rediii 7,809 Report post Posted September 14, 2018 21 minutes ago, Wyy said: what if we have a standard maybe 10 muskets hits for 1 crew damage on average per minute (considering reloading the musket etc) times 1.5 open deck square meters ( this would balance the difference between ships with poopdeck cannons versus all else) maybe even the square meters closest to the railing and the amount of lookout posts in the masts. then to make the taller ships more lethal towards the lower one we have a 5% buff/debuff(depending if you're the bigger or smaller ship). Could also calculate if possible the tallest decks go against each other on either ships which would make the damage santissima vs wappen some percent lower then say santissima vs constitution @admin said a while ago such an area is already coded but looks not natural because you nust start losing crew. In my oppinion the crewman can make up for that, reloadanimation should go away and instead they should start shooting when someone is near to them, starting to kill crew of the enemy ship. In my oppinion small arms fire is very important for the immersion of age of sail combat. J was amazed by empire total wars shipcombat not because of cannons but because of the small arms fire for example. 4 Share this post Link to post Share on other sites
Wyy 701 Report post Posted September 14, 2018 16 minutes ago, rediii said: @admin said a while ago such an area is already coded but looks not natural because you nust start losing crew. In my oppinion the crewman can make up for that, reloadanimation should go away and instead they should start shooting when someone is near to them, starting to kill crew of the enemy ship. In my oppinion small arms fire is very important for the immersion of age of sail combat. J was amazed by empire total wars shipcombat not because of cannons but because of the small arms fire for example. I would suggest they start to auto fire when within 175m (https://en.wikipedia.org/wiki/Brown_Bess says 150 yards was the max effective range of most muskets("the effective range of the Brown Bess when fired en masse was easily 100 yards (91 m) or more")) of enemy ship. And yes of course they need the firing animation, but i would suggest they reload 1 shot every 20sec for marines(https://www.youtube.com/watch?v=SJMbxZ1k9NQ here you can see a guy does 3 rounds in 46 seconds but that is with just reload and shoot without considering aiming) and maybe 30 seconds for normal crew. Share this post Link to post Share on other sites
Norfolk nChance 995 Report post Posted September 15, 2018 @rediii https://www.arc.id.au/RobinsOnBallistics.html Don’t know if this can help you guys, but take a look at Armstrong Pattern Guns of 1760 and Cannonball Aerodynamics Drag. Also agree real life was more about shooting rigging and killing crew to lower morale and make them give up than trying to sink a ship. Over Penetration could be an issue at close range, near point blank passing through the ship. San Nichols Cape St Vincent... Very good thread indeed Norfolk Share this post Link to post Share on other sites
Sir Loorkon 367 Report post Posted September 15, 2018 (edited) 14 hours ago, Wyy said: I would suggest they start to auto fire when within 175m (https://en.wikipedia.org/wiki/Brown_Bess says 150 yards was the max effective range of most muskets("the effective range of the Brown Bess when fired en masse was easily 100 yards (91 m) or more")) of enemy ship. And yes of course they need the firing animation, but i would suggest they reload 1 shot every 20sec for marines(https://www.youtube.com/watch?v=SJMbxZ1k9NQ here you can see a guy does 3 rounds in 46 seconds but that is with just reload and shoot without considering aiming) and maybe 30 seconds for normal crew. I like the way you are underlining your suggestion with facts but you should consider that the crew and the marines are on a moving ship and are shooting at a moving target (on a moving ship). That makes it hard to aim. They shoot at single targets and not at a line of man. It is difficult to hit with a musket at 100m when shooting at a single target. With the shooter and the target moving I consider it nearly impossible. They might (start to) hit at about 50m with a increasing chance as the target comes closer. The reload time (3 shots per minute) you mention is refering to ideal land—conditions with trained rifleman. So I would consider 30sec reload for a marine (trained but no ideal conditions) and 60sec for a crewmember (not totaly but faily untrained in using muskets) to be realistic. Edited September 15, 2018 by Sir Loorkon 1 Share this post Link to post Share on other sites
rediii 7,809 Report post Posted November 2, 2018 On 9/14/2018 at 1:40 PM, admin said: could be please remind me to address this after the port ui patch. No time for this now. @admin reminder Share this post Link to post Share on other sites
Sea Archer 216 Report post Posted December 25, 2018 I would like to see the kinetic energy considered when it comes to penetration and the diameter when the damage is calculated. A ball with enough energy to go through the the ships side, the structure and the other ships side shall cause damage according to the diameter of the ball (overpenetrating). If the energy is not sufficient to pass the structure after penetrating one ships side, the damage shall be higher than just penetrating (maybe 1.3 x nominal damage) because of the splinters. In addition more crew shall be killed or wounded. This would make high diameter balls much more dangerous, since they may cause damage to both sides and structure, while smaller shots may inflict more damage to one side plus additional crew damage. With this mechanics the smaller guns on the upper decks of ships of the line will have an increased importance to reduce the crew of the opponents. Share this post Link to post Share on other sites