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Thread: Captains Cabin

  1. #101
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    Grog only wears off if you let it Jonas!

  2. #102
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    All I am saying is I can do the crew and hull repair auto at game end of a player does not use it in game, or do yo u want this to be an additional bonus at game end on top of your in game free hull repair and use of grog?

  3. #103
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    Any rule changes from now on will not be done in retrospect but from the next scenario onwards. So there will be no more rule changes until after April's scenario is completed.

  4. #104
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    Quote Originally Posted by Union Jack View Post
    Any rule changes from now on will not be done in retrospect but from the next scenario onwards. So there will be no more rule changes until after April's scenario is completed.
    We're driving you crazy, aren't we?
    Bob

    Rules are rough approximations of what you think I might do!

  5. #105
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    Not really I'm doing fine on that score all be myself.......boo ya.

  6. #106
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    is it possible to make forum-surveys for our solo campaign players?
    Then we see if some of that new rules questions are wished or not.

  7. #107
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    Will do. Probably by tomorrow evening.

  8. #108
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    There are 2 polls.

    The ball is in your court as they say.

    polls close in 14 days. Until then the old rules stand. No rule changes in RED will be activated now or in retrospect.
    Once all voting is compete and the polls close then any rule changes, if any, will come into play.

    Neil, now off for a cuppa and a rest.

  9. #109
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    Just as a point of note, any individual that wants to admin their own results I will make the spreadsheet available for them to post results directly in.

  10. #110
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    Looking ahead:

    4 scenario briefs posted next up:

    May Nation v Nation scenario: Dr. Maturin (Reg)

    June Letter of marque scenario@ Cap'n Duff (Chris)

  11. #111
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    Quote Originally Posted by Union Jack View Post
    There are 2 polls.

    The ball is in your court as they say.

    polls close in 14 days. Until then the old rules stand. No rule changes in RED will be activated now or in retrospect.
    Once all voting is compete and the polls close then any rule changes, if any, will come into play.

    Neil, now off for a cuppa and a rest.
    Thanks a lot. And have a good break!

  12. #112
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    Good on yer Neil.
    Rob.

  13. #113
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    POLLS:

    In the Nation v Nation Campaign we have: 11 players....7 have voted.
    In the Letter of Marque Campaign we have: 9 players....hard to work out but some have.

  14. #114
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    I have voted in both Neil.
    Rob.

  15. #115
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    Sorry where are these polls ?, cant see for looking

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  17. #117
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    Quote Originally Posted by Capn Duff View Post
    Sorry where are these polls ?, cant see for looking
    Yeah! I had trouble finding them as well. Managed to locate them eventually; more by luck than judgement.
    I see Neil has provided some links so I will end here.

  18. #118
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    Only a few tail enders to vote now.

  19. #119
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    OK, this is embarrassing..... having played the march scenario I find the Nation v Nation rules unplayable for repairing ships. Yes I know more teething problems.

    So, have a look at this, it's expanding the poll choice a little and making it easier to actually have a fleet after 2 or more games.

    Ship Repairs: Nation v Nation.
    In game you may repair 1 hull box, once, using the task rule.
    In game you may save 1 crew, once, by using the optional grog rule.

    At the end of the game for each ship with damage and or crew loss:

    Hull Damage:
    1. Divide ship hull boxes by 2 (round down) ie 9/2=4.
    2. Repair this amount of hull boxes automatically.
    3. All other hull damage is repaired at 0.5 prize per hull box. Or 1 hull box for each scenario missed.

    Crew Loss:
    1. Divide ship crew boxes by 2 (round down) ie 9/2=4.
    2. Reinstate this amount of crew boxes automatically.
    3. For each captured enemy ship divide remaining crew boxes by 2 (round down) ie 5/2=2.
    4. Recruit this amount of crew boxes from enemy ship.
    5. All other crew loss must be recruited at 0.5 prize per crew box. Or 1 crew box for each scenario missed.

    Prize money:
    1. Take 1prize per undamaged hull box or equal to the burden of the captured ship, whichever is the higher amount.
    2. Prize money is totalled for the Squadron not individual captains.

    The hull repairs cover the month between scenarios and more immediate repairs conducted once the battle is over, not the in game battle repairs the rule book covers.

    This covers the practice of replacingcrew losses from enemy ships but not guarenteed to replace all crew losses.

  20. #120
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    Those changes seem good

  21. #121
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    Not having much time lately and at the start I guessed some changes would have to be made in game as we play to iron out the repair rules. I've played around with this using 2015 campaign stats and it seems to work.

    Of course players results at the end of a game are going to have to be spot on and include the repairs/recruiting priorities so I can amend the spreadsheet accordingly.

  22. #122
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    It will certainly give a better chance of players not going bankrupt before the end of the campaign Neil.
    Looks to be a much fairer system and more in line with what did happen in practice. Grease the Dockyard Superintendent's palm and he would speed up your repairs.
    Rob.

  23. #123
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    I don't mind if it would take a scenario or two to get a more than half damaged ship repaired but as you say, it was a little hard initially.

  24. #124
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    I agree Jonas but when you capture a number of ships but there aint no prize gain to repair your ships...what would be the point. I fele damage taken v prizes taken should have some reward.
    Last edited by Union Jack; 04-06-2016 at 00:49.

  25. #125
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    That is very true.

    Perhaps the reward might be the burthen + any boxes left (and extra for special cargo) and the price of repair would be 1 to 1 and free repair between each scenario could be about a third of the hull boxes and crew. If not participating you get the free twice.

  26. #126
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    I was worried that the new Captains here, who may not capture as many ships as we old salts, and suffer more damage, could end up playing catch up on repairs for the whole year against an enemy who puts out undamaged ships every game. As soon as you have to start using damaged ships to fight, it becomes a battle of decreasing returns.
    Rob.

  27. #127
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    This is my thoughts on the matter but not necessarily very thought through.

    If you use two ships per scenario and have a fleet of six ships it would mean you can without any loot fight with fully repaired ships if it takes no more than two scenarios to get them repaired.

    This would mean if you loose or take very much damage you cannot pick and choose what ships to fight, but not more than that.

    Then a captain killed is worse and that we all risk regardless.

  28. #128
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    What I didn't want was for a player loose the ability to play scenarios due to taking excessive damage with little prize money for repairs. Or end up increasing fleet sizes by adding new ships and making the campaigns unmanageable.

    What I propose is an abstract way of adding repairs, prize money etc without making the game admin heavy and still maintaining the fun element.

  29. #129
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    I think that you have that in hand Neil.
    If the admin gets too heavy let me know.
    Rob.

  30. #130
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    I agree. I was dreading going HMS Vanguard out again after the beating it took in my last game!

  31. #131
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    I think you, Neil, know how much detail you can handle best yourself.

    I don't know if there's a number of ships we are supposed to sail every scenario. First was only one ship and second was I think unspecified but matched enemies with the extra ship and storm damage.

    I wouldn't mind having a fixed number that the fleet harbour can repair like 16 or 20 hull damage and recruit a number of crew every two months.

    It would make things easier to manage and perhaps make sure you can keep a couple of frigates sailing if not ships of the line.

  32. #132
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    Hi Jonas.
    The reason I leave my options open re number and type of ships when I write scenarios, is so that anyone can tailor the scenario to the number and type of ship they have, and still get a good game out of it..
    Rob.

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    The idea at the start was to ease people into the game. Robs 2nd scenario builds on this by allowing players to put as many or as few ships against each other but still maintaining the game parameters laid out by Rob. IE 2 to 1. 3 to 2 etc.

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    This also allows for using as many ships as you have available in your fleet.

  35. #135
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    Rob and I played the last solo game of 2015 campaign. That was around 8 v 8. My fleet won it's battle but would have spent most of the 2016 campaign refitting due to lack of funds to repair. (Using the 2016 prize system).

    So yes a player may be lucky and win a big game with little damage. My concern was and is for the player who suffers major damage to most if not all his fleet and lacks the funds to make any ships battle worthy for some time. Thereby fighting future scenarios with badly damaged ships or missing them altogether.

    However I would let players use whichever rules they think appropriate and publish their end of game results in detail for themselves or myself to post on the spreadsheet.

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    I think such a grand battle is an end to a campaign and not an engagement in the middle of a campaign. It's the way to do it both historically and in a dramaturgical sense.

    The ships from the battle of the Nile took several months to reach Britain and for some prizes a year and the French never really recovered. An end to a campaign.

    I will use whatever rules we see fit to employ as long as I get fun battles to play. The Anchorage have never failed that yet.

  37. #137
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    its all about challenge, rewards and not get frustrated with gaming.
    So I can see Jonas and Neils points with the damage and recruiting issues.

    To have a damaged fleet, unable to challenge against the AI is not fun. So yes, it should be able to repair enough ships until the next scenario.
    But on the other side, to have prize money you don't need for repair/recruit is also useless.

    What about this idea?

    Player Fleet:
    - it's possible to expand own fleet up to 8 ships (by prize ships)
    - it's allowed to replace the prize ships by other new prize ships
    if players like to play their games with more ships, this makes them more flexible

    Fleet Repair/Recruit:
    - repair up to 20? hull and 20? crew per RIP (ship-paused szenario)
    - repair 2 hull or crew per prize money as much you want/can
    - if you have prize money you don't need for repairing/recruiting: buy RP if you like (1 RP per 3? prize money)
    this should make every fleet ready as needed for the games. Everybody can play and everyone can get game rewards.

    Game Repair/Recruit:
    - it's allowed to repair one hull box in game with the repair action
    - it's allowed to recruit one crew box in game with the grog action

  38. #138
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    I have come up with a solution.
    1. Players use whatever rules they wish. Advanced/Standard/Basic/House Rules/Campaign Rules.
    2. The results stated in your Butchers Bill/End of scenario are what I'll put on the broadsheet for those not putting their own results in.
    3. Less admin for me. No having to add 1 subtract 1 etc. You do the math I post the results.

    I'm also out of the harbour masters office for the next 3 weeks. A jolly jaunt to Prague and a week's R&R either side.

    The authors of the next two scenarios are aware of when they need to post their scenarios. Good sailing and good hunting.

  39. #139
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    Thanks for all of the hard work Neil, enjoy your holiday!

  40. #140
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    I will echo the previous post. Have a nice holiday and thank you for all the work you have done for us.

  41. #141
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    June Scenario is mapped out , just need to play test, most likely next weekend

  42. #142
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    That's what I call being well in hand Chris. I only just played April's mission, and that was only because I knew I was going to be away for ten days this month.
    Rob.

  43. #143
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    Back on board will catch up with AARs by end of next week.

  44. #144
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    Quote Originally Posted by Union Jack View Post
    Back on board will catch up with AARs by end of next week.
    You still up for Games Expo Neil. If so we will need to book a couple of those tickets Chris has mentioned.
    Rob.

  45. #145
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    Quote Originally Posted by Capn Duff View Post
    June Scenario is mapped out , just need to play test, most likely next weekend
    May scenario is also ready. Just awaiting Neil's approval before posting.

  46. #146
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    Great I'm raring to go Reg.
    Rob.

  47. #147
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    OK I'm trialing the 'only losses above half rounded down' for the nation v nation.

    Check the ship roster and you'll find ships have been repaired and prize money returned where appropriate.

    To explain:

    Any ship that takes over 50% hull damage (hull/2 round down =50%) or crew loss over 50% (crew box/2 round down = 50%) is the only time that costs are incurred. 0.5 prize per hull or crew box to repair. Any turn left in port all damage/crew repaired free of charge.

    No change for letters of marque at present. Still 1 prize to repair 1 hull or crew loss.

    I'll update the april/may missions tonight.

    Neil

  48. #148
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    Just to fan the flames as it were, in the Nation v Nation scenarios, as they are part of the Naval forces of a country, would not the repairs be "paid for " out of Naval funds. So could we not have a free number of boxs paid for by the respective authorities. All we need then is to replenish crew.

  49. #149
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    It might serve to make Neil's life easier if we did that. Just say that repair time would be two months if you had over 50% damage to your ship. Well you know what dockyard maties are like with dragging their feet over repairs.
    Rob.

  50. #150
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    Any turn left in port all damage/crew repaired free of charge.
    As in my post 147 above gentlemen?

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