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#1
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Naval Combat
I decided not to move the previous posts on this dicussion into this thread instead I'll copy them into this post:
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#2
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To answer LG's question concerning damaged ships: Of course would every player try to keep the ships undamaged but that would gradually cost money (or wood). A player could have the folowing options for repairing ships.
- repair ships in the old world: this is the alternative that costs (a lot of) gold. - repair ships in his/her colonies: a colony with docks could repair a ship to half it's strength, drydocks enable the player to repair ships to 80% while a shipyard can repair a ship completely. These options require wood (and any other resource that is needed to build a ship) and time. |
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#3
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I agree with SoL concerning his system of repairs, my problem is the one of a limited life span of a ship. In the old game I quite often ended the game in 17xx still having my original Merchantman I started the game with. That means the merchantman was sailing the seas for over 200 years (or 300 turns).
I think we should either put a limited number of turns on a ship's life span, or else add a factor based on the number of turns the ship has been around to the repair cost. So that eventually it would make sense to scuttle a ship and buy a new one rather than repair the old one. |
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#4
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At what point in history did blasting away with connons become the dominant form of naval combat? By the 1500s, was the tactic of sailing alongside the defending ship and boarding to attack merely attempted by looting pirates?
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G: I like de Soto. J: De Soto? What did he do? G: Discovered the Mississippi! J: Oh, yeah, like they wouldn't have found that anyway. OS: WinXPSP2 |
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#5
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At the time of the Spanish Armada the English attempted to stand off and fight with cannon, while the Spanish tactic was to close and board. This was the beginning of the shift to long range naval combat.
No, I'm not at all surprised that the descendants of the original colonists carry on in their family business. However I've never yet heard of a ship's longboat growing up to become a merchantman! |
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#6
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RR, I see two problems with you colonist question. The first "problem" is fundamental to the game. The figure represents an economic unit more than it does a finite number of people. A half dozen Silversmith familes in a colony may make up a Silversmith figure whereas a Farmer figure may represent 50 families for example.
The second problem is that colonists are constantly consuming food throughout the game but capital items only consume resources while being made. A colony that makes a merchant does not continue to use up 5 lumbers and 1 hammer every turn on maintenance costs and upgrades on the fleet of merchant vessels that the icon represents.
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"Nobody has ever sucessfully defended anything. There is only attack, and attack, and attack some more." - Patton |
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#7
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#8
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I believe it was part of SoL’s original intention with hitpoints that each turn a ship would suffer some damage. (I’m not sure if he meant this only for turns in which the ship was not in port or not.) In effect this would be a maintenance cost in the sense that the Player would constantly be having to devote resources to the ship in order to keep it at maximum efficiency.
While gold would be the easiest way to handle maintenance, it’s not the only way. It has been suggested that colonies would require certain items for their own upkeep and that this could be made into a sort of internal economy. (Colony A needs X tons of Rum to keep its citizens happy, while Colony B needs X tons of Stone to repair its Fortress walls.) This sort of thing should probably wait for a later version. (It has also been suggested that we have a new resource, Naval Stores, that could be used to maintain ships, and be required to build new ones.) It appears that maintenance was considered in the earliest versions of the old game. The attached image is from the ‘names.txt’ file. The last number in each row is the ‘upkeep’ number. |
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#9
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Has there been any consideration given to creating combat units directly from some sort of population pool in a colony as opposed to arming an 'economic unit'? [Oops, wrong thread...]
__________________
G: I like de Soto. J: De Soto? What did he do? G: Discovered the Mississippi! J: Oh, yeah, like they wouldn't have found that anyway. OS: WinXPSP2 |
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#10
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And concerning units in the old game, I like the old concept even though it doesn't make much sense when you think about it. Its the old realism vs. gameplay/fun aspect again. I'm still open for new ideas though. (but a better place for that would be another thread) |
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