Jump to content

Forums

  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

      5,4k
      posts
    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

      38,6k
      posts
    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

      16,9k
      posts
  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

      51,1k
      posts
    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

      28,1k
      posts
    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

      48,3k
      posts
    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

      30,3k
      posts
    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

      45,7k
      posts
    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

      148
      posts
    7. 597
      posts
  • Topics

  • Posts

    • Officer functions   - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed. On ships capable of ramming, it also improves ramming damage. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and defensive capture capacity, defining its capture points.   The officers would not simply provide generic bonuses. Their importance would depend on the ship's role.   For example, the Chief of Oarsmen would be particularly important on a Ram Ship, while the Commander would be more important for a heavily defended warship.   The Marine Officer could work together with the soldiers garrisoned aboard the ship to determine its ability to capture enemy ships.   This would make naval combat more than a simple exchange of hit points. A ship could lose specific capabilities as its officers are killed or incapacitated:   - Losing the Helmsman reduces rotation speed. - Losing the Chief of Oarsmen reduces movement speed and ramming effectiveness. - Losing the Marine Officer reduces boarding power. - Losing the Commander reduces the ship's defensive capture capacity.   The ship class would determine which special abilities it can use. For example, only ships designed for ramming would deal ramming damage, while a Fire Ship would specialize in incendiary attacks rather than ramming.
    • Selecting didn't seem to work, neither the making a shape. Maybe I just don't understand how they work
    • A core crew should be established, and the ship should have captains and all kinds of authorities who can rise through the ranks. This will boost the morale of the Garrison; higher morale means greater resistance to capture. I imagine photos of the crew with their health bar and morale bar in addition to their experience level. - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed and improves ramming effectiveness, with ramming damage applying only to ships designed for ramming. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and its defensive capture capacity, defining the ship's capture points.   The officers would therefore give each ship different functional capabilities rather than simply adding more crew members. The commander would determine how difficult the ship is to capture, while the Marine Officer would improve its ability to capture enemy ships.   #### The helmsman could make it less likely to be caught with the hook.
    • The name should be "Global War" or "Doomsday Conflict", referring to nuclear annihilation.
×
×
  • Create New...