Been playing a bit of 'Ultimate Admiral: Age of Sail,' no strong opinion yet, but its combat model frustrates me in one regard: ships can fight with both broadsides at minimal disability. In practice, Nelson's entire plan at the Battle of the Nile was predicated...
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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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You know, there is one naval simulator that gets this bit - about how getting hit from two sides is really, really difficult to deal with - right. Unfortunately, that simulator is the otherwise utterly unrealistic Battlefleet Gothic 2.
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I actually tried shoving my ships inside the enemy formation as the Imperial Navy, which is designed to be good at that sort of thing (strong bow armor, almost all firepower is in broadsides). In practice, the front unit's morale breaks and it's downhill from there.
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Why was it a disadvantage?
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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