Crankey Posted February 14, 2015 Share Posted February 14, 2015 I am not sure how 'criticals' are applied atm, but I imagine they are on a table of possibilities, when event A occurs, at angle C , target location D, then X has a % chance of ocurring multiplied by ..... Velocity/cannonball size/range etc. 'X' could equal each mast section testing for damage, or just as easily the rudder jamming etc. Link to comment Share on other sites More sharing options...
Panzergraf Posted February 15, 2015 Share Posted February 15, 2015 Regarding collision physics: ships tend to be stuck together when they crash side by side, and it can be hard to disengage. Is this a bug or is it supposed to be like that?Maybe there should be a push-option, where the crew would use poles or something to push the ships apart, like the opposite of pulling. Link to comment Share on other sites More sharing options...
Mulcaster Posted February 15, 2015 Share Posted February 15, 2015 Ships getting stuck together after a collision is historical. Masts and rigging would often become entangled and ships would have to be cut apart in order to disengage. Link to comment Share on other sites More sharing options...
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