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Zitat
Original von ten_70
Zu Punkt 1:
Geh auf das Handelsmenü. Wähle dort die Kategorie "Waffen" und verfahre wie mit ganz normalen Handelsgütern, die Du vom Kontor aufs Schiff verlädst.
zu Punkt 2: Zieh´ Dir die Tippsammlung (Startseite; roter Knopf links oben); gehe dort auf Seite 85 und verfahre entsprechend.
Wenn du magst, kannst du dir mal die Tippsammlung angucken. Sie hat zwar viele Seiten, aber man muss sie nicht auf einmal lesen.Zitat
[...]
Die maximale Schussweite ist immer gleich. Die größte Wirkung auf große Entfernungen haben große Bliden und Kanonen.
In Nahdistanz erzielen Bombarden und Werke größere Wirkung an. Die Schadenswirkung der Waffentypen variiert ebenfalls. Bombarden und Bliden wirken eher auf das Schiff als auf die Mannschaft. Werken hingegen kommt eine größere Rolle bei der Dezimierung der Matrosen des Gegners zu.
[...]
Zitat
Da Schafkopf Fragen sowohl unter P4 wie ebenso hier bei P2 stellt hoffe ich doch ihm ist bewust es geht um zwei verschiedene Spiele ...
Zitat
The Art of Weaponry Selection
By Baltic Trader
An old myth is that some are better at killing crew rather than damaging the ship.
Here is some basic data from the old manual:
Weapon type - Absolute fire power
small catapult - 3
big catapult - 8
small balista - 4
big balista - 9
cannon - 7
bombard - 11
Weapon type - damage at short range - damage at long range (Relative fire power)
small catapult - 3 - 3
big catapult - 7 - 6
small balista - 4 - 2
big balista - 10 - 5
canon - 8 - 3
bombard - 14 - 5
Now you will note from this that damage is different at short ranges than at long. Large catapults are the best distance weapons, no questions there. But you must also factor in the numbers of weapons.
For example, the crayer can hold at level three extension five slots, enough for two large and one small weapons on a side. So take notice, at a distance cannon are no better than small catapults in effectiveness. Don't arm with them if you are trying to take out ships at long range. Your maximum damage is fifteen points. Using large catapults and a small catapult gives fifteen points. This is not only cheaper to arm your ships with, it is equally effective as well. You will also take damage in a battle, and it will be more costly to replace later on as well. For an attack on a city or a pirate hideout, the most effective technique is to use a cog armed with small catapults and fight at a distance. You will note that if you use only small catapults, you will have nine on a side of a level three cog, for a total of twenty seven damage points at a distance. If you use four large and a small catapult, the damage points at a distance are twenty seven. The difference is nothing at all. If your ship is hit, you are less likely to lose two small weapons at a time and you will remain an effective killer for a longer time. Similarly, using large ballistas or large bombards for distance fighting are really counterproductive, they inflict less damage. At close in, large catapults are slightly better, but just slightly. For close infighting, repelling borders, cannon give more destruction than anything else. A crayer close in will have forty damage points. But as with any military action, the best option is to destroy your enemy from afar.
I have run many Mediterranean missions with snaikkas with small catapults or ballistas with no problems.
As for calculating damage points on ship versus crew, all ship weapons cause the same amount of casualties... there is no way to kill more sailors without damaging the opponent's ship. The only important fact is that you need to inflict at least 2 damage points to reduce the amount of sailors. You might have to almost destroy another ship if you use smaller weapons on long distance, whereas the other ship will remain in pretty good shape if you use bombards on close range.
The formula is as follows: Each direct hit causing at least 2 damage points will result in casualties as "rounded down ((1 + 0...0.5) x damage points x amount of sailors on board / max. stability of ship)". It might be a good idea to go for a clean shot, because all shots causing less than 2 damage points seem to cause no casualties at all.
The large and small balls represent damage points. One large red ball represents five strength. One black ball is one strength. So for example, two red and three black represent a rating of thirteen (2x5 + 3). Three red and three black are eighteen (3x5 + 3).
One small thing I have noted is damage to the ship is spread over damage to the weaponry and the hull. If you are interested in sinking the ship, keep your hits all on the same side. If you are interested in capture, spread them out to both sides. The flashes are the destruction of the weapons, and mean less hull damage is done. The "value" is the same, but a better hull with fewer weapons is of more use after capture than a more damaged hull with more weapons. You can buy weapons more quickly than you can repair the ship.
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