I am impressed with the close-combat physics of ship combat in Sid Meier's Pirates. For example, if your ship is arcing "the the outside" while it fires, the shot is widely dispersed horizontally (works Ok against Galleons) - may tighten fire with inward arc (not sure); if you come to even a very brief even halt in momentum, you can lay a tighter broadside needed to hit smaller vessels. If your aim is true, the game engine even "forces" the enemy ship to take your hit.
Less impressed but coping with swordfight physics. I can't figure out how to stop my capitan from kicking and/or swinging buckets and boathooks, during which moments his movements commanded by me are curtailed - he seems to do this whether winning or losing fight - although I am winning more. Could be a bug needing removal ...
Less impressed but coping with swordfight physics. I can't figure out how to stop my capitan from kicking and/or swinging buckets and boathooks, during which moments his movements commanded by me are curtailed - he seems to do this whether winning or losing fight - although I am winning more. Could be a bug needing removal ...