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Everything posted by DeRuyter
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Naval Action asset (ship) viewer
DeRuyter replied to z4ys's topic in Current Feature Improvement Suggestions
I would add stats - like a mini Wiki page. -
I understand just a little joking on my part. I hope they are able to launch a complete game without the need for DLC. But yes if it can't be done that way then DLC like expansion for South American navies or something would be welcome.
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Are you lobbying for a base game limited to the Royal Navy and the Kaiserliche Marine? 😉 The prior games didn't go down the DLC route and I hope this one wouldn't either.
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Must be a short season! ❄️
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There should be plenty that used their ships in action during the time period: US, Spain, Russia, Japan and more.
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Explosive shells for Mortar Brig
DeRuyter replied to Njord's topic in Current Feature Improvement Suggestions
All Bomb ships, the Mortar brig in game, fired explosive rounds. Put another way that is the ammo that mortars used - dropping exploding shells into the forts. What we don't have in the game are the graphic effects of these shells. As far as the HMS Terror there were several with the last built in 1813 and then lost on Franklin's Arctic expedition. An earlier Terror participated in the 1801 Battle of Copenhagen. Both ships were armed with 2 mortars a 13" and a 10". I believe we have the 13" in the game. They were larger than the brig in game but still only armed with a few 6 lb guns in addition to the mortars.- 4 replies
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Ultimate Admiral: Dreadnoughts enters testing phase
DeRuyter replied to Nick Thomadis's topic in General Discussions
Count me in! Love the Pre-dreadnought/dreadnought era. "You may fire when you are ready Gridley" Pics taken on a visit to the USS Olympia to help my application: -
@Captiva Did you delete your character or re-roll on the test server? Seems that might be a reason - like OP and @EliteDelta ? I got one but I stuck with same character and grinded to the 10k.
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Exactly. Not a bug or scheme to get you out sailing, but a feature to keep people from accidentally deleting their ships. You could sink some Tbrigs on your way down to close it and score some doubloons so you won't be wasting your time.
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You can get a large amount of doubloons from AI traders - yesterday I got 600 from an AI Tbrig! I did that whilst sailing between outposts instead of using a TP.
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Patch 27 - Port interface and usability feedback
DeRuyter replied to admin's topic in Patch Feedback and General discussions
This could be a case of familiarity. Didn't take long crafting on the test server to learn the icons. -
Partial materials wipe - advanced warning
DeRuyter replied to admin's topic in News Announcements & Important discussions
Go to the testbed server and you will see that the crafting system is being streamlined. Many of the intermediate goods such as iron fittings, carriages, ballast, etc have been removed. So ship crafting is easier in general. -
TESTBED - Port User Interface Feedback.
DeRuyter replied to admin's topic in Patch Feedback and General discussions
o7 Hugh! Making all your warehouses visible is the key. Like other posters I often jump back and forth for econ/crafting reasons precisely because I need to see where my stuff is. Otherwise I don't have a problem charging a small fee for the TP. That can be adjusted with a higher population as well. -
Reduce the crew numbers on the indiaman
DeRuyter replied to o Barão's topic in Current Feature Improvement Suggestions
That's why I said there was a gameplay reason behind the higher crew numbers. -
Members of gun crews were assigned secondary tasks such as fire fighter, sail trimmer or boarder. So part of each gun crew would be called away in a boarding action, more likely for an attack vs. defense. Look at this paper noting the crew duties. http://www.navyandmarine.org/ondeck/1800gundrill.htm Looking at the main gun deck a high proportion of crew had boarder as a secondary duty. The spar deck or quarter deck carronades not so much as they were charged with firing grape into attacking boarders (Fire deck Guns option). I would say that for frigates and smaller ships you would have a high proportion of the crew fending off attackers so while the guns could be worked the rate of fire should suffer. For SoL I suspect that the main battery could continue to fire without much of a problem.
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Getting a new player into the game
DeRuyter replied to Njord's topic in Patch Feedback and General discussions
Steam sale should be coming soon.... -
Reduce the crew numbers on the indiaman
DeRuyter replied to o Barão's topic in Current Feature Improvement Suggestions
I think there is something to what @Angus MacDuff says, there is a gameplay reason behind it. The issue of crew numbers on traders has been raised before. If I remember correctly they did decrease crew on the smaller traders. Here is part of my post on the Indiaman crew from 2016: East Indiamen normally carried closer to 120 crew rather than the 380 we see in game. An example would be the EIC ship Ceylon captured during the Mauritius campaign in 1810. Original complement was 90 and in 1810 she had 110. https://en.wikipedia.org/wiki/Ceylon_(1803_ship) Another example would be in "Two Years Before the Mast" the brig that the author sailed around the horn on had a crew of 10. -
Correct but because of the expense involved in the construction of the Humpheries 44 gun design, the USS Constellation, Chesapeake and Congress were all built as lighter, smaller 38 gun frigates. So the sister ships of the USS Constitution were the USS United States and the USS President. There is a conspicuous absence of Dutch ships in the game though. IMO before thinking about a US SoL let's have some Dutch ships, whether a warship or a flute!
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Like this one: Amsterdam city flag in use since 1500s. Flown on ships registered in the city.
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TESTBED - Port User Interface Feedback.
DeRuyter replied to admin's topic in Patch Feedback and General discussions
A couple of quick points. 1. Cannons. You should be able to see what type of guns you can equip even if cannons already there. For example switching between carros and long guns. Very frustrating not to see the classes if cannons already equipped. We should just go to weights and get rid of cannon classes anyway. You should be able to auto drop the right amount in the slots without having to click back and forth and split up numbers to equip cannons. 2. Change "Sail Out" to "Set Sail" when leaving port. Just sounds better from a sailor's perspective anyway. Thanks to @Angus MacDuff for bringing that up. 3. Reward chest contents should go directly to warehouse and Gold chest rather than into ship's hold. You have to be in port when opening it anyway. Overall I like the new UI and the ongoing improvements. The scaling is an issue though if it can be fixed. Looking down on Surprise from giant dock just looks bad. Edit: I also want to add that I really like the new "streamlined" crafting. Especially getting rid of carriages! Gets rid of a lot of excess clicks! -
+1 to @Farrago suggestion. Captains would sometimes be rowed across to different ships in a fleet, like for a meeting with the Commodore. No reason we should allow a Captain to transfer ships in game (with time delay). Of course the famous example in combat is when Commodore Perry left his flagship to take command of the Niagara at the Battle of Lake Erie in 1813.
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Naval insurance comes to the Caribbean
DeRuyter replied to admin's topic in News Announcements & Important discussions
During the War of 1812 merchants ships sometimes sailed uninsured because the captain could not afford the high wartime rates, kept high in part because of privateers. I would bet the even the EIC had reinsurance with Lloyd's though. Here is an example of insurance for the cargo of gold carried by an RN ship, HMS Lutine . Lloyd's paid out 25,000 pounds on the claim. The ship was lost in a storm and the Dutch claimed the wreck as a war prize. Salvage operations took years and the ship's bell is not in Lloyd's office in London. https://en.wikipedia.org/wiki/HMS_Lutine_(1779) @admin A couple of questions and points: 1. What about insuring cargo? I know the OP is about insurance for the ship itself, but often (like modules in NA) the cargo was more valuable than ship. You could add the option to buy insurance upon buying the goods, only good for one voyage and pays if the cargo is sunk or captured. 2. I wanted to bump the point made by @Busterbloodvessel that a ship would have a insurance certificate good until captured or sunk and expires with one payout. Makes sense and avoids griefing by denying payout through capture and multi- use exploit.