<!--quoteo(post=166353:date=Oct 8 2006, 01:58 PM:name=Capitan)--><div class='quotetop'>QUOTE(Capitan @ Oct 8 2006, 01:58 PM) [snapback]166353[/snapback]</div><div class='quotemain'><!--quotec-->
I think they used rolling broadsides because for the gunners who fired after the lead gunner (i.e, the one who fired first, often the one at the front of the ship), they could see where the ball hit on the enemy ship and, I dunno, use it to help them aim maybe. To be honest I always thought rolling broadsides had something to do with the hull integrity of the Man-o-war.
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Have a look at the picture attached to this post.
[attachmentid=738]
Notice how the side of the ship is rounded, not straight. With the guns run out flush against the hull, the forwardmost gun would be aiming forward of 90 degrees to the side, the aftmost gun aimed aft of 90 degrees, with the rest spread in between.
While it was possible to traverse guns, it takes some time, and when two ships are maneuvering, where exactly should you aim? By the time you've manhandled the gun around to aim at a ship, the ship is no longer there and you have to repeat the process.
Basically, in a battle where ships are maneuvering, an individual gunner's only hope is to run his gun out flush with the hull (which means they'll be spread out the way I mentioned in the first paragraph) and wait for a target to be alligned with the gun.
The order would be given, "Fire as your guns come to bear." The ship would turn, each of the guns would align with the target in order from forward to aft, or from aft to forward, depending on which way the ship turned.
Now, how to implement this in the game, assuming we can order individual guns to fire? Each gun would have to have a very limited firing arc, and the ship would have to turn to get the entire broadside on the target. The AI won't know about doing this, so the only place you'd normally see a rolling broadside,on an enemy ship, we couldn't really produce one.
What if you're attempting to fire high to hit sails, and your ship rolls, so that you cannot get enough elevation on your gun when it's supposed to fire? In real life that would have been a problem. The game simply ignores the max elevation of the gun in such cases.
I agree that rolling broadsides look cool. But I think the only way to implement them would be using the method described above. And even then I'm not sure it could be done. And how would the AI know to use it that way? And would you want such a restriction on your firing?
Land artillery batteries fired individually from left to right or right to left, by doctrine, and the reason might have been to help the battery commander adjust fire. Or it might have been to to make a more continuous effect on the target for morale purposes. Six cannonballs hitting a line of troops at the same time will have less morale effect than the same number of cannonballs spread over several seconds, because the individual target troops will notice the effect more if it's spread out. If it happens all at once, they'll really only see what happens right next to them.
But ship guns can't be aimed with such precision, because of the pitching and rolling of the ship. And target morale was less of an issue.
If we can find a way to implement the effect, I think it would look great. But I'm not sure how to do it.
Hook