|
Post by Airy W on Nov 6, 2016 20:46:10 GMT -6
Anyway, rams in the profile pictures and ship outlines are purely cosmetic in RTW. There's no difference from the game's perspective, and as far as I've been able to tell all the damage inflicted by ramming/collisions in combat goes right to the overall flooding/structure bars rather than any specific component of a ship. It's worth it when your fire discipline is horrible! I once had a hilarious encounter in 1901 where two of my destroyers went up against a single enemy destroyer. All three ships ran out of ammo without critical damage to any ship. My ships were faster so I had my flagship ram the enemy. That didn't do the trick so I had the other ship ram the enemy. That didn't do the trick so I had the flagship ram the enemy again. Best. Victory. Ever.
|
|
|
Post by Airy W on Nov 2, 2016 12:22:34 GMT -6
Thanks. One more question, did rams protect the ramming ship from damage?
|
|
|
Post by Airy W on Nov 2, 2016 11:43:36 GMT -6
A collision only happens if two ships have their centers occupy pretty much the same spot. The ship graphics can be on top of each other without collision. Is this because the ships are magnified for visibility or is this because there is no hitscan?
Also, did ships still have rams in the early 1900s? I know they weren't used to great effect but given how hard it is to hit the broad side of a barn in 1900 I wonder if it was still a viable strategy.
|
|
|
Post by Airy W on Nov 2, 2016 11:04:15 GMT -6
While normally you can just set speed to ultra and speed through there are a couple situations that might be worth addressing:
1) Long chases between ships of about the same speed where they are just plinking away at extreme range.
2) Night engagements where enemy scouts/stragglers keep stumbling across my scouts/stragglers
It would be nice for these situations if there were options to turn things over to the AI with one of three options:
1) Auto pursue: the AI chases the fleeing enemy and pauses the game only if an enemy if a new task force is seen. Does not pause the game if a new ship in the same task force is seen. If the fleeing ship becomes slower then the pursuer the game is paused if the distance is low enough. If contact is lost the pursuer automatically goes into patrol mode for an hour. 2) Auto flee: the AI runs away with the same pause conditions 3) Auto withdraw: the AI takes over the entire fleet and starts heading back to a friendly port. If heavily outmatched enemies are seen, the AI will automatically engage. If strong enemies are seen, the game will pause. 4) Auto escort: for convoy missions, the AI automatically patrols around the convoy until contact is re-established.
I wouldn't call these super pressing concerns but they would be nice!
|
|