|
Post by Swift Nic on Sept 8, 2009 7:05:24 GMT -5
Hmm... you make it sounds so limited I am hoping to work in different variety of games. All-out war (deathmatch), gold rush, search for Atlantis (aka capture the flag), or even a full-scale colonization game (Pirates meet Risk: build a fort on every island/territory) Maybe even work it down to just 3 ship types: transport, small warship, large warship. Transport is the type that actually bring gold or do any work, small warships harass them, large warship hunts small warships (using large warship against transports would be a waste), but a whole pack of small warships should be able to defeat a large warship with only a small loss (wolf packs). That's perhaps what I had in mind when I said "5" types: transport, small warship, large warship, fort, sea monster. That's five. Hey I am starting to brainstorm an idea to implement FOW (which should prevent large warship from absolutely dominating the game) ;D The classes of vessel I suggested are intended to include quite a variety of different size and type of ship. e.g. Merchant Class can include everything from 1 masted island traders to five masted East Indiamen, as well as schooners, ships and junks of all sizes. Each Class has its own operating priorities or victory conditions. This tends to determine how they are equipped. Large warships should be rare and expensive. Small warships up to Frigate size would be much more common. Their main priority may be defending their merchant fleet, or raiding the enemy fleet. Friendly merchants will look to the warships for protection from Pirates and Privateers. Pirates and Privateers should be fast enough to catch the merchants or run from the warships. If you have enough pirates you may be able to ambush a warship. Pirates earn gold by looting merchants. Privateers earn gold by capturing enemy ships and selling them at their home island. I am proposing alternative ways of using the toys we have already. I intend using as many of the existing ship models and game mechanisms as I can. Nic
|
|
|
Post by Swift Nic on Mar 8, 2010 15:57:36 GMT -5
Hmm... you make it sounds so limited I am hoping to work in different variety of games. All-out war (deathmatch), gold rush, search for Atlantis (aka capture the flag), or even a full-scale colonization game (Pirates meet Risk: build a fort on every island/territory) Maybe even work it down to just 3 ship types: transport, small warship, large warship. Transport is the type that actually bring gold or do any work, small warships harass them, large warship hunts small warships (using large warship against transports would be a waste), but a whole pack of small warships should be able to defeat a large warship with only a small loss (wolf packs). That's perhaps what I had in mind when I said "5" types: transport, small warship, large warship, fort, sea monster. That's five. Hey I am starting to brainstorm an idea to implement FOW (which should prevent large warship from absolutely dominating the game) ;D The classes of vessel I suggested are intended to include quite a variety of different size and type of ship. e.g. Merchant Class can include everything from 1 masted island traders to five masted East Indiamen, as well as schooners, ships and junks of all sizes. Each Class has its own operating priorities or victory conditions. This tends to determine how they are equipped. Large warships should be rare and expensive. Small warships up to Frigate size would be much more common. Their main priority may be defending their merchant fleet, or raiding the enemy fleet. Friendly merchants will look to the warships for protection from Pirates and Privateers. Pirates and Privateers should be fast enough to catch the merchants or run from the warships. If you have enough pirates you may be able to ambush a warship. Pirates earn gold by looting merchants. Privateers earn gold by capturing enemy ships and selling them at their home island. I am proposing alternative ways of using the toys we have already. I intend using as many of the existing ship models and game mechanisms as I can. Nic Replying to my own post... Each player starts with ships but no crew or special eqipment except: Naval vessels start with a Captain; Pirates start with a Helmsman; Privateers start with a Musketeer; Merchants start with an Explorer; Additional individual crew and or other enhancements may be picked up, bought or recruitedas the game progresses. Nic
|
|