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Gryphorim

Pathfinder
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About Gryphorim

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    Pathfinder
  1. Handling sails should probably be designed to get peak power when sailing against the wind, with "yellow" performance when running against the wind. Not peak when directly into the wind, but about 30% either side of wind direction. That's what fore-and-aft sails are designed for, isn't it? The same should generally be true of weight sails as well, but maybe not to the same extremes. Perhaps weight sails should be best for weight and offer the smoothest ride in rough seas.
  2. Love that half-lug-half-square sail combo on the mizzen mast. It would be cool if you could build larger sail types as stackable combos like that.
  3. One of the concerns I have with the claims mechanic as it stands now, is that a company is immediately aware of any contest to claims that they have established. This can give companies with large holdings an unfair advantage over smaller startups. What I propose is changing the claim dispute notification system to only notify company members who are present in that zone when it is being disputed, as well as the addition of a homing pigeon cage, that allows a claim to broadcast this information to the company at large, if the cage is crewed, either by a player or an NPC. The homing pigeon could also notify if the crew operating it died, and could perhaps be able to carry a single item of stack size one (and only small items, like a single gold coin or a treasure map. Maybe a single pistol, but that'd be pushing it.) between cages, acting as a rapid transit system, but of limited capability. This would require companies of large holdings to maintain their holdings, by upkeeping at least one crewmember in each location, and so have to pick and choose which holdings they want to enforce their claim to. Thus allowing smaller companies some room to establish.
  4. Could we have some method of farming saps? even if the yield were the basic saps. It seems strange that we have farmable food crops for the vitamin sources, but no farmable saps source, especially when saps are things like sugar, syrup, nectar and honey. On a different point: Could the berry tea food item be changed to a vitamin C source, like the berries used to make it? On that point, are there any vitamin C sources that are as nourishing in a single use as a piece of meat? Vitamin A has coconuts at least.
  5. The problem there is that a 45 degree wall would have to be nearly half again as long as a normal wall. Meaning they'd need to make new meshes and textures, or have stretched textures for these walls.
  6. As an idea, could we get the sail types changed from their current speed, weight, handling to something more like running, tacking and balanced? The speed sail, a square rigged sail could be rebadged as the running sail (or just Square rigged, but function in the name works for newer players, or those without nautical knowledge) and function essentially the same as it does now, with peak performance when running with the wind. The handling sail could become a tack sail (or a bermuda?, but same reasoning as above) would change the most, with green zones at 15 degrees either side of wind direction, falling off as sail is brought to run into the wind (running with the wind requiring crew to turn sail perpendicular to wind) and with a narrow deadzone angled directly into the wind. This would make ships rigged this way slower when running with the wind than a square, running rigged ship, but faster than other types when tacking into the wind, and in fact hitting this type of sail's peak performance when at a steep angle into a headwind, though still slower than a square sailed ship that is running with the wind. The weight sail, a gaff sail or lug sail, would be the balance sail, basically handling like the tack sail, but with a wider deadzone into the wind of 45 degrees overall, and better speed when angled across the wind. With a change like this, I'd like to see the "30% speed when into the wind" mechanic withdrawn, encouraging the use of sail combinations to achieve this effect, or allowing players to risk it all on a min-maxed sail plan. If/when bowsprits and jibs are introduced, jibs could be snapped to bowsprits to flesh out ship maximum sail force, and could be toggled between tacking or running jibs, rather than angling them, offering some sail power if wind is from front or behind, respectively. Toggling from one to the other could require complete retraction to take effect, requiring some planning ahead. In all of the above cases, the mechanic for NPC crews manning sails remains the similar, with the captain nominating a direction for anticipated wind direction, and crew will angle sails accordingly. Square sails move as they do now, fore-and-aft sails angling into the wind like a wing or catching a tailwind like a square sail.
  7. Is it possible to get a windowed transom, at least on the large ships, with perhaps the galleon having a small balcony or walkway space, with snap points for players to customise the window and door arrangement to their liking? The current design has little aesthetic incentive to build a captain's quarters in a traditional style, as the room would either have no windows, or have to be perched well above the decorative transom structure
  8. Anyone out there willing to make a sails mod? I'd make one myself, but have no clue how to code. The stuff I'd love to see are a huge sail and a behemoth sail, which for speed sails would have 4 sails to a mast. This way, galleons could have Huge with a sail power of around 4.3, behemoth with 6.5 (scaling roughly 1.6x smaller size, rounded down) Behemoth scale would be as tall from the deck of a galleon as the ship (with bowsprit) is long. Huge would be as long as galleon w/out bowsprit. Also, I'd love to see bowsprits that snap like masts, and offer jib sails that can be set to add sail power either with the wind, or against the wind, but not rotate.
  9. Is it possible to get a windowed transom, at least on the large ships, with perhaps the galleon having a small balcony or walkway space, with snap points for players to customise the window and door arrangement to their liking? The current design has little aesthetic incentive to build a captain's quarters in a traditional style, as the room would either have no windows, or have to be perched well above the decorative transom structure
  10. Looking up pictures of the great age of sail warships, I noticed something strange. Most, if not all of these ships, even those of the largest weight class of the day, (thus far unrepresented in ATLAS) only bear 3 vertical masts. Many people have already asked for bowsprits, jibs, staysails and the like, and I too would like to see these make an appearance, but I would like to focus my request/suggestion on the inclusion of a larger category, or multiple categories of sail, that can be combined to give the 16 sail power for a galleon with 3 masts (and bowsprit/staysails) Perhaps Huge sails that offer 3.2 sail power, (allowing brigs to carry 1 of each size up to this category), and Behemoth sails that offer 5 sail power, allowing galleons to carry 2 of these, a huge and a large sail, (personally, I'd make the large the bowsprit)
  11. Approve, though apparently devs have suggested these will be added at some point. In addition to a bowsprit and sails, which I feel should use regular sail parts, just snapped like an upright mast, just snapped to the bowsprit location, I would like to see some huge sized sails and/or a restriction on maximum sail count to 4 upright masts and a bowsprit. The current maximum ship we can build is at best a second-rate and even first-rate ships typically only had 3 masts. Having huge sails with a sail power of roughly 5.3 would encourage builds with 2 huge masts, a large mast and a large bowsprit.
  12. A bit of a strawman arguement there. I'm suggesting things already seen in game (merchant ships) and in-era. There was an overlap between age of sail and age of steam, afterall. Besides, nautical piracy remains a problem to this day.
  13. Steam engines are already present on merchant ships, so why not have them on ours? I should point out that at the time of writing the original post, I wasn't aware that the 30% power against the wind change had gone in. I wanted this proposal to be for situations where there was no favourable wind. The way I'd balance this idea is: 1. A good sailing setup is still faster when able to catch full wind, with the maximum speed of a boiler setup being about 50% of max sailing speed. 2. Fuel use. A boiler should consume a lot of coal or oil to run, and fuel for it's use is heavy 3. You should still need a crewmember to operate it, for most efficient use. 4. Weight, bulk. The boiler should take up enough space below deck to be inconvenient, possibly preventing the fitment of cannons, definitely taking up one sail location. Ideally, they'd only be for use on cargo ships that need to make decent time despite the wind, or for pirates that can ambush players unfamiliar with tacking against the wind. Tacking should require more skill, but be slightly faster in most cases, and a ship fitted with steam power would not get the same top speed on it's remaining sails when running downwind. Basically, the inclusion of the merchant steamers suggest an 1800's era of technology, and the minni balls for the rifle suggests even later, so steam power, whilst niche, should be available.
  14. As an idea: what about instead of a momentary freeze that can be quite jarring, the transition between grids/servers has what is effectively a transition cinematic, where the ship sails out into open water, leaving landmasses from the departing server/grid to fade into the distance, then once the landmasses for the new server are loaded, those appear on the horizon and the ship is released back to player control, with the whole transition taking place like a timelapse of the voyage between server/grids. During the transition, players would be prevented from going overboard with invisible boundaries, and despite being presented as a timelapse, food, water and other environmental factors are not effected whilst mid transition.
  15. How would people feel if we could fit steam boilers to our ships (I'd say large ships only), that snap to a sail point, thus making for a bit of a design trade-off. The bulk of the boiler would be on the lowest deck, with a chimney rising where the sail would fit. Once the boiler is fitted, it can provide power to sidepaddles that snap to the dinghy/diving platform snap points, or screw propulsion that snaps to the rear of the boiler, extending a pair of driveshafts through the rear bulkhead, allowing for power against the wind, or in windless situations. The downside of the boilers would be bulk, weight and fuel cost.
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