Wednesday, May 19, 2021

Sail Damage

 I'm currently testing the new version, which should be ready this weekend.  The big feature added is sail damage.  Chain Shot ammunition is the ammo designed to damage sails.  The way it works is you fire into the enemy sails, and for Chain Shot the impact is detected.  Other ammo types simply pass through.  Sails get damaged from Chain Shot, but are fully functional still until they are destroyed.  Larger Chain Shot does more damage to sails than smaller ones.  I'll be adding this information to the Broadopedia.  

Once a sail is destroyed, it doesn't provide thrust when under sail power.  Currently this affects the max speed and sailing force as a percentage.  1 sail destroyed out of 10 means you have 90% of your sails still, so a 90% modifier.  5 out of 10 destroyed means 50% modifier, etc.  In the future I will be investigating changing this to a weighted system, where bigger sails have more of an impact than smaller sails, but that will not be the case today.  

How repairing sails works is with your same repair crew.  They apply work towards repair of 1 sail at a time.  Sails that are damaged, but not destroyed, will also be repairable.  Whether your repair crew first fixes leaks or sails is determined by a check box on the Repair tab which says Prioritize Rigging.  If checked, once all sails are repaired the crew moves on to working on leaks.  If unchecked, once all leaks are repaired the crew moves on to sails.  Once mast damage is added, masts will be repaired before sails.  Hull integrity will always be repaired last.  

In a later version I will be adding a window so you can see sail and mast damage in more detail.  Right now the output to the player will just be the number of destroyed sails in the Repair tab.