Ship and Crew Tactics: Attack preferences

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Ship and Crew Tactics: Attack preferences

Postby PFH » Tue Aug 28, 2018 1:43 pm

When ship battles occur, we all know that they get bloody real fast, but where is the strategy? How do we know what hurts a crew and ship the most? Here i introduce attack preferences.

Here you can have fleets attack certain parts of the ship first, such as main deck, sail, hull, masts, and even the cannons of the enemy. Each of these would have different effects:

Attack sails would decrease the enemy ship speed and evasion chances.
Attacking main deck would keep cree running which lowers morale, and in turn lowers accuracy of shots.
Attacking masts would decrease ship speed greatly as the ship wouldnt move without sails being in the air.
Attacking hull does the most damage to ships, however only reduces morale and ship health of enemy ships.
Attacking cannons decreases amount of shots a ship can make in a return fire.

Just a few examples of how we could make ship battles more interesting...
Thoughts..?
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Re: Ship and Crew Tactics: Attack preferences

Postby OG Deadking » Tue Aug 28, 2018 1:46 pm

welp, mostly because in real ship battle you wont have time to just aim at certain part of ship, you would just be firing.
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Re: Ship and Crew Tactics: Attack preferences

Postby PFH » Tue Aug 28, 2018 1:51 pm

OG Deadking wrote:welp, mostly because in real ship battle you wont have time to just aim at certain part of ship, you would just be firing.
-1

Before the battle happens, a captain will have some sort of strategy in mind :) get close and hit the decks, hit far and evade, ram the ship to tear the enemy ship apart and hit the decks, swivel the crew down, fire different types of shots, now it will eventually turn to hit the guy and hope he doesnt hit me, but at the beginning, like a duel, the first shot sets the scene :)
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Re: Ship and Crew Tactics: Attack preferences

Postby Shadowood » Tue Aug 28, 2018 3:13 pm

There are a few older suggestions of this same nature. One was called "Foundry". It would be a new market for types of shot and possible a new port building.

I believe there was one or two more like this, but I think they fell under the "Ship Specialization" updates that hopefully we will see once Plantations are fully set.
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Re: Ship and Crew Tactics: Attack preferences

Postby William one eye » Tue Aug 28, 2018 3:45 pm

I suggested proximity battles - an elective system - in which players could engage in more detailed combat.
part of the system involved actually having to encounter another fleet in passing on the water.
the other part was a combat system in which you could target and fight in various ways.

I proposed several possible levels of complexity.

viewtopic.php?f=4&t=4174&hilit=proximity+battles
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Re: Ship and Crew Tactics: Attack preferences

Postby Mack » Tue Aug 28, 2018 5:16 pm

William one eye wrote:I suggested proximity battles - an elective system - in which players could engage in more detailed combat.
part of the system involved actually having to encounter another fleet in passing on the water.
the other part was a combat system in which you could target and fight in various ways.

I proposed several possible levels of complexity.

viewtopic.php?f=4&t=4174&hilit=proximity+battles


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Re: Ship and Crew Tactics: Attack preferences

Postby Jack Teach » Tue Aug 28, 2018 6:13 pm

William one eye wrote:I suggested proximity battles - an elective system - in which players could engage in more detailed combat.
part of the system involved actually having to encounter another fleet in passing on the water.
the other part was a combat system in which you could target and fight in various ways.

I proposed several possible levels of complexity.

viewtopic.php?f=4&t=4174&hilit=proximity+battles


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Re: Ship and Crew Tactics: Attack preferences

Postby Jack Teach » Tue Aug 28, 2018 6:14 pm

Joker wrote:
OG Deadking wrote:welp, mostly because in real ship battle you wont have time to just aim at certain part of ship, you would just be firing.
-1

Before the battle happens, a captain will have some sort of strategy in mind :) get close and hit the decks, hit far and evade, ram the ship to tear the enemy ship apart and hit the decks, swivel the crew down, fire different types of shots, now it will eventually turn to hit the guy and hope he doesnt hit me, but at the beginning, like a duel, the first shot sets the scene :)


Ramming isn't a great tactic because you capsule get raked real bad and be dismasted
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Re: Ship and Crew Tactics: Attack preferences

Postby OG Deadking » Tue Aug 28, 2018 7:56 pm

William one eye wrote:I suggested proximity battles - an elective system - in which players could engage in more detailed combat.
part of the system involved actually having to encounter another fleet in passing on the water.
the other part was a combat system in which you could target and fight in various ways.

I proposed several possible levels of complexity.

viewtopic.php?f=4&t=4174&hilit=proximity+battles


this would be very hard if your a large merchant. but great ideal
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Re: Ship and Crew Tactics: Attack preferences

Postby William one eye » Tue Aug 28, 2018 8:07 pm

OG Deadking wrote:
William one eye wrote:I suggested proximity battles - an elective system - in which players could engage in more detailed combat.
part of the system involved actually having to encounter another fleet in passing on the water.
the other part was a combat system in which you could target and fight in various ways.

I proposed several possible levels of complexity.

viewtopic.php?f=4&t=4174&hilit=proximity+battles


this would be very hard if your a large merchant. but great ideal



The suggestion is elect in only - and limited to ten fleets per player.
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