...on just how much of a disadvantage it was for a ship to be taking fire from port and starboard at the same time. Part of this is the game's damage model - it treats the ship as having 'planking' that functions like armor with separate values port and starboard...
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...and then 'hull' (the main HP pool) beneath that. Shots that over-pen can damage both sides of the ship, but mostly while the 'planking' is high, crew and gun losses are minimal, which means those volleys aren't severely degrading the response fire...
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...until the 'planking' runs out. Which means that mostly all you do by engaging a ship on both sides is doubling its effective firepower. The same armor effect means that opening a battle with a stern-rake is surprisingly ineffective...
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...because sure you cause casualties (but all AI ships have tons of spare crew) and damage, but you haven't reduced the 'planking' so once the ship turns to put you broadside-to-broadside, chances are you haven't gained much advantage at all. Very odd.
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It's not clear to me why an Age of Sail simulator would require separate 'planking' and hull structure values. The wood that protects you from fire is also the wood keeping the water out. Surely one value to each side ought to cover it.
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Enjoying the image of the port gunners just sitting there aiming the guns at nothing while the starboard is getting hammered. "Stay at your posts, men, I'm sure we'll have something to shoot at soon."
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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Empire: Total War and Napoleon: Total War also suffer from this tbh
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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I’d been cautiously interested in this game, but this assessment tells me what I (feared I) needed to hear. Pass. (Dejected historian/gamer walks away)pic.twitter.com/FjB35C4PUR
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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Best Age of Sail simulator is still Sid Meier’s Pirates
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I deeply wish we could get a modernized, perhaps mostly expanded, version of Sir Meier's Pirates!
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