Thread: Carribean mod
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Old July 6th, 2004, 05:36 AM

JLS JLS is offline
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Default Re: Carribean mod

Best to start small and then add as you go

Think smaller Modules:
1~ Vehicles (Surf Boats-Boarding Barge-Cutter-Brig-Yawl-Sloop - Man of War = one Decker-Two Decker etc. There may be no need to find a need for se4 bases at this time and save for a latter module -You have all the time in the world

~Troops= Lobers, Swabs, Sailors, Marines, Regulars, Pirates (Field Cannons) Etc. - There also may be no need to find a need for Fighters, SATs or Mines at this stage; However Weapon Platforms will make fine on Shore Batteries
- - -
2~ Components= Sail inventory and that Ships rigging Configurations versus Salt Water Hull Displacement may define your Ships Speed. Jib-Staysals-Foresals-Mainsal-Mizzens-Gallants-Topsals and my fav the Spanker
(perhaps, a short combat speed to avoid a weird simulation rush?) Fyron may be best to advise here.
Also to figure a way to represent the "weather gauge" for Combat Advantages.

~Armor for the Hull
~Shields for the boarding and Splinter Nettings

~Weapons= How much weight in metal do you want your Cannons to throw: 4 pounders -8 Pounders-16 Pounders etc. (how many guns per Broad Side and then in total) There is:

Long range Round Shot (accurate and powerful) However, knocks out guns and rarely fatal. Unless the timing is such that the Firing Broadside is on the Down Swell and the shoot is to the windward (to your lee or the target is {just} on the peak of an up swell and few cable lengths away)- so it makes fast below the waterline. (Possibly Weapons Damage as an ability)

Short Range Chain Shot (engine damage) to take out Sails. (not against Planets)

Shorter range Grape Shot (Shield Damaging) and against the Boarding and Splinter Nettings (not against Planets)

Carronades that are inaccurate but will LOB up and then down thru the unarmored Decks and then hole the keel (skip Armor) and great for shore bombardments (extra against Planets) eek:

Smaller Bow and Stern Chasers (not against Planets) And could be very weak and Extra long range - just for the effect.

The very small swiveled Qtr Deck scatter guns - mainly for any unhappy crew or boarding defense and sometimes both at the same time. (Perhaps Boarding Defense and not against Planets)

- - -

3~Facilities: Boat and crews need Drinking WATER, Spars, Sail Cloth, Food, Grog, Line, Blocks etc.

Government House-Trading House-Barracks-Civil Quarters-Fleet Head Quarters-Ship Yards-Hospitals-Impressments Camp-Labor Camps-Harbor Patrols-Harbor Trade-Harbor Work Details Etc.
I like your Resource idea - "Metal, Food and Wood"
Distilleries, Farms, Lumber Works, Mining Camps, Sugar Cane, Spices, Cattle, Textiles...... (Facilities this can be endless
- - -
Research, Intel and Event files can come Last once you have your Core (for the Research, Intel and Event ideas - that will fall into place).
Then the overall balance
Adding the AI (Ship Capture should be a challenge)
Followed by the great shuffle with most of your data
Not to mention the Endless Testings

= = = = = = = =

Research the time Period,
Stay with the time Period...
Start with small Modules and add as you go, keeps it easy and focused.
Above all - Keep the desire.
Then just make it all happen

Now - on deck you scabrous dog, hands to the braces and look lively!!!
Bring us that horizon - then Drink up me hardies, Yoe Hoe




[ July 06, 2004, 08:14: Message edited by: JLS ]
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