Warrior wrote:This has nothing to do with voodoo and witch hut. It is a CANNONBALL. It needs to be loaded before attack. It can cause a damage of 20% of the defending ship's Health. One hull sinker is shot at the end of each round and it never misses.
The reason it should be different from voodoo is that some people have 24/7 mindbar and this is a bit expensive means to just damage their big ships. Also this game shouldn't rely on voodoo completely.
I agree with this game shouldn't depend on voodoo. Voodoo is not very realistic and only exists in the game to generate real world revenue for the game owners.
Following that same line of logic, it is also unrealistic to put a "god mode" cannonball on a itty bitty ship. You have to consider the requirements of such a weapon if kept in the context of the times. Damage from a cannonball comes from kinetic force and in some cases secondary explosions. Kinetic force is derived from muzzle velocity and weight of the round. Muzzle velocity is created by the force of the expanding gases expelled by the rapidly burning powder. The launcher (cannon) has to have the structural integrity to withstand and direct the force of the exploding powder out through the muzzle. Most of the force pushes the cannonball out, but some pushes or recoils the cannon backwards and that energy would be transferred to the ship. If you accounted for all of the above to achieve consistently the damage you are looking for, your cannonball and a cannon capable of launching it would be very large and heavy and you would have to suspend the limitations of the sloop. That is a gun and cannonball of sufficient mass to accomplish what you are suggesting would probably swamp or make the sloop too unwieldy to benefit from it's inherent speed.
Perhaps in Avonmora the laws of physics are suspended, magic is real and pirates are the good guys.