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I wouldn't have put so much effort into building a fast and maneuverable fleet if none of them can move anywhere at the drop of a hat. Is the only solution to this to sit at 6x speed for 10+minutes until i can escape? I'll be caught by the interceptors again immediately but maybe the wind will be more favorable?
also, my off-bow angle is 9/170; so my ship "performs" best when sailing completely against the wind (virtually) however this is not reflected on the world map. I basically have to escape battles by sailing against the wind and then when i go to the world map i have to pull a 360 and start sailing with the wind. There is no consistency. in the water my xebek can't sail with the wind for sh*t (max 2.1nmi sailing with the wind) so i have to sail against it just to have to turn around on the world map and restart the same battle i just fled. Wind makes zero sense.
While I understand that all ships are different (as they should be) it shouldn't be this difficult to get almost any ship to travel decently while facing the direction of the wind and with full wind in it's sails. I highly doubt that any sailor has ever had to lament the fact that the wind is pointing directly towards his goal like we do in this game; if the wind is pointing directly to a city or enemy: good luck getting there the same day.
That is exactly what i had in mind and am frustrated by. Thank you for understanding and using the correct term that I didn't know. If it's a limitation of the engine then perhaps nothing can be done about it from a feature-perspective, this is just a reskin and revamp so that makes sense, Maybe I'll just build a fleet comprised with ships that can actually sail in different directions and swap around whenever i get trapped. the battles would be a lot more engaging for me if the wind wasn't a stronger opponent than the gentlemen of fortune lol. I'm just a bit baffled that any ships would perform this way in a game. it's like a fighter plane that stalls whenever you fly straight, and forces you to constantly barrel roll, nosedive, and fight 4 other planes, just for the sake of the plane being "different" from the others. I would happily settle for the differences in speed, weight etc over a bunch of boats that cant sail straight.
all sailing ships will have a wind angle they simply can't move in, direct upwind being one of them.
Different ships have different ideal sailing directions. The ships that have angled sails (schooner rigging IRL) will do best going upwind, but like IRL they do poorly downwind.
Ships with square rigging like carracks and galleons are the opposite and they will do better downwind and wont perform going upwind.
If you don't have a ship that can hammer ships up close, always activate a naval fight as soon as you get the chance so you spawn far away from them. Distance on the world map = distance in the sailing map.
It's not a linear path of effeciency though i understand why you would want that in a game.