good measure. Crews had range pre-sets, spike cut to measure, although they could not fix elevation for ALL the angles so they kept the spikes for trained ranges. (( Massed shot on an area =/= precision shot at a point )) -
Confessions of Captain Mishap Blunder
Hethwill, the Red Duke replied to Hethwill, the Red Duke's topic in Tavern
I wish I could remember the Cerberus captain name, and even if we exchanged the custom "sorry" and "sorry my bad" compliments I must ask for forgiveness again. Was in command of a ship of the line and keeping broadside pace with a enemy ship of the line, beam to beam, my crews reloading as fast as they could. I didn't even see the frigate, for I was zoomed in in first person mode standing on the quarter deck in a proper captain on deck camera view. I ordered all decks to unleash... Poor Cerberus caught more than half the shots... Again I am sorry, I did not see your ship. But my distance to enemy was less than 300 yards so was a somewhat tight spot. As a forewarning to frigate commissioned captains, do not, at your own peril, slalom in between the ships of the line of battle. Best regards, Captain H. Khan -
[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
I think you described in a nutshell the reality of artillery officers and crews during the smoothbore age up to the introduction of percussion and rifled bores, so I see nothing wrong with it. Land officers worked with pre prepared fields of fire, naval officers worked with close shot for maximum effect. One of the issues that all the navies tried to solve is exactly this. How to keep guns always set to the preset range. Well, it only became possible with the introduction of the gyroscope but that is another talk entirely. Even the aim point devices that came in the 1830's were not available at this age. That is exactly why they massed shot into an area. They did not aim at a point. The scenario we have in game at the moment is scaled to accommodate to the time scale and it is already border line regarding credibility versus game play. Perfect examples would be the English with low shot preference and the French with high shot preference. You cannot spike swivel a gun and train it for a bow angle or a stern angle shot without losing the elevation even with 4 spiker trying to keep it in place. -
[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
Mimics to a "easy" degree what the lieutenants had to do on their gun divisions. As a game mechanic is quite okay. And KNGBRG I think you did not notice that when you fire the guns they are treated as a sole entity. Even if you heel in between the salvo all the shot still retain the vertical angle of the last command... -
[REQ] Aiming mode UI
Hethwill, the Red Duke replied to Kngsbrg's topic in Patch Feedback and General discussions
Sorry Knsbrg but you are confusing two things. For one the artillery drills at this time relied on mathematics that ensures a massive amount of shot in a predetermined area. Second you are dealing with artillery aboard ships in the most uneven ground. All crews would use their drills to mark their guns with pre determined elevations. This was no sure shot though but relied again on mass shot into a pre determined area or distance. It is game and we must accept the compromise. Turning the guns would mess your elevation for one. Second the ships were always rocking sideways so any degree of elevation change would imply a scatter for that gun. As others have said we have no idea what you propose but anything easier than we have now will simply not do for many of us. It is already borderline arcade'ish. -
Poll of Current Suggestions!
Hethwill, the Red Duke replied to Lyric's topic in Current Feature Improvement Suggestions
Would you like to see Whaling added to the game? Sure, it is a trade as much as Ivory trade. And same greenpeace issues, so no problem there. It is a game. Would you like to see drunk crews if you don't manage your crew properly? No. Mutiny on the other hand, yes. Would you like to see the feature - assist a sinking ship, implemented? Yes. Same as hauling a prize ship back to port. Would you like to reduce the rate at which you can repair your ship at present? No. My suggestion regarding this has been posted in the Repairs thread. Would you like to see increased dispersion from long range broadsides to encourage closer fights? No. The question is not formulated correctly. I want to see proper distances in game and shot calculations being proper. If it promotes different tactics is yet to be seen. Would you like to see a preview of unlocked/locked ships in the main menu Sea Trials deals with unlocks, so we are not dealing with a game but with a testing phase. We have no idea how it will be in the future. I would like a game ships library with preview and historical information. Would you like to see a Lookout feature implemented? Communications are okay as long as they have a delay to mimic the real issues of life at large without any contact. Lookout communication range must be limited. Sighting can be relayed by frigate couriers if they are in a proximity area, Would you like a journal feature implemented? Not for nor against. If the Devs have time for a Captain's Log, sure. I would like more national Newspapers and location periodic. Would you to run aground every so often? I do not understand the question. -
Actually a list of real locations with referential entries for depth would help a lot when creating the places. Player Invested locations could be present as freeports, and actually there was innumerable locations like this through all the maritime empires. Portugal Crown actively supported the private enterprises and Feitorias run by entrepreneurs everywhere in the empire. Overall it is quite interesting is, when the prototype is presented we can setup a library of locations and assets for further development of OW.
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- port. harbour
- towns
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Preview of ships!
Hethwill, the Red Duke replied to Joao18's topic in Current Feature Improvement Suggestions
Yes I'd like this. Not that unlocks will be in game as unlocks though but upon a new ship commission would be great to have a part of history included and having paintings and along with 3d models à lá wargames style library old style.