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July 7th, 2004, 06:31 PM
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Re: Carribean mod
Quote:
Originally posted by spoon:
What if you gave all of the "shipyard repair only" components the Emergency Propulsion ability? Or is the only-reparable-at-spaceyards setting hard-coded for actual specific components rather than specific abilities?
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That's what I was thinking. I'll test it as soon as possible - I was thinking of perhaps having most ship components as "shipyard repair only", with crew being 'repairable' by a Surgeon component. Perhaps at higher technology levels there would be another component that would allow field-repairs of the other components.
Quote:
I am sorry, I did not realize you were Moding the 1400s Caribbean. My feeble mind was in the 18 Century, and here I am suggesting Ships, Weapons and Sail Configurations - that were not even invented for Hundreds of years later [Embarrassed]
This explains why you were referring to row boats assaulting Spanish Caravels, Nao’s and Carracks [Wink]
I am somewhat familiar with the organized Hanseatic Leagues endeavors in that time frame were a single mast Cogs could rule; However, I am unsure about the time frame of the west Indies Buccaneer, but this may have been closer to the 17 Century? If so, then Sloops, Barks, Galleons, Frigates followed by rated Ship of the Lines .. would be dominant and along with Sail Plans, Weapons etc. we discussed [Smile]
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It may prove to be a slightly bigger job, but I think the game could incorporate all of this. Starting off in the 15th century, and as technology progresses, leading up to 17th.
Kana: Some great ideas there, thanks. 
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July 7th, 2004, 07:01 PM
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Lieutenant Colonel
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Re: Carribean mod
Great stuff, indeed - Kana 
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July 7th, 2004, 07:05 PM
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Re: Carribean mod
The sails components are in danger of becoming a little too overcomplicated, I think.
A better approach might be to have three distinct types of sails: Mainsails (Standard movement), Lateen sails (bonus movement) and Foresails (combat movement).
Or do you think this would have the opposite effect and oversimplify it?
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July 7th, 2004, 09:13 PM
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Re: Carribean mod
Absolutely, three (types) is fine - Start small, then test and you can always add more later
Keep in mind, when you release your beta - you can expect a barrage of requests and suggestions and this may be when the Complications really begin  (so for now - easy as she goes, mate)
[ July 07, 2004, 20:23: Message edited by: JLS ]
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July 7th, 2004, 11:02 PM
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Re: Carribean mod
Quote:
Originally posted by spoon:
quote: Originally posted by Goatfoam:
But - could you have two different types of repair? I'm thinking "Ship's surgeon" for crew types, and "Jury Riggers" for simple ship components. Possible? Doesn't look like it, but maybe someone knows a way.
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What if you gave all of the "shipyard repair only" components the Emergency Propulsion ability? Or is the only-reparable-at-spaceyards setting hard-coded for actual specific components rather than specific abilities? It is in the abilities. The problem with that is that all it means is that you need a space yard somewhere in the same sector in order to repair. Any component can still repair the components. All it does is mean you can only repair at port (assuming only facilities or bases could have Space Yard abilities, not ships). It is close enough, but does not allow for two different sets of repair abilities (such as "repairing" crew vs. repairing actual components).
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July 8th, 2004, 04:16 AM
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Re: Carribean mod
Fyron:
That may be the way to go. I'm of the mind that most components would need to be repaired in a port anyway, given the period. As for the crew, I'll see what I can do with it. Some way to "tow" a vehicle would be nice, so you could lug ships with zero movement back to port, but that looks impossible too. It may be a case of allowing the sole repair of the mainsail in order to achieve some movement per turn, though when you add the wind factor of systems into this, it could get really quite frustrating.
Another point with the wind thing - it would literally blow ships out of port every turn, wouldn't it? Is there any way to avoid this? The idea may need to be scrapped, if that's the case.
Finally, cannons! I was thinking of using mounts for the different poundage of the guns. Do you guys think that would be the best way to handle it, or would it be better to have each poundage of cannon as a different weapon, and then the type of shot as the mount (as in, chainshot, grapeshot, etc)? I can't quite decide which I prefer.
Almost done with the first draft. 
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July 8th, 2004, 04:32 AM
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Re: Carribean mod
Quote:
Finally, cannons! I was thinking of using mounts for the different poundage of the guns. Do you guys think that would be the best way to handle it, or would it be better to have each poundage of cannon as a different weapon, and then the type of shot as the mount (as in, chainshot, grapeshot, etc)? I can't quite decide which I prefer.
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Depends are you going to have Shields to represent Boarding Nets?
If no Shield at all, then you do not need Shield Damaging GRAPE SHOT - I guess.
How about Skip Armor?
How about Weapon Damage or Increase Reload Time(perhaps round)
Or Engine damage to represent CHAIN SHOT against the Sails, Spars and Rigging.
How would mounts handle abilities- if you commit most Weapons to (one) and then to mounts?
DEATH STALKER MAY BEST TO ANSWER THIS QUESTION
I Assumed along these lines: With Kana's numbers though.
Name := Round Shot 4#
Name := Round Shot 6#
Name := Round Shot 9#
Name := Round Shot 16# (Large Mount)
"~"
Name := Round Shot 24# (Heavy Mount)
"~"
Name := Round Shot 32# (Massive Mount)
"~"
In general - the same with the rest of the Weapons inventory (less on some more on a Carronaid. 
[ July 08, 2004, 03:57: Message edited by: JLS ]
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