![]() They mostly only sunk via wrecks, storms, and scuttling to my understanding. Rather they surrendered after they were demoralized, they had sustained large casualties, they were disabled etc. Also historically ships rarely sunk due to damage. Suggestion 5: I hope that there aren't health bars on hull and sails/rigging, I suggest you should do damage based on what gets hit. In NA only sails take damage, but it would be great if you could cripple a ship by just shooting all the ropes to hell, and that each specific rope would effect a specific yard etc, not just be part of a health bar. I also really hope and suggest that individual yards can be broken individually. Suggestion 4: I really hope and suggest that you make rigging damage a thing. ![]() Like you could switch out your bad or smaller guns with the ship you just took for example. This way you can switch out guns, switch out repair supplies, switch out anything so that you can slowly get a superior ship. Suggestion 3: Regarding all careers, but I think it mostly applies to the pirate and privateer ones, is to allow things to be interchanged between ships. It would also be a really interesting thing to have to build your ship into a capable pirate vessel, or steal a new one, it would just allow for a lot of decision making. Maybe it is a great ship, maybe it sucks, this would allow for a new experience every time you start, and a lot of risk in becoming a pirate. ![]() So say you start on a merchant ship, crew mutinies and you are one of the mutinying crew, and you guys succeed, well now you are stuck with this ship. Suggestion 2: Closely related to the first suggestion is to have a "random mode" for the pirate career. This would randomize the ship you get because if you start off working for a merchant, privateer, naval ship you don't get to choose which ship you are on really. You should make playable the first acquiring of a ship, like so you can play the initial mutiny or theft of a ship. Suggestion 1: This applies to the pirate career. I am sure experts like Surcouf or LeBoiteux will be able to give more accurate information on this □. 260), the drawings show frigate cannons caliber "XXX" with a flintlock holder, indicating that this modification was introduced later than 1786. Flintlock mechanisms were not introduced in the French Navy, as far as I know, until 1786. In French and Spanish navies, guns were mostly fired with matches even during Napoleonic wars. 20) - their use was widespread during the Revolutionary and Napoleonic wars -, developers should consider whether to allow players to use it (and buying them ?), according to the historical period of the game (developers talked about early XVIIIth century as far as I remember, when flintlocks were not in use). Napoleonic Naval Armaments 1792-1815, Osprey, p. ![]() ![]() These factors had all influence on the accuracy and rate of fire.Īs flintlock mechanisms were only generally introduced in the Royal Navy from 1755 (according to Ch Henry, 2004. This could be simulated in Sea Legends, taking into account the type of fire mechanism, the experience of the gunner (to anticipate the time lag), the fatigue of the crew and the possibility of misfire (then a match was used to light the touch-hole). With matches, the time lag was longer and the accuracy lower in rolling conditions. The time lag between fire decision and cartridge explosion varied according to the mechanism used to fire the gun : it was much shorter when the flintlock was used, provided it effectively lighted the touch hole (sometimes it misfired or the gunflint broke). It was one of the reasons why Nelson's and Collingwood's columns were able to break the line of the Combined Fleet without being completely unmanoeuvrable (other reasons were the lack of training of spanish and french crews and the fact that they aimed mainly at the rigging). 104, very useful reading for developers, if not already used), " On a ship rolling with the motion of waves, a fraction of a second's difference between the gunner's judgement and the actual time taken for the cannon to fire often meant missing the target completely". But it would more realistic to allow for a fraction of second between the moment the player touches the keybord and the moment the cannon is actually fired.Īs Roy Adkins writes in his masterful "Battle of Trafalgar, Biography of a Battle" (2005, Abacus, p. In NA, when you touch the space bar or the pad, the gun is fired immediately. As regard gunnery, it could be interesting to simulate the small time lag between the moment the gun captain decides either to pull the lanyard to fire the flintlock mechanism or to touch the touch-hole with his match (slow-burning fuse) and the moment the cartridge explodes, as this is of paramount importance for gun accuracy when the ship is rolling (taking into account the experience of the gunner, who could anticipate this time lag). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |