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Collision physics


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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.

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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.

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