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Messages - Asheron

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286
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 04:01:16 pm »
You mention moving crew between cannons and putting out fires. Do we get one crewmember for each supply tile or what?

 Unless I read what you posted a bit too quickly.
Well, you move the crew of one cannon to another, as in, you move the crew of cannon A to cannon B, cannon B that was disabled before is now enabled and cannon A is disabled now that it has no crew anymore. If you put out one tile of fire, you disable one cannon for one turn.
So, every supply tile gets you two crewmembers in theory, though any crewmembers that are unassigned ( because there are not enough cannons ) go wasted and can't be used.
Hmmm. Maybe I'm not good at explaining this, but I hope you get what I mean.

287
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 03:56:17 pm »
Crew and supplies for said crew?
What yar be talking bout?
Yar supplies would be rum for ye cannon crews.

 

288
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 03:47:58 pm »
Whow, that was that. Any remarks or things I forgot to explain?
Also, please check the last post on page 5. Make sure your ship is fit for this game!

289
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 03:21:31 pm »
More on combat

Certain tiles will interact differently with cannonballs.

Hulls
- Will be heavily damaged by normal shots.
- Will be lightly damaged by grapeshots.
- Will be moderatly damaged by chainshots.

Cannons
- Will have a chance of being blown away by normal shots.
- Will have a large chance of being "decrewed" by grapeshots. The cannon will turn darkred. At the exchange of the crew of another cannon, this cannon can be remanned. This takes 2 turns, regardless of distance.
- Will have a chance of being blown away by chainshots.

Supplies
- Will have a chance of being destroyed/catching fire by normal shots.
- Will have a chance of being destroyed by grapeshots.
- Will have a chance of being destroyed by chainshots.

Ammo
- Will have a chance of exploding by normal shots.
- Will have a chance of exploding/catching fire by grapeshots.
- Will have a chance of exploding by chainshots.

Masts

- Normal shots will have a very slight chance of destroying a piece of the sails, and an ever smaller chance of taking the entire mast with it .
- Grapeshots will have a chance of piercing and ruining a piece of the sails.
- Chainshots will have a fair chance of taking the entire mast down or destroying a piece of the sails.

Sinking

Every time a hull is hit by normal shots or chainshots, it has a chance of breaking or being damaged. If it is damaged, it will turn gray, it if is broken, it will turn black. Depending on luck, the size of your ship and how many tiles are hit, you have a chance your ship will start to catch water every turn. Explosions will tend to dramatically increase the chance your ship sinks.

!!Fire!!

Supplies can catch fire if they are hit. Fire will start to spread out unless you designate your crew to put it out. For every tile of fire, you need the crew of a cannon to put it out per turn. Every tile of ammo that is adjacent to a tile of fire has a chance of exploding. Masts can catch fire, in which case they turn white. Masts on fire do not count to your total ship speed.

290
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 03:03:01 pm »
Combat

Combat will happen per turn. Movement and shooting happens simultaniously.
Movement is clumsy, as ships were. You can assign a specific tile the ship must sail to, and the ship will turn to go it, but it will almost never exactly reach that point.
You order you cannons to shoot, for example, by saying;

Quote
The three most northern cannons on the east side of the ship, normal shots, fire!

This will cause the three most northern cannons on the east side of the ship to fire and your ammo supply to drop by 3. You cannot order cannons to shoot at ships, the crew members themselves will pick the target, though there will almost never be more than 1. Reloading your cannon will always take 2 turns, except in the case that your supplies are destroyed to half of what they used to be, in that case it will take 3 turns.

Arc of fire and range

Important to note about cannons is that they have a limited arc of fire and range.
A cannon's arc of fire is roughly triangular. For the first 5 tiles, a cannonball can only go in to a line. After that, the line increases by one on both sides and this goes on until the maximum reach of the type of cannonball you shot is reached. Explained in ASC art ;
Code: [Select]
           
..........XXXXXXXXX
.....XXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXX
.....XXXXXXXXXXXXXX
..........XXXXXXXXX

With X being the places a cannon will be able to hit, and . it will not.

Cannons can shoot until up to a maximum as indicated in the ammo types section, though this will be very unaccurate fire. The closer to half the amount of the maximum tiles the enemy ship is, the more chance you have the cannonball will reach the ship and impact. Any closer and there is a larger chance the cannonball will fly over the ship, any further and there is a larger chance that the cannonball will end up in the water before the ship. An exception is the first 5 tiles. Chances that a cannonball misses if a ship is 5 tiles in front of it is minimal. Naturally, there is friendly fire, so watch out for friendlies! Friendly fire isn't.

Ammo Types

Every cannon can shoot different types of ammo.
- Normal: The standard cannonball. This hurts on impact and has the regular 50 tile reach.
- Grapeshot: This anti-crew cannonball can only reach to 30 tiles but is far more devastating for crew members. In other words, this has a lot more chance to take out cannons, though it will rarely breach hulls. The largest advantage of this type of ammo is that when it impacts it "splits" in to three, so instead of hitting one tile it hits 3 adjacent tiles.
- Chainshot: This cannonball type is a lot more effective in destroying ship masts. When a normal or grapeshot ball hits a mast, it tends to either do minimal damage or miss a lot. Chainshots have a lot more chance to destroy the mast outright, limiting the speed of the ship and sometimes the mast even does enormous damage to the ship itself as it falls down. This cannonball type has a reach of 50 tiles but is a lot more unaccurate than normal cannonballs and costs 2 shots instead of the regular 1.

291
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 02:00:51 pm »
The AI

The AI has its own share of ships you guys will be battling.



The Galley is a very small and ancient ship. It finds strength in numbers, though the fact that it's cannons shoot forwards give it an interesting tactical role in mixed fleets. It moves at a speed of 14 tiles a turn and it's 3 cannons can shoot 20 rounds of ammo.



The Sloop has this aura of standardness around it. It's so standard it just has to be in any normal fleet. The focus is on its broadsides. It moves at a speed of 12 tiles a turn and it's 9 cannons can shoot 180 rounds of ammo at it's foes.



The Brig is the bigger and better brother of the Sloop. A sizeable amount of cannons on it's broadside allows it to do hefty damage to enemy ships, and some cannons on it front and back allow it to always return fire. It travels at a speed of 10 tiles a turn, and it's 27 cannons can shoot 330 rounds of ammo at it's foes.



The Ship of the Line is surprisingly small, but it holds massive power. A broadside of this ship and your ship will be in ruins!
It travels at a speed of 19 tiles a turn. This incredible speed, which puzzles physicists to this day, makes it a very dangerous opponent. It's 36 cannons can shoot 460 rounds of ammo.

292
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 08, 2009, 01:45:51 pm »
First of all, the game is closed, no more ships can be submitted! 

Alright, I changed my mind. I'm afraid I should have given you guys some rules before letting you build your ships, as now I'm in a spot of trouble balancing the mechanics with your ships being as they are.
Also, I decided to throw away the persistance world thing for now until combat is done.
So, recheck your ships.
From now on:

- Your ship's needs an exact amount of supplies and nothing more. You need a tile of supplies for every 2 cannons. Nothing more, but more importantly nothing less.
- Your ship's ammo is calculated by multiplying your amount of ammo tiles by 10. Every cannon shot costs 1 shot.
- Your speed equals the amount of sail tiles you have divided by the sum of your total height and total width, multiplied by twenty ( yey math! ). For example, a ship that is 10x8 and that has a 3x3 sail, has a speed of 9/18*20, which is 5. This means it can travel 10 squares a turn. This might change as I fear this could be unbalanced for some ships.

Your first battle will be all of you against the AI ( me ). Please check and possibly adjust your ships. 

Current player ships:

Repair Ship 'Alpha Zalpha' + 2 "Scuzzers" : CHECKED

"Alpha Zalpha"

Speed: 12 tiles per turn
52 cannons with 440 ammo

"Scuzzes"

Speed: 11 tiles per turn
10 cannons with 100 ammo
 
"The Demon" : CHECKED

Speed: 12 tiles per turn
35 cannons with 360 ammo

"Sea Arrow": CHECKED BY ME

Speed: 9 tiles per turn
24 cannons with 770 ammo

"Honor" : CHECKED

Speed: 6 tiles a turn
30 cannons with 500 ammo

"The Jimbob" : CHECKED

Speed: 10 tiles a turn
20 cannons with 400 ammo

"The Hadoken" : CHECKED BY ME

Speed: 5 tiles a turn
18 cannons with 290 ammo

"Sprite" : CHECKED BY ME
 
Speed: 14 tiles a turn
4 cannons with 50 ammo

"Pea" : CHECKED BY ME

Speed: 13 tiles a turn
2 cannons with 20 ammo

"Chosen of Armok" : CHECKED

Speed: 17 tiles a turn.
67 cannons with 1350 ammo


293
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 07, 2009, 03:15:55 pm »
Alright, for those who want to be in, please fill in this;

Your name:
Your nickname:
Your ship ( image + name, if you already made it and posted it, just link it ):
A little bit of background information:


294
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 07, 2009, 11:30:49 am »
Alright. My social life has somewhat held back progress on this quite a bit but I managed to draw together a world map including the pirate, English, French and independent harbours. I kind of sorted out what the goal of the game will be: you all will be trying to side with one faction and get the other factions out by raiding convoys and trade routes. Arrr!
Great work on the ships so far. Also, I haven't planned really really big cannons yet. So sorry, no. :(
There will be several types of ammo though.

295
General Discussion / Re: The Hangover
« on: July 06, 2009, 04:30:21 pm »
The baby jerking off was awesome.

296
Play With Your Buddies / Re: Let's Play King's Quest I
« on: July 06, 2009, 03:02:01 pm »
> generally stay away from the ogre

297
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 06, 2009, 03:01:34 pm »
ARMOKS CRAP. MAYBE.




By the way, is it okay if I have, instead of two 3x3 groups of cannons, two really big damn cannons?

Because that is what I was thinking when I drew that.
3x3 groups of cannons? What are you talking about? EVery cannon is but 1 tile big.

298
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 05, 2009, 04:25:25 pm »
Well, Armok that tiny ship is ok. You can lose the two 3x1 masts if you want to though.
For the rest of you: awesome!

299
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 05, 2009, 07:28:03 am »
Spoiler (click to show/hide)

I hope there is there is slightly realistic speed and so on penalties, it will be funny when the Elf Ship discovers its top speed of about .3 knots a day =P

And shoots itself when it fires all cannons :D
Yes ofcourse there will be. Also, I'm pretty sure I'll allow you all to have different ships in your pirate fleet, and I'm pretty sure I won't allow him to have more than 1 ship of those.

Also, just ships please. Since there has been some ships so far, I'll flesh out gameplay and all that later today when I come back from the movies. The Hangover looks promising. :)

300
Forum Games and Roleplaying / Re: Let's Sail: Arrr Matey!
« on: July 04, 2009, 08:35:23 pm »
Alright, the new grid is uploaded.

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