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EDIT: Also I was surprised and disappointed to find out after I ripped this dudes ship apart and captured it and made it my flagship, it was apparently 100% A-OK no hull or sail damage at all. Yet again old ass Sid Meier's Pirates had this covered, you captured a ship you beat to hell, now you have to repair it.
But, continuing the rant...
...if I board with one ship, how is it possible for my second ship--which is bigger with more crew--gets repelled FOUR turns in a row? Does he have enough crew to fight one of my ships AND repel boarders? And this has happened almost every time I try to board with my second ship.
When i board an enemy ship with multiple ships at the same time - or in the next round - it doesnt seem to recognise that i have now 400 or more men boarding from several directions. It will still only account for the initial boarding party, rendering the whole overwhelming pointless.
Same with Plundering.. Why on earth is only one ship doing the job even if i have 3 ships landed? I think it should be rewarded that there are several different crews looting the town and not just 1, at best even with higher chances of actually getting something out of it, i rarely go out of a town with actual good profit as even high chances of 80% success or more usually end up with losing either loot, ducats or both.
In reality: The convoy had just shredded the whole port defense into pieces and landed with 400 or more men. No garrison in the world would not notice from the get go that they are under attack. It's a bit ridiculous that i have to do a "sneaky sneak" mini game instead of an actual tactical fighting on the streets (even a minigame in that direction would be fine) with an actual chance of taking out the garrison and looting the whole port.
Especially when i have 3 more ships in reserve that are doing nothing after the sea fight has ended.. -> I could shoot over reinforcements as well...
Lots of potential lost here i believe.
So predicting Is quite out of the question because although you have defence values, attack values and movment values (basic wargame stats), you always depend on you´re dice roll, and In the case of combat, you´re CRT table. All In a basic fashion that can always be more In depth with more stats and modifiers (terrain, sea state, wind etc.).
The problem for some, Is that all this Is hidden under the hood In most digital wargame like games. Some stats might be visible, or In the form of health bars but most of the calculations and dice rolls, and over all results are simplified.
Sometimes the results are not fair, or unrealistic but that´s because of the RNG nature of the game, and a lot of wargames are based In this mechanic.
With all this said, these types of game mechanics are In need of very precise balancing to make them somewhat fair. So there Is a chance that more work should be put Into that aspect of the mechanics.
But you do have to understand how the game Is Intended to work and not judge It because you think It should work differently, or what you are use to playing (TBS), which also use RNG. Then add to It all the RPG elements It has In the form of bonus, upgrades, money, abilities etc.
Ahoy!
I understand what you're saying and agree with you, but unless I have picked up the most UNLUCKY dice in the world-I mean evil witch cast a "Spell of Bad Rolls, level 57" on them-- this isn't the problem. The combat game-play issues happen every single time, not occasionally.
How do you know this when you don't even own the game
He dont have to own a game to know, that RNG isnt fun.
It's a little known fact, there are platforms other than steam...