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Posted (edited)

Since revealing that some game mechanics doesent work as intended while its been common knowledge to not know about it, I found some more mechanics I wonder work as intended.

  1. Same draught on Deep/Shallow water ships, since in battle the draughts are different.
  2. You can choose where to spawn in reinforcement battles, been this way since it was introduced.
  3. If you crash bow to bow victory vs l'ocean only the l'ocean looses its bow spirits, this also happens with alot other ships where one ship is inferior to the other and does not care how hard it crashes into the other ship.
  4. You can still undercut on sell contracts by 1 Real, while you now how to overbid by at least 10% for buy contracts.
  5. A warship can have a thickness variety on 27% based on just resources, without counting upgrades and knowledge books which further increases the difference.
  6. Studding sails are active in battle, logically would be an open world mod or some kind of battle rule for them.
  7. You can still stack repair knowledge books. A 6th rate can have 4 repair knowledge + upgrades for repairs.
  8. The hull thickness aswell as the mast thickness are regained while repairing, i would understand that carpenters fill holes with planks and hemp, but it would be a significant weaker point to get hit on the ship. Same with masts when you are repairing sails, carpenters fill in wood splinters into the damaged area where a cannon ball has hit the mast.
  9. If you chain, the ropes are invulnerable to damage, where they should infact tear apart causing weakness to the rigging and making masts more unstable. 
  10. if you repair hull, you also repair back broken cannons
  11. if you have repaired to 100% sails and and start boarding prep you can hold out the repair several minutes.
  12. if i shoot a frigate with my first rate it only penetrates on on side, but point blank shouldnt it over penetrate and cause damage to the other side as well? It would tear the ship to pieces if it happened. Watch the cannon test of a 24pd long on the Vasa hull from 50 meters, the ball travels 500 more meters and splits a tree.
  13. The forts and towers takes leaks to them and you can shoot beneath the forth through the ground and register damage
  14. If you travel far enough in a battle instance and close to land you eventually run out of land to render so you can run behind it and hide.
  15. A fort or tower can take next to no damage, should they instead loose cannons and have more hp, is that how it was supposed to be?
  16. What is the thickness on the forts and towers?
  17. Are you supposed to be able to trade Deadmans Chests in the Open world?

Could you answer if all of these thing above either works as explained or do not work as intended and how they were planned to work out.

I'm gonna find more things which i've thought about. These were the few I could come up with from the top of my head.

18. All ports except guacata can be flipped with deepwater ships, this makes it impossible to defend flips against shallow ports as you need to kill ships equal to 40 small BR ships or just 6-7 first rates. Same with the old 4th rate ports.

Edited by Guest
Posted
15 hours ago, Wyy said:

The hull thickness aswell as the mast thickness are regained while repairing

Are you sure that mast pen gets progressively easier as mast hp is depleted?

15 hours ago, Wyy said:

if you repair hull, you also repair back broken cannons

Semantics, but you could view it as repairing carriages and mounting guns back in place.

 

15 hours ago, Wyy said:

if you have repaired to 100% sails and and start boarding prep you can hold out the repair several minutes.

Explain, please.

 

15 hours ago, Wyy said:

if i shoot a frigate with my first rate it only penetrates on on side, but point blank shouldnt it over penetrate and cause damage to the other side as well?

This used to happen but it's been a long time since I tested. It has also been argued that overpen should translate to less damage done (I've seen posts here about self closing holes and minimal splinter damage).

 

15 hours ago, Wyy said:

If you chain, the ropes are invulnerable to damage, where they should infact tear apart causing weakness to the rigging and making masts more unstable

Damage to ropes, shrouds and whatnot isn't modeled. I think it's a deliberate design decision. Imagine what would happen if we could bring down masts by chaining?

You could view the controversial mast sniping as a way of representing rigging targeting. Mast sniping is somewhat skillbased while it's hard to imagine the same with chain lobbing.

Posted
2 hours ago, jodgi said:

 

Explain, please.

(He was talking about turning on boarding while doing a repair in order to prolong a repair.)

When you hit repair, a maximum available crew will attempt the repair accomplishing the task in the least amount of time. If you turn on boarding while doing the repair, less crew get dedicated to repair causing the repair to take longer. This is not desired if you need your hull strength or sail strength back up as quickly as possible but if you are chasing or being chased, you may want to keep crew repairing longer. You get your sails up to 100%, the enemy keeps shooting your sails, but you still have guys repairing. In a chase situation, that minimum repair crew can keep up with the damage and you stay at 100% longer. You’re repairing as fast as they are shooting. Hopefully that makes sense. It ended up being tougher to explain than I expected. 

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