View Single Post
Old 05-07-13, 05:06 AM   #94
raymond6751
Admirable Mike
 
raymond6751's Avatar
 
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
Default Keep that

Quote:
Originally Posted by bix View Post
now, lets just say that the swell and drift on the ocean surface was directly equivalent to wind direction and speed (even thought in reality it is not equal), would this help? you could indeed see it.
b
No, keep the swell and drift as separate. These are the essence of a sail adventure as much as wind.

At some point you have to let the crew and officers do their jobs about either sailing or fighting. I am not saying auto everything. If the captain or master orders a maneuver or change of sail - some aspect of "auto" has to be involved. He doesn't climb the rigging himself!

For gunnery, there are gunnery officers and gun captains who supervise the details on command from the quarter-deck. The captain (player) should be able to micro-manage either aspect when he wants to, or give orders and observe his crew taking necessary steps to see it done.

The captain would observe the speed and correctness of his crew carrying out his orders. He would make adjustment orders to bring things more in line with his intent.

You could include (after June) crew drills to increase skills and experience in both sail handling and gunnery. The player who neglects training suffers when real battle happens. (not by enough to lose the battle outright)
__________________
Game Designer:
Close The Atlantic - World War Three
https://boardgamegeek.com/boardgame/...orld-war-three
raymond6751 is offline   Reply With Quote