• Quetzalcutlass@lemmy.world
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    3 days ago

    In Sid Meier’s Pirates! it was the objectively correct choice 99% of the time. Even a tiny ship could take out a ship of the line with a few well-placed chain shot barrages, and ships would pretty much always surrender the instant they lost their mast.

    I think the story battles were an exception to the instant surrender rule, but without their sails you could switch to grape shot and pepper their helpless vessel until they had no crew left, then board for an instant victory.

    I miss that game. I should redownload it and see how it holds up.

    • mech@feddit.org
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      3 days ago

      In that game the OP tactic was ramming ships of the line with a war canoe (it sails faster than cannonballs fly so you can evade them), then beating up the captain so his 2000 trained Marines will surrender to your 50 brigands.

      • Quetzalcutlass@lemmy.world
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        3 days ago

        I could never get the timing down on the dueling minigame. Chain shot is risk-free (and cost-free since dueling risks your crew), plus the dueling minigame gets harder as your character gets older but your sailing muscle memory remains reliable forever.

        • mech@feddit.org
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          3 days ago

          The dueling minigame goes into muscle memory, as well.
          And it uses the same timing, mechanics and keys as the dancing minigame.