billyplod
Awesome Member
     
Posts: 795
Joined: Sep 2010
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Sea battle mechanics - Manoeuvrability
It seems to me that the sea battle mechanics have been altered to give the “Pirates” a better chance. In the original game, the Pirates would chase you and only try manoeuvring once they got to close quarters.
In RoaD the Pirates have been given an edge. Thorin OakShield has described the extra firing arc that Pirate Ships have over the players. I believe that they have a slightly greater manoeuvring ability. Therefore, when a player's Crayer is said to have 90% manoeuvrability, a Pirate Crayer may have more than that, about 95%. (My observation)
The problem, as I see it, is that the game mechanics do not handle manoeuvrability in a logical way. There are five variables in the sea battle
Hull strength – decreases to zero with hit points and the ship sinks, also gives proportional speed decease.
Crew – decreases with hit points and cannon reload times become progressively slower.
Sail Integrity – decreases with hit points and ship speed slows.
Wind Direction – effects ship speed depending on direction of sail. Faster with the wind, than against it.
Manoeuvrability – turning circle – in the game the slower a ship is travelling the smaller the turning circle. True, but its turning speed should also be slower. A ship needs speed to turn; a static ship does not turn.
In the game, a Pirate Crayer has 100% sail damage – 70% hull damage – sailing against the wind; it avoids (“sidesteps”) a broadside fired from 3 ship lengths away. A Pirate Cog, one broadside from sinking, – speed 2.8 knots travelling against the wind turns inside a Snaikka, 100% hull & 100% Sail travelling across the wind.
Ship manoeuvrability depends on many different factors, hull shape, sea state, ballast positioning, direction of travel, sail settings, the list goes on but all depend on speed through the water; in the game it appears that manoeuvrability remains constant, so severely damaged ships almost turn on their own axis making them more dangerous when they are more damaged.
If the idea was to make sea battles more demanding then it has worked but it also appears that sea battles become progressively more difficult. So 18 game months in to a game probably 15 pirate battles, it is taking me around an hour to play through one battle against 3 pirate ships.
I think that “Manoeuvrability” should decrease proportionally with damage – rather as speed does with the hull and sail damage.
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| 12-04-2011 01:11 PM |
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CaptainPatch
Annoying Know-It-All
     
Posts: 794
Joined: May 2010
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RE: Sea battle mechanics - Manoeuvrability
Whatever the changes, it seems that yet again, the Sea Combat for Patrician is _still_ unrealistic .... bovine excrement. For instance, quite frankly, early in a game, there is NO way that just one ship should be able to defeat three pirate vessels -- which from the pirate perspective should be the point. If victims are out of position or unable to outrun the pirates, the smart thing to do is surrender and allow the cargo to be stolen. [The Barbary pirates were notorious for doing this. Fighting back resulted in a MUCH worse fate than just having a cargo stolen.] If a pirate convoy does encounter a challenging opponent that damages or sinks one or more of the pirates, realistically a smart pirate would cut his losses and let that one get away. Pirates are in it for the "easy" money -- and it's rather difficult to spend your loot when you end up at the bottom of the Baltic. Yet, in all of the Patrician games, pirates invariably fight until their own demise, even against an obviously more competent opponent that is actually simply trying to run away.
So, in the end analysis, if Sea Combat is _still_ quirky and unrealistic, it really doesn't matter in what way it is quirky: It's _still_ a poor model of anything vaguely similar to Reality.
[Sorry about the rant tone. Sea Combat is is something of a pet peeve in a game that I otherwise thoroughly enjoy.]
[Weeeellllll, ^^that^^ isn't entirely true. The whole prince demands and the phenomenal escalation of the cost of guild memberships are two other pet peeves.]
[Weeeelllll, uhm, ^^that^^ may not be entirely true either. But I _do_ enjoy the core mercantile elements of the game! Hmm. I should shut up now, shouldn't I? This is me, shutting up. Mmph, mmmph, murf] LOL
"Until you know what is worth dying for, Life isn't worth living."
"Choose wisely."
(This post was last modified: 12-04-2011 07:28 PM by CaptainPatch.)
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| 12-04-2011 07:18 PM |
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Falko
Patrician expert
      
Posts: 1,259
Joined: Mar 2010
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RE: Sea battle mechanics - Manoeuvrability
to clarify
you can take not more than 3 ships in a battle in P4
with the existing seabattle mechanism my suggested "growing" pirate fleets would be useless
i use auto-fight or control one ship only (and give my other ships the "escape" order)
but there is the semi-automatic fight method that uses all ships
see link at the end of this post
http://forum.kalypsomedia.com/showthread...6#pid79366
but i dont have experience with that method
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| 13-04-2011 03:20 AM |
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CaptainPatch
Annoying Know-It-All
     
Posts: 794
Joined: May 2010
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RE: Sea battle mechanics - Manoeuvrability
"Until you know what is worth dying for, Life isn't worth living."
"Choose wisely."
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| 13-04-2011 06:20 AM |
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