Post by vonfriedman on Sept 1, 2020 4:32:09 GMT -6
I have often wondered what it would take to develop a SAI-like game in the age of sailing.
One of the problems to be addressed is the absence of radio. If one of our frigates meets the enemy, we won't know nothing until she comes within sight of our flagship or other ships of ours that can act as a link, if the visibility conditions allow it.
A second problem consists in simulating the peculiarities of sailing. A sail ship cannot move directly into the wind; there is a "no-go zone" whose width depends on the type of rigging. Wider for square rigged ships, narrower with Latin sail. Speed differences associated both with the intensity of the wind and with the the points of sail must also be simulated. A sail ship is slower when beating upwind (close-hauled sails) and faster on a beam reach, a broad reach or running downwind. Correspondly the heeling of the ship decreases.
In bad weather conditions, in addition to the greater risk of damage to the sail rigging, the use of the guns placed on the lower decks may become impossible, especially if the ship, due to the wind, heels that way.
More could be added considering the tactics in combat and the effect of gun firing on sail rigging, hull and crew.
The AI should be able to maneuver its ships as the commanders of that era did, tending, for example, to hold the windward position (contrary to what is convenient to do with steam warships) and avoiding presenting the stern to the enemy's broadside.
In a game like RTW the player will have to allocate his budget to the construction of ships-of-the-line, frigates, sloops, etc. In this it will be necessary to make some choices. An example is provided by the large US frigates of the war of 1812. The player will have to choose which guns to arm them with and how many. He will have to recruit and train crews and officers. In my opinion, he should also choose captains or admirals, having few "aces" already available or having to discover their talents in battle.
Research would not be completely forgotten. Improvements in naval architecture or ammunition can translate into better seaworthiness, faster rate of fire, etc.
I am aware that developing such a game would require a lot of work. I hope that a discussion on this thread will provide NWS with an idea of the interest that such a game would arouse.
One of the problems to be addressed is the absence of radio. If one of our frigates meets the enemy, we won't know nothing until she comes within sight of our flagship or other ships of ours that can act as a link, if the visibility conditions allow it.
A second problem consists in simulating the peculiarities of sailing. A sail ship cannot move directly into the wind; there is a "no-go zone" whose width depends on the type of rigging. Wider for square rigged ships, narrower with Latin sail. Speed differences associated both with the intensity of the wind and with the the points of sail must also be simulated. A sail ship is slower when beating upwind (close-hauled sails) and faster on a beam reach, a broad reach or running downwind. Correspondly the heeling of the ship decreases.
In bad weather conditions, in addition to the greater risk of damage to the sail rigging, the use of the guns placed on the lower decks may become impossible, especially if the ship, due to the wind, heels that way.
More could be added considering the tactics in combat and the effect of gun firing on sail rigging, hull and crew.
The AI should be able to maneuver its ships as the commanders of that era did, tending, for example, to hold the windward position (contrary to what is convenient to do with steam warships) and avoiding presenting the stern to the enemy's broadside.
In a game like RTW the player will have to allocate his budget to the construction of ships-of-the-line, frigates, sloops, etc. In this it will be necessary to make some choices. An example is provided by the large US frigates of the war of 1812. The player will have to choose which guns to arm them with and how many. He will have to recruit and train crews and officers. In my opinion, he should also choose captains or admirals, having few "aces" already available or having to discover their talents in battle.
Research would not be completely forgotten. Improvements in naval architecture or ammunition can translate into better seaworthiness, faster rate of fire, etc.
I am aware that developing such a game would require a lot of work. I hope that a discussion on this thread will provide NWS with an idea of the interest that such a game would arouse.