<!--quoteo(post=172004:date=Nov 17 2006, 10:32 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Nov 17 2006, 10:32 AM) [snapback]172004[/snapback]</div><div class='quotemain'><!--quotec-->
I spent the afternoon messing with this. (Have to teach a class this evening, so I won't get back to it for a bit.) Hull damage on all shot types balances pretty well at about half the default numbers, for all shot types. This allows small to medium ships to take several volleys before they just up and sink like blowing glass bottles out of the river.
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History seemed to think that crew, guns and rigging should suffer WAY more than the chances of actually sinking anything larger than a lifeboat. (That's airplanes that just go down in flames, not sailing ships.) I think it plays better too.
Try it. If you don't like the change, feel free to ignore me. However, I'm serious. It helps.
Ron
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I think Hook is concerned about the ability of small ship(e.g class6) vs larger vessels(e.g class3). Historicaly you just wouldn't want to engage in the encounter(as the smaller vessel) unless you knew you had a battle winning tactic up your sleeve. So i think the balance between allowing the player in smaller ships to go up against the larger ones is a very fine line, and to base it entirely on historical evidence might not actualy 'help' the gameplay?
As is your pretty much not going to trade broadsides in the above ship encounter(as the small ship) - in terms of gameplay you the player has the advantage if you can get in close to board the larger ship. With a bit of boarding experience, due to the limited combat model it can become fairly routine to take on and over power a much larger vessel(which historicaly would have been nie on impossible). So in that respect alone - making you more sinkable vs an enemy(especialy you in a smaller ship) acts as a kind of balance.
I know exactly what your getting at - ships are made of wood, and wood floats, it takes a hell of a lot of cannon balls to 'weigh-down' a ship to sink it, or even crush the hull in the right place to sink it. Still IF you had less sinkings/destoyed ships in the game - that would allow the player many more opportunities to capture - which leads to more ways to make realativly easy money. A problem that is already overbalanced in the game imho.
So even though i love my game realisms and accuracy - they can in the game context cause other issues?
Still if you make any adjustments that you feel increase the enjoyment of ship combat please post them on the ftp or something and we can all have a play with it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />
I spent the afternoon messing with this. (Have to teach a class this evening, so I won't get back to it for a bit.) Hull damage on all shot types balances pretty well at about half the default numbers, for all shot types. This allows small to medium ships to take several volleys before they just up and sink like blowing glass bottles out of the river.
...........................
History seemed to think that crew, guns and rigging should suffer WAY more than the chances of actually sinking anything larger than a lifeboat. (That's airplanes that just go down in flames, not sailing ships.) I think it plays better too.
Try it. If you don't like the change, feel free to ignore me. However, I'm serious. It helps.
Ron
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think Hook is concerned about the ability of small ship(e.g class6) vs larger vessels(e.g class3). Historicaly you just wouldn't want to engage in the encounter(as the smaller vessel) unless you knew you had a battle winning tactic up your sleeve. So i think the balance between allowing the player in smaller ships to go up against the larger ones is a very fine line, and to base it entirely on historical evidence might not actualy 'help' the gameplay?
As is your pretty much not going to trade broadsides in the above ship encounter(as the small ship) - in terms of gameplay you the player has the advantage if you can get in close to board the larger ship. With a bit of boarding experience, due to the limited combat model it can become fairly routine to take on and over power a much larger vessel(which historicaly would have been nie on impossible). So in that respect alone - making you more sinkable vs an enemy(especialy you in a smaller ship) acts as a kind of balance.
I know exactly what your getting at - ships are made of wood, and wood floats, it takes a hell of a lot of cannon balls to 'weigh-down' a ship to sink it, or even crush the hull in the right place to sink it. Still IF you had less sinkings/destoyed ships in the game - that would allow the player many more opportunities to capture - which leads to more ways to make realativly easy money. A problem that is already overbalanced in the game imho.
So even though i love my game realisms and accuracy - they can in the game context cause other issues?
Still if you make any adjustments that you feel increase the enjoyment of ship combat please post them on the ftp or something and we can all have a play with it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />