!lBoLqplJbM 05/28/11(Sat)19:34 No.15085632|
File1306625666.jpg-(71 KB, 779x600, 779px-Sd11-boom.jpg)
Wow, thanks for the interest, guys! That makes me very happy!
So far most of the rules do revolve around the crew, but the ship mechanics are somewhat completed. First I'll talk a little about ship movement.
Ship movement is a combination of an AP system with limitations based on speed. For example, each speed a ship can be travelling has 2 key ideas: amount of inches moved by spending 1 AP and the amount of ap needed to make a 1inch turn (from the rear of the ship in either direction, as measured from the bow) The speeds are:
(and need work on more clever names)
Speed Name AP to turn/Inches forward per AP
Medium Slow 1/2
Medium Fast 2/3
So moving at medium fast will cost 2 Ap to make a 1 inch turn, and by spending 1 Ap you have to move 3 inches forward. So the faster the ship moves the harder it is to turn, which makes sense.
Amount of AP a ship has is based on size, where a larger ship will have less AP than a smaller one. (Makes huge Ship-of-the-lines slow lumbering beasts)
And the way you move up and down on the chart is relevant to wind direction. If the wind is behind the ship you move up 1 before any moves are done, if its in front of the ship you move down 1 speed, and if its perpendicular you are forced to make at least 1 turn into the direction of the wind but otherwise remain at the same speed.
Sound good so far? Ships could have traits to improve or debilitate movement, such as: Rowers - this ship doesn't drop below medium slow and medium is 1/2 (easier to turn at slightly faster speeds)