Raf Van Boom Posted August 15, 2018 Posted August 15, 2018 So we have thickness that determines whether a ball is deflected, how about an additional stat - absorption. Wooden ships were built to absorb projectiles to prevent them from traveling across the ship and causing havoc within. This additional stat would determine whether a projectile will travel through the ship and create a large exit hole on the other side of the hull (possibly creating leaks), kill a large number of crew, knock out cannons and would help deal with hugging ships, for example. For this lack of absorption effect to occur the difference between the caliber of the projectile and the absorption stat would have to be large. For example 1st rate vs 1st rate (or 2nd/3rd rate) this would have no effect, however, 32 pd ball vs a much lower rate ship would have devastating effects.
SirAlatriste Posted August 15, 2018 Posted August 15, 2018 Meh... This is more or less the same thing when you hit the enemie with 0-50% of his armor HP.
Percival Merewether Posted August 15, 2018 Posted August 15, 2018 1 hour ago, Le Raf Boom said: So we have thickness that determines whether a ball is deflected, how about an additional stat - absorption. Wooden ships were built to absorb projectiles to prevent them from traveling across the ship and causing havoc within. This additional stat would determine whether a projectile will travel through the ship and create a large exit hole on the other side of the hull (possibly creating leaks), kill a large number of crew, knock out cannons and would help deal with hugging ships, for example. For this lack of absorption effect to occur the difference between the caliber of the projectile and the absorption stat would have to be large. For example 1st rate vs 1st rate (or 2nd/3rd rate) this would have no effect, however, 32 pd ball vs a much lower rate ship would have devastating effects. But isn't this done with Thickness, HP and Crew resistance combined already?
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