![]() All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. ![]() Penalties and reload will depend on the gun composition of cannons for this particular vessel. Example: You first rate have lost most of the men and has 20 men left If you have full crew you can toggle optimal performance for all tasks.Īll guns are loaded gun by gun if you have minimal gun crew. Switches between crew focuses take time and the bigger your crew the more time it takes to re-allocate hands from task to task. The crew requirement is the sum of individual crew requirements. Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. Less than minimal crew – some tasks may not be completed at all.Minimal crew – tasks will be completed more slowly.Optimal crew – tasks will be completed at max speed.Players interested in a single player experience where other players can only help you should choose this server.Īll main tasks have a certain allocation of crew depending on ship type.Īll main tasks have a minimum and optimal size of crew required. PvE: Peaceful server where players fight with NPCs. You can capture any ship you want and sail any vessel you like if you have the proper rank requirement. You are at risk everywhere and can be attacked by other captains. PvP: Large-scale conquest with player vs player battles raging everywhere from the lower Antilles to French Louisiana. Build your own empire by creating a guild and conquering Caribbean for your nation. Every port except for free towns and capitals can be captured, limiting access to resources to other nations. Pirate mechanics are in development and might improve or change in the future.Īt this stage of the game all nations are at war with each other. Pirates can attack each other and that changes their mechanics compared to other nations. You can sail under the flag of nations that historically had presence in the Caribbean (had at least one port from 1600 to 1830) You can build any ship in the game the way you want it: tweaking it's battle and sailing performance during construction. Every port has its own supply and demand patterns providing the trading opportunities for the players. ![]() Ship construction requires resources that have to be captured and protected from enemies. Prices go up or down based on supply demand. Players can construct Production Buildings, which extract resources from the islands. If you are not interested in sailing heavy frigates or ships of the line you can move out to Bahamas’ sand banks and only sail your favorite brig without fear encountering a heavy super frigate.Įconomy is still in development but is already player driven. Water depth is important and there are large areas available only to light ships. Weather will make travel easier or harder reducing the visibility of the shores or allowing sneak attack on enemy fleets or ports. We were able to bring back the feeling of getting lost at sea into the computer game. Captains are expected to navigate using landmarks and compass. Map is enormous - you cannot see another shore of lake Maracaibo. More than 365 historical ports based on their real locations are scattered across the map. Damaged ship fittings and modules will change behavior of the ship.īreathtaking open world based on 18th century historical maps gives you an opportunity to explore the 18th Century Caribbean. Hidden ship characteristics will allow to gradually uncover potential of the vessel – every ship in game will be unique.ĭamage model: Leaks, splinters, loose cannons, de-masting, raking, fires and all other hazards possible in that era. ![]() Correct tacking, box-hauling, club-hauling and other elements of the age of sail sailing are possible. Yard angles, ship angle to wind, cargo, fittings and ship condition affects speeds and turning rates. Fire ships and branders will also be present in the game.Īdvanced wind and physics model provides for realistic portrayal of ship’s performance in the age of sail. Fort and land batteries will provide support during port battles. Weapons: All major types of naval artillery are implemented: from long guns to carronades, and mortars (of course limited by the ship role and its hull). Listing and wind affects the shooting distance and will require change of tactics. One shot can hit the stern, damage the rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Every cannonball is tracked in the air and after it hits the target. Realistic ballistics and cannon performance of the period. ![]()
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