OK, split from the other thread, let's get started on the sea battles.
Let's get real basic. Right now, sea battles are determined more by chance and character attributes than by tactics. That's got to go.
Issues:
1. All ranges on sail-to or minimum opening ranges of battles should be greatly increased. Right now you start at musket-shot (200 yards). It needs to be 2000 yards at least, preferably 3000. "Sail-to" and world map needs to be disabled within that range.
Purpose: to eliminate slow ships easily catching fast ones just because they appear on top of each other. To give room to maneuver before cannonballs start flying.
2. Ship defense skills are absurd. There is an attribute and three perks devoted to it, and if you get them all, your ship and crew are bullet-proof.
Propose several changes here. One, set up a wounded/killed system for crew. Such that the crew number would read like 43/70, meaning you have 70 crewmen and 43 of them are in good working order.
Part two of that change - convert either the defense skill or the defense perks to medical skills, which would be used to determine how many of the wounded would either die or recover from their wounds on any given day. Doesn't really matter which one is converted (read: someone with technical programming skills should decide which is easier for them).
Purpose: This fixes both the abnormally low casualties and the excessive defensive abilities of player ships. Also the absurd ease of getting healthy crewmen from captured ships.
3. Replace the quick repair function with some sort of emergency damage control perk. As it is, it makes the repair skill and the shipyard repairs mostly useless.
4. Fire. It currently behaves very strange. Scrap the "fire drill". Set up a formula where fire will either spread (become two fires) or go out once a minute based on crew numbers and related skills. During the fire, the ship operates at efficiency equal to half the current crew (as the other half are busy). Fire should do more damage to rigging, crew, and cannon than it does to hull ... by the time a ship sinks from fire, everything else will have been destroyed long ago.
Purpose: If done properly, it should cause ships to sit and burn ... as was historical. It will make fire a real problem, not just a button to push. However, it will also make fire a controllable problem, not just an arbitrary "your ship is on fire, you sink." It should also make boarding a burning ship a really dumb idea.
5. After these changes are made, no doubt tweaks to the damage effects of certain shot types will be necessary, to balance the effects. But those will be difficult to predict until after the changes are working.
These should take care of the worst of the balance issues and noticeable absurdities.
Note that I did not say making these changes would be easy. Some are pretty easy, others a pretty big setback.
Let's get real basic. Right now, sea battles are determined more by chance and character attributes than by tactics. That's got to go.
Issues:
1. All ranges on sail-to or minimum opening ranges of battles should be greatly increased. Right now you start at musket-shot (200 yards). It needs to be 2000 yards at least, preferably 3000. "Sail-to" and world map needs to be disabled within that range.
Purpose: to eliminate slow ships easily catching fast ones just because they appear on top of each other. To give room to maneuver before cannonballs start flying.
2. Ship defense skills are absurd. There is an attribute and three perks devoted to it, and if you get them all, your ship and crew are bullet-proof.
Propose several changes here. One, set up a wounded/killed system for crew. Such that the crew number would read like 43/70, meaning you have 70 crewmen and 43 of them are in good working order.
Part two of that change - convert either the defense skill or the defense perks to medical skills, which would be used to determine how many of the wounded would either die or recover from their wounds on any given day. Doesn't really matter which one is converted (read: someone with technical programming skills should decide which is easier for them).
Purpose: This fixes both the abnormally low casualties and the excessive defensive abilities of player ships. Also the absurd ease of getting healthy crewmen from captured ships.
3. Replace the quick repair function with some sort of emergency damage control perk. As it is, it makes the repair skill and the shipyard repairs mostly useless.
4. Fire. It currently behaves very strange. Scrap the "fire drill". Set up a formula where fire will either spread (become two fires) or go out once a minute based on crew numbers and related skills. During the fire, the ship operates at efficiency equal to half the current crew (as the other half are busy). Fire should do more damage to rigging, crew, and cannon than it does to hull ... by the time a ship sinks from fire, everything else will have been destroyed long ago.
Purpose: If done properly, it should cause ships to sit and burn ... as was historical. It will make fire a real problem, not just a button to push. However, it will also make fire a controllable problem, not just an arbitrary "your ship is on fire, you sink." It should also make boarding a burning ship a really dumb idea.
5. After these changes are made, no doubt tweaks to the damage effects of certain shot types will be necessary, to balance the effects. But those will be difficult to predict until after the changes are working.
These should take care of the worst of the balance issues and noticeable absurdities.
Note that I did not say making these changes would be easy. Some are pretty easy, others a pretty big setback.