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Found 3 results

  1. http://www.nelsonandhisworld.co.uk/forum/viewtopic.php?f=1&t=1679 Make cannonballs bounce, it supposedly even extended the range. Likely considered to be measure of gunnery excellence.
  2. I'm not sure if this has been listed, but perhaps the ship could be properly damaged from the cannon fire from an enemy? To the point where you can see inside the other ship and watch the destruction of your own ship happen. Examples: a cannon ball hits the guardrail on ship. A segment of the guardrail gets blown off. a cannon ball hits the hull in a specific spot, there is now a hole in that spot where you can see the inside of that ship. I hope you understand what I'm getting at. Personally I think physics for the ship being damaged is a instant buy from me. If you incorporated that and wood flying all over the place from the cannons, I'd buy this game in a heartbeat. Does anyone else like this idea?
  3. Hi guys! I've really been enjoying your game Age of Sail! Sailing is really enjoyable, and something I've noticed while doing it is that a Jibe is significantly more violent than a tac. In age of Sail, the Jibing maneuver seems fairly sedate. I imagine that in strong wind conditions, with boats so heavy as to tilt so little whilst hoisting so much sail area, the force of a jibe could be enough to damage rigging or snap a mast - particularly if damaged. The extra force from the momentum of the boom swinging would likely be enough to make targeting difficult during the maneuver. You could model the motion of the boat as it absorbs and rights from the jibe maneuver using hysteresis curves: http://en.wikipedia.org/wiki/Hysteresis I saw a fantastic talk from Wolfire Games about procedural animation, which might be useful for modelling the motion: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach Hope this helps!
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