by Captain Jack » Fri Sep 28, 2018 12:44 pm
Unfolding ideas for Aim for the Hull/Sails options, here is what we currently have on the table. We can add more on the table or pick.
Hull condition is locked with Copper plating. This means that the effectiveness of Copper Plating is relative to hull condition. For example, if the hull condition is 50%, then copper plating effectiveness is reduced by 50%.
Same with the Sails who are locked with Cotton Sails. The effectiveness of Cotton sails are relative to Sails condition.
This will create interesting scenarios for ships based on the hitpoints they have at each area. Weaknesses and Strengths will arise,depending at which ship you hit.
Another idea that can be used with or without the above, is to maintain such damage not only for the duration of the fleet combat, but also keep it with permanent effect, regardless of winner. This however can be given through a specific ship trait (Fire Attacks) so probably it will not be adopted.
We also need to clear, that if you choose Aim of the Hull or Aim for the Sails, the chances of completely sinking the ship will be decreased. This is how it should work in mechanics.
Let's assume that you have A Ship of the Line, firing against a Frigate with the order Aim for the Sails. We all know that a SoL always beats a Frigate at an even fight. The Frigate however, has no special orders.
The fight will begin and the SoL will try to take the sails of the Frigate first. There are 2 ways to go from here:
-Either let the SoL continue with the HULL, once Sails are off, normally with 1 round delay.
1 round delay, means that if the cannons hit for 50 Hit Points the sails, and the sails have 10 Hit points remaining, then the Sails will go to 0 and the rest of 40 Hit points will go in vain, before the SoL turns to hit the Hull.
This is the realistic option. But we can make this a strategic option, especially if we decide that such damage remains for the duration of combat. In this strategic option:
-The SoL continues with the Hull, with 1 round delay AND reduced effectiveness. Which means that the SoL should get a penalty for the duration of the combat with the Frigate.
The frigate at the other hand, will get no delays or penalties at either case. It will continue to hit indiscreetly either the hull of sails of the sol. If we choose the hull and sails to affect Cotton Sails and Copper plating, then SoL effectiveness will also drop as battle continues.
The 2nd option should only be chosen if we decide to make the damage stick for the duration of the combat. Alternatively, we can debut without this and without extra penalty, other than the 1 round delay, as explained above. This should not make huge differences in how battle already works and it is easier to implement.
We will only have to link copper plating to hull hit points and cotton sails to sails hit points. Then reduce effectiveness based on their shape. Then the players work out the rest strategies, based on existing design.
Later on, we can add the sticking damage during entire combat, or permanent damage through ship traits.