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For this to work as the game stands now would require totally rebalancing all the ship speeds.
As an idea, a proportional speed penalty of max 5% (which could be partly compensated by a good upgrade)? So, a 12.0 kts vessel would be slowed max by 0.6 kts?
Not to mention the cannons. The major reason a trade ship doesn't use cannons isn't the fact that they have less room. It is due to ammo and weight of cannons. For example, a 24-pound gun each required a gun team of 6-14 men to operate and weighed about 5600 pounds, and some ships carry around 16 of these each side. So you total up the crew, weight of the cannon, and then the ammo, you have something which is equal to the trade ship in weight. (So if you have a trader snow at max hold, and a battle Snow at max hold, they should either be equal or the attack ship would be heavier).
Making cargo weigh you down would be stupid. Unless not having cargo made you faster but you maintain current speed with cargo at max?? Otherwise it would be a silly feature.
You put cargo: no effect.
If a dev could explain that briefly. Would appreciate!
Already explained. A trade ship has a choice; fit cannons for defense and sacrifice speed, or no cannons to run faster. Warships don't have to make this choice (although the choice of weaponry is a factor) nor do they have to worry about cargo.
The only ships which carry cargo (in any meaningful way) are trade ships, war ships completely ignore the issue of victualling their crew. Thus to make cargo slow ships would make the life of a trader even more precarious than it is now.
If a warship had to take onboard X tons of water and Y tons of food to keep its crew alive then maybe you could look at letting cargo affect speed.
Water and food should (and are, I guess) already be included in - let's call it the operating weight - of the vessel.
Your point is true if I had the decision about how much crew I am loading onto the ship. That would include supplies as well! Then crew loadout would have an impact on speed as well, though handling would be affected.
Nowadays in transport business averagely 100 kg per person are assumed, so if we use that number, 10 crew make about 1 ton! So let's pick up the Surprise as an example: displacing 578 ts, 50 crew less would result in approximate 1% bonus. It's not much, but a decision I could make.
You can also load cargo into the warship, and not only traders - limited, I agree. But Warships can make that decision already now, too. To attack traders I speed up my Renommee by leaving the cannons except the back, gain about 0.7 kts. So it works both ways.
And, as a trader, you would additionally have the option to trade cargo vs speed.
I just read an article about piracy in the middle ages. In the Baltic sea, pirates were using cogs which were identical to the traders they were pursuing. As they had no load, they were faster and when boarding, the railing was of course higher, giving them an additional advantage.
I understand the point you are referring to, but I think the implications of my idea aren't that negative. Quite opposite, I think, but it's my idea after all :)
I already explained it.
And it damn shouldn't.
Some ships in the day would run low crew and next to no cannons just to maintain speed.
And this game does that, they have what, 4 cannons which weigh around 1600 pounds each at most (le Gros are that weight each cannon), and they run low crew. So they save on weight. They could move at the same speed as warships of the time for christ sake. Warships never had to slow down for the trade ships they escorted. The only issue cargo could have on a ship is if you shave frame, frame reduce or don't strap your cargo down properly (as in put all the weight at the front of the cargo hold). And i doubt you plan on adding that stuff to the game.
Overall trade ships were FASTER than warships. The Trade ships would be the ones slowing down for the escorts they had. THIS IS WHY PIRATES ONLY USED SLOOPS TO TAKE TRADE SHIPS. Because trade ships were too damn fast.