A proposal
#1
Posted 12 June 2011 - 01:17 AM
Perhaps it's a bit arrogant of me, but I feel as though the plethora of LDD ships I’ve bombarded the forum with have in at least some small way, inspired some other "brick built" hulls in MOCs from others, both in the digital and plastic variety. What I’ve noticed, in all of these, is a lack of consensus in the type of models produced. For my own part I purposely kept my hulls "abbreviated" (a term I coined for myself to describe the shape which my own technique provides) in order to stay more in line with the underlining theme of Classic Pirates. All the vessels of Lego Group’s design are "water line" (stopping at the level where the hull rises above the water) models. The intent of this is so that the ships can be played with or displayed as though they were at sea; making the surface they sit on representative of the ocean's surface. Many of the MOCs I’ve observed as of late are of the full hull variety, requiring some medium in which to bury the hull partially, to achieve the same effect as the water line type, but being of a more accurate disposition. I don't feel there is any superiority either way, nor do I seek to make one more standard than the other. I do, however, wonder if for the sake of direct comparison, (if not healthy competition) has a consensus ever been attempted upon. That is to say is there any standard, written or otherwise, by which models of either type can be fairly judged and compared to counter parts in of the opposite variety?
I may be alone in my desire, but I would be very interested to see how all the vessels of this community would rank amongst one another. Not just by the craftsmanship of the builder but in terms of models as though they were actual ships in a real world setting. Comparing such things as a vessel’s fire power, sailing qualities, overall size, etc. might serve to invigorate discussion and serve to propagate new techniques. I would be very interested to hear what the rest of the community thinks on the subject. If a consensus could be reached, perhaps some sort of registry could be developed.
EDIT: by Big Cam, the rules, tables, and spec sheets are on post 104 of this thread
My Digital Fleet (LDD)............................................HMS Scorpion
My Living Plastic Fleet......................................HM Sloop Narthex
My Brick Link (LFX Files).........................................HMHV Snake
Hat Tutorial..........................................................Schooner Raven
#2
Posted 12 June 2011 - 01:35 AM
I'm not sure where your going with this, I don't see any reason to have conformity with in ship building. As with all mocs it's an artistic expression of the builder and to create a standard building guide or judging table seems counter productive to me.
Who will this benefit ?
Why do we need to be judged against one another? (we have comps for that)
This idea sounds to me like something that could stop new ship builders from posting if their techniques are unorthodox.
Have I got the wrong end of the stick here?
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#3
Posted 12 June 2011 - 02:33 AM
#4
Posted 12 June 2011 - 03:03 AM
kurigan, on 12 June 2011 - 01:17 AM, said:
Perhaps it's a bit arrogant of me, but I feel as though the plethora of LDD ships I’ve bombarded the forum with have in at least some small way, inspired some other "brick built" hulls in MOCs from others, both in the digital and plastic variety. What I’ve noticed, in all of these, is a lack of consensus in the type of models produced. For my own part I purposely kept my hulls "abbreviated" (a term I coined for myself to describe the shape which my own technique provides) in order to stay more in line with the underlining theme of Classic Pirates. All the vessels of Lego Group’s design are "water line" (stopping at the level where the hull rises above the water) models. The intent of this is so that the ships can be played with or displayed as though they were at sea; making the surface they sit on representative of the ocean's surface. Many of the MOCs I’ve observed as of late are of the full hull variety, requiring some medium in which to bury the hull partially, to achieve the same effect as the water line type, but being of a more accurate disposition. I don't feel there is any superiority either way, nor do I seek to make one more standard than the other. I do, however, wonder if for the sake of direct comparison, (if not healthy competition) has a consensus ever been attempted upon. That is to say is there any standard, written or otherwise, by which models of either type can be fairly judged and compared to counter parts in of the opposite variety?
Quote
And then we vote for techniques and "develop a registry" as you said. Wouldn't that discourage newer members? As far as I'm concerned, this forum isn't a contest, we don't comment on peoples MOCs saying, "pretty good design, though CGH's technique is a lot more mastered IMO..."
Sorry, I don't think this will work.
#5
Posted 12 June 2011 - 03:21 AM
My Digital Fleet (LDD)............................................HMS Scorpion
My Living Plastic Fleet......................................HM Sloop Narthex
My Brick Link (LFX Files).........................................HMHV Snake
Hat Tutorial..........................................................Schooner Raven
#6
Posted 12 June 2011 - 03:24 AM
I think that a better idea would be to create a list of MOC's and then group them based off of construction, size, etc. I think that the mods have something similar to this already.
Now, if you want something where individual owners had their ships battle each other,that might be a different story...
HMS Monarch, Pride of the Royal Fleet
Thomas, an avid fish-watcher aboard the Pearl.
Ginny, a TOWNIE jockey in Heartlake Heartbreak!.
Gerrid, a SCUM Servant of Loki in Ragnarök Now
Frankie Daly, a mostly LOYAL deckhand in Red Scare Mystery
Gen, a TOWNIE bum in Eurodina
Geoffrey Oult, an Honorable soldier in Imperial Soldiers Mafia
#7
Posted 12 June 2011 - 03:28 AM
My Digital Fleet (LDD)............................................HMS Scorpion
My Living Plastic Fleet......................................HM Sloop Narthex
My Brick Link (LFX Files).........................................HMHV Snake
Hat Tutorial..........................................................Schooner Raven
#8
Posted 12 June 2011 - 03:30 AM
kurigan, on 12 June 2011 - 03:21 AM, said:
EDIT: Yes, we all compare, so why need to have a discussion about it?. And as Capt. Genaro said, if ships would battle eachother, that would be pretty cool. Ex: all ship-o-lines fight each other in brackets, and winners move on, and same for smaller ships, though then we would have to say one ship is the "champion", I don't have a problem with that, but declaring who wins on technique is to negative, we must put in a more tactical aspect.
EDIT EDIT: kurigan, if you like the battle idea perhaps we could PM each other and overtime create a system in which we could decide would be fair to declare whose is the most fierce warship? Just PM and perhaps we could get into details, and if Genaro would join in, he might want to as he was the first to say the idea. Let us know.
Edited by Capt.JohnPaul, 12 June 2011 - 03:44 AM.
#9
Posted 12 June 2011 - 04:07 AM
My Digital Fleet (LDD)............................................HMS Scorpion
My Living Plastic Fleet......................................HM Sloop Narthex
My Brick Link (LFX Files).........................................HMHV Snake
Hat Tutorial..........................................................Schooner Raven
#10
Posted 12 June 2011 - 01:42 PM
It hardly matters for me as long as we stay focussed on being constructive. If the more experienced folks around here had not compared my creations to better ones and pointed out errors, I would never have gotten better in building.
Now to the part where I got up early. The combat idea is a great thing and I took the liberty to prepare some suggestions. I am a member of a roleplaying game group (Star Trek pen & paper, that is) ans there we've got a complex 2D battle system for planetary fights (something for the evenin' after finishing the p&P game). I took some of the rules and tried to translate them into a system for doin' fights with our ships. Tell me what you think! I'll do an example in a few minutes. The rules are a bit complicated but they are fun!
Rules for Rocks and Shoals
Rocks & Shoals is a turn-based strategy game for Lego-ships.
A game consists of turns in which both sides make their turns in terms of moving the ship, firing and doing other actions.
It is possible for players to participate alone or in groups of players.
In order to participate, players have to give aerial view pictures of their brick-built vessels and the specifications. While this gives a great opportunity to cheat, we assume that it makes just more fun to see how your ship would perform the way it actually is.
Basic rules
Premises
• The game host sets up the map with all the vessels and a wind direction (that will not change during game).
• All players will give the co-ordinates of their moves or their actions in the thread and wait for the game host to alter the map.
• If an opponent comes into weapons range, broadside, single cannons and muskets can be fired. The game host determines how much damage has been done.
• A fight can be fought between two opponents or more. Before the game starts (done in a board-thread), players apply to the game host and present their ships and the relevant ship-overviews with the features required. The features are:
Attributes of a ship
• Offensive
• Officers
• +marines
• +sailors
• +cannons
• = attack
• Defensive
• hull
• +structure
• +equipment
• = health
• sails
• speed in irons (against the wind) = no movement possible
• close-hauled = slow movement
• speed running (with the wind)
• beam breach (45° angle of wind/sails)
• additional
• dinghy (enables to break free if the ship has hit ground)
• flags (enables communication between allies)
• music corps (boosts morale and increases damage)
• special features, such as customized mini-figs, etc. (can boost different things – are decided by the host)
• special crewmembers (can provide different bonuses)
Attack rules
• There are different types of cannons with different attributes
Attributes: damage|range|recharging time
• 9 pounders (10|3|1)
• 12 pounders (15|4|2)
• 24 pounders (25|5|5)
• mortar (10|10|5) - no movement
• There must be at least 4 officers on-board every vessel. If they get killed, there are disadvantages
• Captain killed = - 2 speed - 4 damage
• Lieutenant killed = -2 range
• Ensign killed = +2 recharging time (two ensigns)
• There are different numbers of crewmen on-board different vessels. The more are killed, the less performance the vessel will give.
• per 25% dead = -2 speed -2 attack +2 recharging time
Defence rules
• The bigger a vessel is, the more damage it can take.
• Certain equipment/crewmembers can provide additional health:
• carpenter: regenerates +5 points every 4 rounds
• ship's surgeon: can save an officer (chances 50/50)
• bilge pumps: eliminate damage that occurs when hitting the ground
• ship’s cook: can save a crewmember with a good meal (chances 50/50)
Special events
• Hitting ground
There are small areas where there are shoals. If a bigger ship passes them it can hit the ground. It will then take a total of 10 damage and must be gotten free by warping (five rounds without being able to move)
If there is a dinghy onboad, the ship can come free within two rounds
• Manoeuvres
If a team has got signal flags, they can use it to make battle manoeuvres. Those manoeuvres must be announced at the beginning of the turn. In order to perform a manoeuvre, the opponent must be in range. A manoeuvre can be performed every three rounds.
• Line of battle - there must not be more space in-between the ships than two squares - attack per ship +5 | taken damage per ship -5
• Suffren Attack - concentrating fire on a single opponent that must be announced - rate of fire per ship +1
• Eldin Attack - attacking an opponent that must be announced from the rear - attack per ship +10 | taken damage per ship + 5
The battlegrounds
The maps used in the game are grid squares with coordinates using numbers and letters.
Within the maps can be solid areas like islands and rocks and hidden obstacles like shoals. Solid areas cannot be passed; shoals can only be passed by smaller ships.
The standard grid resembles a 16x16 baseplate.
The compass rose on the right top shows the cardinal directions, the speed of the wind and the direction of the wind. The latter two will not change within a game but can change from game to game.
There are a moon or a sun next to the compass rose. They indicate whether it is day or night.
Day: full visibility.
Night: Obstacles more than 10 grids away must be spotted by a lookout.
Next to both symbols are the size of the map in studs and the name of the map.
Example:

exmple island von HMSCentaur auf Flickr
Edited by Horry, 14 June 2011 - 12:38 PM.
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#11
Posted 12 June 2011 - 02:55 PM
Horry, on 12 June 2011 - 01:42 PM, said:
Edited by Capt.JohnPaul, 12 June 2011 - 02:56 PM.
#12
Posted 12 June 2011 - 02:56 PM
This in essence is a war game and assuming players are realistic with their ships, crew and armaments could be a great deal of fun, even fleet battles could be done with multi players once rules and game play becomes familiar.
I'm not sure if this was the intention of this thread but I like the spin you've put on it.
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#13
Posted 12 June 2011 - 06:23 PM
This would be the examples of two very famous Lego-vessels around here:
The Admiral Croissant's Vesta (with his kind permission) and Redbeard's Black Seas Barracuda (Well, I didn't ask him!)

Example 2 von HMSCentaur auf Flickr

Example 1 von HMSCentaur auf Flickr
Now, I added some rules here and there up there (a third speed for example). I tried out some short games on paper and the rules seem to work, at least in a one-on-one game (haven't tried fleet combat, yet).
Edited by Horry, 12 June 2011 - 06:30 PM.
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#15
Posted 13 June 2011 - 01:58 PM
(1) everyone taking part in the game has to make a photo of his/her ship in aerial view on white ground. the ship can be directly included in the batteground.
(2) the ships are displayed in simple 2D - paint graphics that can be adjusted to resemble the ships accordingly.
(3) we use LDD-creations of the ships - effective but loads of work.
(4) we use micro-scale LDD versions of our ships. I've created a quick template that everybody could use to re-create a small representation of his/her ship.
What do you think would be suited best? Do you have more ideas?

Templates von HMSCentaur auf Flickr
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#16
Posted 13 June 2011 - 03:52 PM
So my choices in order from
(1) everyone taking part in the game has to make a photo of his/her ship in aerial view on white ground. the ship can be directly included in the batteground.
(4) we use micro-scale LDD versions of our ships. I've created a quick template that everybody could use to re-create a small representation of his/her ship.
(3) we use LDD-creations of the ships - effective but loads of work. (yes, lots of work
(2) the ships are displayed in simple 2D - paint graphics that can be adjusted to resemble the ships accordingly.
I hope you see my logic here.
Capt.JohnPaul
#17
Posted 13 June 2011 - 04:14 PM
Creating ships like the Vesta in LDD would indeed take ages, and I think some building techniques aren't even possible.
And I think perhaps we should think of something to make this game look even more attractive (although it already looks better than the SW-game
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#18
Posted 13 June 2011 - 04:43 PM
Admiral Croissant, on 13 June 2011 - 04:14 PM, said:
#19
Posted 13 June 2011 - 07:19 PM
Capt.JohnPaul, on 13 June 2011 - 04:43 PM, said:
Yes, that'll be easy, using photoshop or somethin' similar! Okay, aerial view pictures it is, then!
Continuing.... I am doing some battlegrounds including the classic pirates baseplates and I will completely rework the approved-vessels sheets for some eye-candy-effects.
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#20
Posted 13 June 2011 - 07:58 PM
Horry, on 12 June 2011 - 01:42 PM, said:
I have started with using the Mass of the non-MOC ships and graphed it against the Hull Points from ESPG. There is satisfactory correlation for a conversion from Mass to ESPG Hull Points. The more bricks you build a ship with, the more it weighs and the more hitpoints it has.
Horry, on 12 June 2011 - 01:42 PM, said:
- speed in irons (against the wind)
- Beam Reach (partially with the wind)
- speed running (with the wind)
The bigger a vessel is, the slower it is but the more damage it can take.
Since then, I have been able to work out a maximum speed formula that I am satisfied with. It uses the attributes of a ship's sail area, mass, hull length, and beam. The formula "behaves" as I would expect it to. The longer a vessel is and/or the more sail area it has, the faster it goes. The more beam and/or mass a vessel has, the slower it goes. I have no problem sharing the formula. My brother is currently reviewing it in an Excel file that I had made. The excel file is currently way more detailed than it needs to be though.
From what I've read, frigates and vessels slightly smaller than frigates seem to be the fastest vessels and brigs or ships-of-the-line are the slowest. The brig, HMS Sophie in the book Master and Commander, had a top speed of about 8 knots (if I remember correctly). The great lakes schooners traveled (and still travel) at around 11 to 12 knots under sail. According to the Wiki articles, the USS Constitution's and HMS Surprise's top speeds are 14 and 15 knots respectfully, and the HMS Victory has a top speed of about 8 or 9 knots.
Horry, on 12 June 2011 - 01:42 PM, said:
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Horry, on 12 June 2011 - 01:42 PM, said:
Off the top of my head,
There's the boatswain, sailing master, Marine officer(s), midshipmen, etc.
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#21
Posted 13 June 2011 - 09:06 PM
I've read your rule-theories and find them to be most fascinating and impressing. However, while I find these suggestions to be incredibly accurate, I created my suggestions for the sake of playability. It took a bunch of highly organized, well trained geeks for Star Trek like my RPG group half a year to realize, that sometimes it's more fun to simply add a rule than searching for the power coupling that would make it possible for the phasers to be more powerful in that tank.
The rules I suggested are far from being complete and I do not mind at all if they are changed or dropped completely for the sake of another game. But I'd really advice to allow ourselfs a little artistic freedom here. Sailing is fun, but before anything else, it's frikkin' hard work and damn complicated, the bigge the thing gets.
As for the officers: my bad, I didn't want to implicate that there are only four officers but only made rules for those
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#22
Posted 13 June 2011 - 09:13 PM
#23
Posted 13 June 2011 - 09:21 PM
Dread Pirate Wesley, on 13 June 2011 - 09:13 PM, said:
Okay, now that gives me somethin' to work with. If the folks around here are so deep into the whole stuff that talking about formulas is no problem, then I love it! Just didn't want to scare people away.
I'd start programming a calculator for the ships based on Phred's formula if he gives permission to do so.
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#24
Posted 13 June 2011 - 10:17 PM
I would like to see a rating system, the wargamer / boardgame geek in me says that would be really cool. However, I don't want to see 75% of the MOCers here limited by a set of rules. In fact, Evil Stevies Pirate game already creates a set of rules that some people try to build by - I find a lot of those models stale because they are conforming to the game. Although I applaud mass war-gaming at any level.
Still, I would be interested in seeing what you all come up with.
#25
Posted 13 June 2011 - 10:26 PM
SkaForHire, on 13 June 2011 - 10:17 PM, said:
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