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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...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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Weirdly the "broadsides are double the firepower" thing also applies to Rebel Alliance ships in Star Wars: Armada. The best place for a rebel cruiser to be is between two ISDs, whereas each Imperial ship only has one dominant firing arc.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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