Why not SoG (Sea of Glory)?
Posted: Thu Aug 30, 2012 8:36 am
Having run two distinct campaigns (one of them still in motion) I found really annoying the task of envisaging every time some specific rule to determine the final outcome of naval encounters, substantially leaving the decisions to the luck of players in dice rolling or lottery draws.
No place was left for the ability of them given the fact that we lack a system apt to reproduce naval battles.
But, if you think a bit, the actual engine of FoG would be quite ideal to resolve also ship’s fights of the considered period (antiquity and middle ages).
- To the terrain feature it would suffice adding shallow and deep water, passable only by ships
- Experience, Drill and kind of Protection features match very well also with naval units
- Unit’s type should be increased with the different typology of ships (bireme, trireme, pentares, liburnae, dromon, drakkar ..)
- Ranged weapons aren’t a problem (bows, catapults, greek fire, guns ..)
- Melee weapons should represent the fighting abilities of boarding units, if present on the ship (hoplites, legionaries, marines, sailors ..)
- The mechanism of impact and melee combat should work finely, distinguishing between a ramming phase and a boarding one and envisaging a specific determination of naval POAs
- Evasion and disengagement (after the ramming phase) would suit perfectly to lighter units
- Disruption, Fragmentation and Rout correspond to Damaged, Crippled and Wrecked, while a Captured status could be added in order to represent a ship whose control have been taken by an opposite boarding party
- The movement mechanism is apt to represent also naval cruising, maybe adding a wind feature, specifying the direction of its blowing and accordingly enhancing or lowering the movement capability of a ship
Really a little work to be done with so many chances of attracting new players (also because games regarding naval warfare are extremely few)!
Why not trying?
No place was left for the ability of them given the fact that we lack a system apt to reproduce naval battles.
But, if you think a bit, the actual engine of FoG would be quite ideal to resolve also ship’s fights of the considered period (antiquity and middle ages).
- To the terrain feature it would suffice adding shallow and deep water, passable only by ships
- Experience, Drill and kind of Protection features match very well also with naval units
- Unit’s type should be increased with the different typology of ships (bireme, trireme, pentares, liburnae, dromon, drakkar ..)
- Ranged weapons aren’t a problem (bows, catapults, greek fire, guns ..)
- Melee weapons should represent the fighting abilities of boarding units, if present on the ship (hoplites, legionaries, marines, sailors ..)
- The mechanism of impact and melee combat should work finely, distinguishing between a ramming phase and a boarding one and envisaging a specific determination of naval POAs
- Evasion and disengagement (after the ramming phase) would suit perfectly to lighter units
- Disruption, Fragmentation and Rout correspond to Damaged, Crippled and Wrecked, while a Captured status could be added in order to represent a ship whose control have been taken by an opposite boarding party
- The movement mechanism is apt to represent also naval cruising, maybe adding a wind feature, specifying the direction of its blowing and accordingly enhancing or lowering the movement capability of a ship
Really a little work to be done with so many chances of attracting new players (also because games regarding naval warfare are extremely few)!
Why not trying?