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sailing ship help needed
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<blockquote data-quote="Kzach" data-source="post: 5637221" data-attributes="member: 56189"><p>This is really one of those situations where simulation needs to be thrown out the window. The simple fact of the matter is that there are a gazillion variations even within tech levels, and just because one tech level is technically more advanced than another, does not necessarily translate on any sort of linear scale of improvement.</p><p></p><p>In fact, a lot of technological advancements were based more around seaworthiness than speed or manoeuvrability, and even then there are documented cases of longships making it across oceans even though they were technically designed for coastal raiding and river travel.</p><p></p><p>Then you have all sorts of sail designs even on ships of the same size or build which can drastically affect speed and manoeuvrability. And often things are counter-intuitive with sailing, like less sail area equalling more speed in certain designs and weather conditions. Speed also can equal LESS manoeuvrability, not more.</p><p></p><p>There are simply so many conditional factors that representing any sort of realistic or historically accurate comprehensive system really requires a complete system unto itself.</p><p></p><p>So... yeah... I'd highly recommend a K.I.S.S. approach. Just make up what level of granularity you feel comfortable with and put in a couple of modifiers here and there and hope you don't get any simulationist obsessed gamers at your table <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kzach, post: 5637221, member: 56189"] This is really one of those situations where simulation needs to be thrown out the window. The simple fact of the matter is that there are a gazillion variations even within tech levels, and just because one tech level is technically more advanced than another, does not necessarily translate on any sort of linear scale of improvement. In fact, a lot of technological advancements were based more around seaworthiness than speed or manoeuvrability, and even then there are documented cases of longships making it across oceans even though they were technically designed for coastal raiding and river travel. Then you have all sorts of sail designs even on ships of the same size or build which can drastically affect speed and manoeuvrability. And often things are counter-intuitive with sailing, like less sail area equalling more speed in certain designs and weather conditions. Speed also can equal LESS manoeuvrability, not more. There are simply so many conditional factors that representing any sort of realistic or historically accurate comprehensive system really requires a complete system unto itself. So... yeah... I'd highly recommend a K.I.S.S. approach. Just make up what level of granularity you feel comfortable with and put in a couple of modifiers here and there and hope you don't get any simulationist obsessed gamers at your table :) [/QUOTE]
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