View Full Version : Naval - Multiplayer

24th Nov 2004, 03:38
In Age of Sail II (AOSII) with practice, you can sail and fight with one ship, with two it starts to get hairy, with three it takes you to your limit and beyond. So fleet actions are done mostly in multiplayer (MP) with up to 10 players each controlling a ship or two. I was wondering how in IG you will control and sail your ships in fleet actions? I heard that MP will be limited from 2-4 players with IG. Does anyone know how you would actually have fleet battles with so few MP players?

If any developers read this, have any of you played around with AOSII, to see what has been out there for sometime naval wise? Will the IG Naval component be more sophisticated than AOSII?

Has there been any thought to allowing a larger MP group play just the naval component of the game?

Any information would be appreciated.


25th Nov 2004, 14:58
AOS was a great game (even if a bit buggie) with the groups I did not find control of larger numbers of ships too taxing: but I recall reading some-where that Imp will allow control of only six ships at a time, it may also not allow as much control or have as many features as AOS. The naval part of Imp is only part of the game, and fans of AOS might be a bit disappointed. I dont recall seeing the limit on people allowed in multiplayer, but 10 or more might not be possible.

25th Nov 2004, 15:45

Thanks for the information. I am hoping for the best, but I guess we will see soon enough.

As an aside, referring to your comments on controlling larger groups in AOSII, you are right you can in AI (but then again not too smart of an AI), but in MP games it becomes very difficult to do more that 2 ships, at least in a competent manner.


Wm. Bush

25th Nov 2004, 16:05
I think its possible to control 4-6 ships but beyond that you will make mistakes, and in close action two ships can be a challenge to handle well. I'd rather see more detail in the control of a few ships than less control and more or them.

25th Nov 2004, 20:17
You guys not give Shogun Total War a try? (Also Mongols/medieval/and vikings TW), Via grouping you control 16 units (although not ships), Rome TW you work with 20. You actually control the groups (also the individual units if you like). The ability to control multi units will depend on the control features in the game. One of the complaints about Rome TW is the reduced control features verses earlier TW games. If screen shots give us a hint (for Imp) we may get as many as 26? Inf/cav/arty to work with...and last I spend only very limited time with single player, especially in the TW series.

Capt.Jack Aubrey
29th Nov 2004, 21:15
Think of this. The ships sometimes move slow, So you fire one, and then it sails past an enemy ship, you use another. If you watch the videos, shots take a while to reload. It isn't a fast super fast paced time where you click instantly, then the ships need to move and get to position again to attack. Some ships sink instant after the first shot, or a small ship crashes into a big one, the small one usally sinks. So dont worry.

3rd Dec 2004, 23:10
I hope Bush's queries are taken up by the game developers. The naval side of the Napoleonic Wars is vital. Vital.

The Wars became a classic contest of a naval power versus a land power. It affected the strategies of England and France and paved the way for Napoleon's defeat.

Simliarly had Napoleon been able to use the power of Europe to deny timber and rope to England, and to build vast numbers of ships, history may well have taken a different course.

From a gaming perspective, a good naval simulation would raise IG head and shoulders above its competitors. It would also chime nicely with 2005 as the anniversary of the Battle of Trafalgar. If the naval side could not be perfected in time for the realease there is always the prospect of an expansion module.

Please do not neglect navies.

4th Dec 2004, 04:11
Thanks Walsh for bringing up Trafalgar. Next year being the bicentennial of history's greatest naval battle, there is going to be a lot of fanfare about it, and I think Eidos Marketing could take real advantage of it.


7th Dec 2004, 02:38
Originally posted by WilliamBushUSN
Thanks Walsh for bringing up Trafalgar.Indeed, good thinking gentlemen! Trafalgar was a major turning point in the Napoleonic episode as well as a naval battle worthy of a resounding bicentenary commemoration in and of itself. There will be huge media coverage, particularly in the British media, as well as in specialized magazines and on countless strategy and gaming websites. It is the ideal vehicle for promoting a strategy game such as Imperial Glory.

7th Dec 2004, 05:04
Rather than wishing that they duplicate the battle in IG, I would wish that the game editor is up to the task of letting us make the battle using well-researched information. Many times big battle scenarios are found to be lacking in games like these and offer no way of fixing them. If I had my way the naval war would start with an axe in the forest and a half hull model in the hands of the ship wright. What if you could simulate the entire building process of each ship? I would love it.


8th Dec 2004, 20:38
Originally posted by CaptTermiteUSN
If I had my way the naval war would start with an axe in the forest and a half hull model in the hands of the ship wright. What if you could simulate the entire building process of each ship? I would love it.Um, Termite? This is Houston, we're gonna get you back now. We're playing a game called Imperial Glory down here. If you wanna play, you need to get your feet back on the ground.

Seriously though, I love it when people are fanatic amateurs of something or other.

16th Dec 2004, 20:23
I say you should be able to group the ships and set formations and waypoints. Or maybe things like special abilities, like: 180* turn, taking about 5 months training or a good captain to get it; snipers for when boarding they clear the decks of the enemy sailors before boarding; Flagship, one ship has a special flag along with the countries flag which means its a flagship and it boosts the moral of the others ships men or something.

29th Dec 2004, 23:37
To me the height of warfare in the Napoleonic period included, and for many thousands of sailors and marines, encompassed, the art of building and fitting out a sailing ship. Good preparation was equal in importance with execution. I stand by my statement that a game like this would be greatly improved in realism if the simulation of the ship itself - thats all rates of ships - were done faithfully. THis is of Course, only a dream, but the concept is sound.

Drifting along, see my new thread about a novel of a modern historian obsessed with the life if Horatio Nelson.

Capt Term
Chesapeake Bay

30th Dec 2004, 15:15
You should be able to, Sail to Drift. Can the ships stop with their sails full out like in other none-realistic games. What about ports, can you attack and capture ports from the sea, bombardment and then land batalions of soldiers.

31st Dec 2004, 07:00
No fort combat, or landing, or anything related to land-based combat with ships.

1st Jan 2005, 13:02

1st Jan 2005, 13:49
So essestially just :

* Transport troops
* Sink ships

But i do wonder how controlling of larger fleets will be implemented.
I know I cannot controll more than one at a time (without messing up badly), but it would be nice to issue general commands to the others, like,
Frigates: "kill crew" and
Galleons "go and board"

All while my flagship helps out where it looks like my side needs helping ;)

So ideally you controll one and the others can act on their own.. along orders, with some possibilty of altering the orders during the fight.

1st Jan 2005, 19:58
Originally posted by BlackCoat
But i do wonder how controlling of larger fleets will be implemented.

I thought there was a limit on the amount of ships you could have.

1st Jan 2005, 22:54
I assume you would also be able to blockade towns.

2nd Jan 2005, 21:24
What about escorts, like Troop Transports and Cargo Ships?

Cmdre Caldwell
9th Jan 2005, 15:41
Its good to see some familiar faces here, I too am very interested in the Naval aspect of this game....and will be following it very closely!

9th Jan 2005, 17:57
Originally posted by {Imperial_Legonaire}_Empi
What about escorts, like Troop Transports and Cargo Ships?

Perhaps you can sqeese soldiers into a navy.. and trade sort of handles itself.

9th Jan 2005, 20:27
There needs to be privateers in this game:D .

28th Jan 2006, 15:52
Just drifted ashore for a spell and was wondering if there are currently any patches, improvements or activity in the Naval portion of this game.

Any old AOS players out there? Scrape the weed off yer keels and give a shout. I am "newly fitted out" and in search of action in which wet feet doesnt also mean muddy feet.

cheers u blokes,

Capt Term