Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Asheron

Pages: 1 ... 17 18 [19] 20 21 ... 91
271
Forum Games and Roleplaying / Re: Users under me
« on: July 17, 2009, 11:00:03 am »
8 cats.

589:589

The user under me has over 8 pets.

272
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 17, 2009, 10:24:12 am »
84 Sail tiles? On both pictures I didn't count that many, after a couple times counting. :| Also. I'm fairly sure that you cannot change your ship for the first battle, so you have to go with the first ship for the first battle.
Quote from: Commodore John S. "Dorgon" Dorgershon
"I have yet to know every wench in this port, and I'm not leaving until I do!"

Is it okay if I have surplus food?
Also, the Ship of the Line is going DOWN.
May I suggest a Galleon, a Cargo Barque, and general things like supply ships?

Also, really big cannon, for long range shore bombardment.
Hmmm yes. If photoshop wasn't fucking my grid over, this would have been ready to start, but unfortunately it's being an ass. Yes, it's okay if you have surplus food.

273
BOOM. Headshot.  ;D

274
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 11, 2009, 05:43:56 am »
Also:

If you change the speed rules I want the ability to change my ship.
Yeah sure, I was planning that anyway.

275
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 10, 2009, 05:50:12 am »
I could fuck that Ship-Of-The-Line over.
Not if 6 of them broadsided you at the same time. Mwhuahua.

276
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 12:13:21 pm »
Alright, added a "Ship of the Line" class.
The first battle will be up soon-ish.
( Arr me eyes, all these grids are killing me )

Also, I think it might be a good idea to make a new post after this battle to get the rules and all that straight, since everything is a bit messy in this post right now.

277
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 11:48:53 am »
Checking!

14 tiles a turn for the Sprite
4 cannons with 50 ammo.

Correct this if I'm wrong, Armok. Your use of ASC art to create your ship is artsy but confusing.

9/13x24*20 = 5 tiles a turn for the Hadoken. (Ouch.)
18 cannons with 290 ammo

25/47x9*20 = 9 tiles a turn for the Sea Arrow
24 cannons with 770 ammo

278
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 11:45:55 am »
I would like to get in on this, but I won't be able to devote enough time to ship design until this weekend at best.  Just stating my desire to play prior to any player cutoff announcements.
Alright. Though the game is full anyway at this moment.

279
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 11:44:41 am »
Oh man. I think I did something wrong with my calculations. I did the speed calculation again and got 17. Can someone check for me?
96/58x52*20 = 17.blabla

So, yeah, the speed should be 17.

280
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 11:37:46 am »
"Pea" : CHECKED BY ME
What's the difference between "Checked" and "Checked by me"?
It means I checked it for you. I did it for you to check if my rules worked and because it was such a small boat. Nothing more.

281
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 05:57:54 am »
Ramming

When one ship collides with another one because it sails towards it, a ram happens. Both ships always take damage, but the ship who gets rammed tends to always suffer the most damage.
Damage is calculated by how many tiles of ship the other ship is rammed, the speed at which the ship rammed, the amount of broken tiles adjacent to the ramming ship and the angle.

282
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 05:55:11 am »
I notice a distinct lack of supplies. I don't see 42 supplies?

283
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 09, 2009, 05:50:48 am »
Hmmm yes.  Though I don't really understand what you mean with square of frontal area.

Let's take the Sloop. It's a fairly standard ship...

It is, at its widest point, 7 tiles across. Thus, the square of its frontal area is (7*7 = 49) for the speed formula.

Compare the Chosen of Armok, 53 squares across at its widest point (from the direction that it sails in). Thus, the square of its frontal area is (53*53 = 2809) for the speed formula. Suddenly, the Chosen of Armok needs nearly sixty times the sail area as the sloop does, rather than (53+58 vs. 7+18) the 4.5 times that it does now to achieve the same speed, which is good: The Chosen of Armok has ~2000 available tiles, whereas the Sloop has 126 (with adjustments for the perimeter being unusable).
I see. I'll change the speed formula in the next battle, let's see how everything goes now.

Quote
What's the rules for taking reserve crew or passengers, or trade goods? Or taking less crew and leaving some cannons unmanned?

None yet. I'm not sure why you would leave some cannons unmanned, as I already said, you have no more crew than the amount of cannons you have, to keep things simple, so you can't keep any in reserve. I might change that together with the speed formula though.

284
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 09:45:48 pm »
Ah yes, I'll try adding those in some time later. Also, Emperor_Jonathan, dammit. I might need to add some ships of the line to act as a counterbalance, because I don't see the AI winning against that. That ship has OVERPOWERED all over it.

Well... Clearly in order to support his large crew and pay for maintenance on his large ship, he'll need to bring in a proportionally-larger share of loot for his crew.

I'd also suggest basing speed primarily on square of frontal area, or something like that. As it is, making your ship circular (as the Chosen of Armok is, roughly) gives you lots of space for ammo, supplies, and masts without affecting your speed too much (imagine, if you will, a 20-tile diameter circle. It has (with some rounding) 300 interior squares. 32 of those are cannon, which means 16 squares of supplies. We'll say a nice 64 squares of ammo (for 640 shots), which leaves around 200 tiles for sails. 200/(20+20) * 20 = 100 squares per turn (unless I did the math wrong?). That's overpowered =). As it is, making a larger ship will (almost always) make your ship faster, but using the square makes larger ships slower (as it should be) and using the frontal area encourages longer, thinner ships (which are more "ship-like"). You'll likely want to tweak the exponent a bit, since the squared makes it really hard for ships like the galley with the "minimum" 5-tile width.

To counter infinitely long, 3-tile-wide ships, I'd make maneuverability based on ship length. So a really long ship might be fast, but it would have a turning radius best measured in miles.

Hmmm yes.  Though I don't really understand what you mean with square of frontal area.
Barbarossa: Yip. Looks good.

285
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 07:57:25 pm »
Ah yes, I'll try adding those in some time later. Also, Emperor_Jonathan, dammit. I might need to add some ships of the line to act as a counterbalance, because I don't see the AI winning against that. That ship has OVERPOWERED all over it.

Pages: 1 ... 17 18 [19] 20 21 ... 91