Questions on naval combat
Posted: Wed Oct 15, 2008 5:24 am
Just read the Wargamer preview and I liked what it said about naval combat.
I'm especially very pleased with the fact that momentum plays a role when manoeuvring your ships.
A couple of questions, though:
How will wind direction and strength influence ship manoeuvring?
Will ships be forced to use up all their movement points? (another way of simulating momentum)
Will the ships in general be limited in their manoeuvrability (big part of the fun of age of sail naval combat is the relatively limited control of speed and manoeuvrability of the ships - this forces you to think ahead...)
Will ships get more movement points when sailing downwind? So we can turn into the wind to slow down and gain extra movement points (within the same turn) by turning our ship to ride with the wind?
How do you model the different manoeuvrability and speed of different ship classes? Just by giving them more (or less) movement points or making it cost more movement points for a big ship to turn?
Or is it more detailed, like using turn-radius? For example, a big, heavy ship will have a bigger turn radius, using three or more hexes to turn around, while a small, more nimble ship can more or less turn on a dime/hex...?
Will there be unique models for all ship classes in detailed combat?
Will there be unique ship classes/types for some countries/provinces?
Specifically, will I be able to harass English shipping in The Sound (the water between Denmark and Sweden) with my historically accurate fleet of small, fast, manoeuvrable, oar-driven gunboats...?[:D] (I know I'm stretching it here...)
I assume the answer to the above question is no - but will I be able to mod them in somehow...?
Should I start working on the models right away...? [:)]
And last question:
Are you aware that CoG:EE looks f... good...!?
I'm especially very pleased with the fact that momentum plays a role when manoeuvring your ships.
A couple of questions, though:
How will wind direction and strength influence ship manoeuvring?
Will ships be forced to use up all their movement points? (another way of simulating momentum)
Will the ships in general be limited in their manoeuvrability (big part of the fun of age of sail naval combat is the relatively limited control of speed and manoeuvrability of the ships - this forces you to think ahead...)
Will ships get more movement points when sailing downwind? So we can turn into the wind to slow down and gain extra movement points (within the same turn) by turning our ship to ride with the wind?
How do you model the different manoeuvrability and speed of different ship classes? Just by giving them more (or less) movement points or making it cost more movement points for a big ship to turn?
Or is it more detailed, like using turn-radius? For example, a big, heavy ship will have a bigger turn radius, using three or more hexes to turn around, while a small, more nimble ship can more or less turn on a dime/hex...?
Will there be unique models for all ship classes in detailed combat?
Will there be unique ship classes/types for some countries/provinces?
Specifically, will I be able to harass English shipping in The Sound (the water between Denmark and Sweden) with my historically accurate fleet of small, fast, manoeuvrable, oar-driven gunboats...?[:D] (I know I'm stretching it here...)
I assume the answer to the above question is no - but will I be able to mod them in somehow...?
Should I start working on the models right away...? [:)]
And last question:
Are you aware that CoG:EE looks f... good...!?