Results 1 to 21 of 21

Thread: Naval Battles: What could work better in the demo

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Naval Battles: What could work better in the demo

    The Naval battles seem to have a few issues I have not seen brought up.

    There is no command for a turn about. This is important when ships have taken damage to only one side and turning the whole line back on its self is slow and cumbersome…not to mention masking fires and even the needless loss of ships.

    The ships seem to have some path finding issues. I have seen the ships try limited maneuver to avoid striking but usually it is too little too late. Many of the collisions could be avoided if it were slightly better. Once they have collided the best thing to do is stop the ship and try to turn it. Sometimes they are fouled or stuck and one ship or the other has to sink to get underway.

    Reclicking or double clicking the line ahead does not reposition ships in that formation. It usually results in chaos with ships going every which way. It usually straightens out when you give a group move in a particular direction but the movement arrow could start from some unexpected location and leading ships may turn around to go back, resulting in casualties or the loss of ships.

    The attack ship order results in some strange positioning and is not very effective.

    This is only meant as constructive criticism and not an attempt to trash a very enjoyable part of the game. It could just use a bit of fine tuning.


    As skill lever improves players can avoid some of these pit falls but I also think that they should be pointed out to the developers.


    What have the rest of you found?
    Last edited by Fisherking; 02-27-2009 at 22:45.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  2. #2
    Mr Self Important Senior Member Beskar's Avatar
    Join Date
    Feb 2008
    Location
    Albion
    Posts
    15,930
    Blog Entries
    1

    Default Re: Naval Battles: What could work better in the demo

    Quote Originally Posted by Fisherking View Post

    There is no command for a turn about. This is important when ships have taken damage to only one side and turning the whole line back on its self is slow and cumbersome…not to mention masking fires and even the needless loss of ships.
    There is. The turn buttons on the UI.
    Days since the Apocalypse began
    "We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
    "Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."

  3. #3
    Member Member Dogfish's Avatar
    Join Date
    Feb 2009
    Location
    Wilmington, North Carolina, United States, Earth
    Posts
    97

    Default Re: Naval Battles: What could work better in the demo

    I agree with a lot of that.

    Also, I may just be missing something, but it would also seem that when you've moving a group the +/- on the sails button is inactive?

    And I would've prefered if they would've made it realistic where you can't sail into the wind. They could've maybe done auto-tacking handled by the AI when the player moves the ships upwind.

  4. #4

    Default Re: Naval Battles: What could work better in the demo

    Quote Originally Posted by Dogfish View Post
    And I would've prefered if they would've made it realistic where you can't sail into the wind. They could've maybe done auto-tacking handled by the AI when the player moves the ships upwind.
    They used to have that, but their testers said it was too confusing for new people to have their ships start moving in a different direction then they said.
    I shouldn't have to live in a world where all the good points are horrible ones.

    Is he hurt? Everybody asks that. Nobody ever says, 'What a mess! I hope the doctor is not emotionally harmed by having to deal with it.'

  5. #5
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Re: Naval Battles: What could work better in the demo

    Quote Originally Posted by TiberiusBeskar View Post
    There is. The turn buttons on the UI.

    A Turn About Maneuver is one in which the entire fleet executes a 180° turn and proceeds in the opposite direction.


    If each ship is turned individually they will reverse, that is true. But it is not the same as reversing the sailing order of the fleet.

    The flagship still wants to lead and you have a jumbled mess. There are work-around but it is something that should be a quick smooth command that is easy to execute and not something that you have to do individually breaking out of a group and reforming.

    I won’t say it isn’t in the game before I get the manual and read up on it, but it has not been anything I have been able to discover.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  6. #6
    Member Member Polemists's Avatar
    Join Date
    Sep 2006
    Location
    In the Lou
    Posts
    1,213

    Default Re: Naval Battles: What could work better in the demo

    Boarding...in my view could be quicker or better implemented.

    As it stands, I click on a ship, my ship then takes the long route. Then when it pulls up, there are about 3 or 4 salvos before our ships ever actually get together to board.

    I don't know about you, but 1-2 salvos is enough to make a ship consider surrender, so the fact you can fire once, twice or four times before actually getting to boarding seems silly to me. It may be realistic, but it eliminates boarding as any kind of viable option.

    Just my two cents.

  7. #7
    The Laughing Knight Member Sir Beane's Avatar
    Join Date
    Sep 2007
    Location
    Heanor, Derbyshire, England
    Posts
    1,724

    Default Re: Naval Battles: What could work better in the demo

    Quote Originally Posted by Polemists View Post
    Boarding...in my view could be quicker or better implemented.

    As it stands, I click on a ship, my ship then takes the long route. Then when it pulls up, there are about 3 or 4 salvos before our ships ever actually get together to board.

    I don't know about you, but 1-2 salvos is enough to make a ship consider surrender, so the fact you can fire once, twice or four times before actually getting to boarding seems silly to me. It may be realistic, but it eliminates boarding as any kind of viable option.

    Just my two cents.
    It's not even that realistic. Many ships wouldn't have risked a point blank barrage into a ship that close to it in case they blew it up, set it on fire, or dropped one of its masts onto themselves. If that many salvos could be fired before boarding then pirates would have had a much harder time of it. Hopefully it goes faster in the proper game .
    Last edited by Sir Beane; 02-28-2009 at 14:39.


    ~ I LOVE DEMOS ~

    . -- ---------- --
    . By your powers combined I am!
    . ----------------------


  8. #8
    Member Member Polemists's Avatar
    Join Date
    Sep 2006
    Location
    In the Lou
    Posts
    1,213

    Default Re: Naval Battles: What could work better in the demo

    I hope so to,

    Though judging by the screens I saw of the last superior tactics video, they still got a shot in edge wise.

    Though that had to be by far the worse video of naval tactics I have ever seen.

    "Today we are going to show you boarding"

    *5-6 minutes of battle*

    "Now I pull my ship around, over go the hooks"

    "Now I rake a shot of grapeshot across his bow"

    "and........Victory"

    What happened to the boarding? :P

  9. #9

    Default Re: Naval Battles: What could work better in the demo

    Boarding action does take a long time, although it might help campaign balance. If capturing were easy, one could simply steal a large navy early on.
    I agree that the ability to stop is ridiculous, and that reaches should make more of a difference. I would certainly be interested in mods that address those issues.

    As for tactics, I've had success forming a line astern, turning off fire at will, sailing past the first French line, and manually having everyone open up on their admiral. He shouldn't be hiding 3 or 4 ships back, that coward.

  10. #10
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Re: Naval Battles: What could work better in the demo

    The thing about boarding that bugs me is that you can’t send a second ship to help. It will not allow it.

    You can disengage from the boarding action and send a different ship but it is complicated and takes time. Also ships have to be beam on to fight a boarding action, if they accidentally ram you can’t then order your ship to board…


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO