Battle mechanics
Posted: Fri May 26, 2017 9:52 am
this suggestion will diversify how the fleets react in battle. the outcome of a battle will depend no longer only on ship strength but also on the strategy chosen.
each player starts out with the basic 'form the line' strategy as it is now. after 500 battles (win or lose) a player can add a 2nd strategy; more come after a 1000, 3000 5000 and 10000 battles are won or lost. It is up to the player whether he gets attack or defensive strategies.
One strategy per fleet can be set. These strategies can be changed when a fleet is in a port.
1 form the line
Attack strategies:
2 hammer and anvil
3 wedge
4 False flag (skirmish only)
defense strategies:
1 form the line
5 patrol
6 disperse
7 convoy
1 Form the line.
All ships in the fleet form a line and sail past the enemy ships.
This is the standard strategy with no pros and cons.
2 Hammer and anvil.
The fleet separates in to elements. The first engages; when the enemy ships try to escape they’re met by the ‘anvil’.
PRO: Ships that manage to escape are caught and attack by the 2nd element
CON: Fleet is separated into elements and has less firepower. Since the fleet breaks in 2 elements, both elements will be regarded as fleets when they lose their battle.
3 Wedge:
An arrowhead formation in which the 3rd ship takes the center lead, the 2nd and 1st follow on the left and the 4th and 5th on the right. It breaks through the enemy line in the middle (attacks ship 3 first).
PRO: the lead ship will engage 2 ships at once.
Attacker can allocate lesser ships to the supposedly weak left flank. (First ship of the enemy will be far right, tail far left)
CON: lead ship receives per round double damage from 2 ships.
4 False flag:
Sails up to target fleet with neutral flag and thus gets in range without alerting the enemy.
PRO: halves the change to evade the attack
CON: gains hostility towards the ‘false flag’ nation.
Gets 50% more danger
5 Patrol:
The first ship sails ahead as a scout.
PRO: the ‘main fleet’ gets a small evasive bonus
CON: the patrol can be sunk, captured or plundered (a fifth of normal rate)
6 Disperse.
As soon as an attacker appears the fleet falls apart and each ship takes a separate course.
PRO: high chance that only 1 random ship (or 2 in case of anvil) gets attacked.
CON: delay in travel since the fleet has to ensemble again after it scrambled.
Each defeated ship has to pay ransom and can be sunk (again a fifth of normal fleet)
7 Convoy.
Defending warships engage the attacking fleet first, giving the merchant ships chance to escape.
PRO: Each round the warships survive gives the merchant ships a bit more time to escape. (To be caught by the ‘anvil’)
CON: Since the fleet breaks in 2 elements, both elements will be regarded as fleets when they lose their battle.
Delay in travel to get the ships back in position.
each player starts out with the basic 'form the line' strategy as it is now. after 500 battles (win or lose) a player can add a 2nd strategy; more come after a 1000, 3000 5000 and 10000 battles are won or lost. It is up to the player whether he gets attack or defensive strategies.
One strategy per fleet can be set. These strategies can be changed when a fleet is in a port.
1 form the line
Attack strategies:
2 hammer and anvil
3 wedge
4 False flag (skirmish only)
defense strategies:
1 form the line
5 patrol
6 disperse
7 convoy
1 Form the line.
All ships in the fleet form a line and sail past the enemy ships.
This is the standard strategy with no pros and cons.
2 Hammer and anvil.
The fleet separates in to elements. The first engages; when the enemy ships try to escape they’re met by the ‘anvil’.
PRO: Ships that manage to escape are caught and attack by the 2nd element
CON: Fleet is separated into elements and has less firepower. Since the fleet breaks in 2 elements, both elements will be regarded as fleets when they lose their battle.
3 Wedge:
An arrowhead formation in which the 3rd ship takes the center lead, the 2nd and 1st follow on the left and the 4th and 5th on the right. It breaks through the enemy line in the middle (attacks ship 3 first).
PRO: the lead ship will engage 2 ships at once.
Attacker can allocate lesser ships to the supposedly weak left flank. (First ship of the enemy will be far right, tail far left)
CON: lead ship receives per round double damage from 2 ships.
4 False flag:
Sails up to target fleet with neutral flag and thus gets in range without alerting the enemy.
PRO: halves the change to evade the attack
CON: gains hostility towards the ‘false flag’ nation.
Gets 50% more danger
5 Patrol:
The first ship sails ahead as a scout.
PRO: the ‘main fleet’ gets a small evasive bonus
CON: the patrol can be sunk, captured or plundered (a fifth of normal rate)
6 Disperse.
As soon as an attacker appears the fleet falls apart and each ship takes a separate course.
PRO: high chance that only 1 random ship (or 2 in case of anvil) gets attacked.
CON: delay in travel since the fleet has to ensemble again after it scrambled.
Each defeated ship has to pay ransom and can be sunk (again a fifth of normal fleet)
7 Convoy.
Defending warships engage the attacking fleet first, giving the merchant ships chance to escape.
PRO: Each round the warships survive gives the merchant ships a bit more time to escape. (To be caught by the ‘anvil’)
CON: Since the fleet breaks in 2 elements, both elements will be regarded as fleets when they lose their battle.
Delay in travel to get the ships back in position.