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Sea Dogs review

As you can guess where you aim can effect what you damage, e.g. hitting sails will damage the sails, which in turn will effect speed. The type of cannon balls used also have an effect, 4 types are available for use - Standard Cannonballs, Bombs, Grape & Knipple. Each of these types of ammo are intended for a different task, e.g. Knipple is best used to destroy sails, while standard Cannonballs are a general purpose type of ammo.

Generally most sea battles will begin with both sides trying to damage each other sails, then moving onto damaging the hull to either sink the ship, or kill crew to make it easy to capture in boardings.

The worst part of sea battles would have to be Boardings, as before, the controls for this don’t feel right & to be honest I simply don’t even attempt boarding anymore if possible as a result, it is far better to simply sink a ship rather than take on its captain. Still, to be fair its hard to imagine how else Boardings could be handled in the game. Perhaps the sequel will offer something in the way of a Training mode for this aspect of the game.

Trading is the easy way to make money in Sea Dogs. After a while you get to know each island & what goods certain islands Import/Export. Obviously you can use this knowledge to your advantage. E.g. a typical (simple) trade route of mine would be as follows – In Highrock purchase all the available Coffee, go to Tendales to sell this Coffee (Which they must Import, so they pay more than you initially did), purchase all the Linen & Sugar in Tendales & return to Highrock to sell it (As they Import these goods). Of course all this time you make a profit, & should you ever run low on money, it’s quite easy to get back up to a decent standard of living (Basically enough to pay your crew). This aspect of the game is fairly enjoyable & in no time at all you should be able to upgrade your ship or hire new crew members.

Quests are a big part of Sea Dogs, ranging from destroying a pirate fleet to capturing a Spanish fort or whatever. The quests generally add to the storyline of the game. Most quest events are logged in your Logbook so you can re-read over them, or other important events.

AI

The ships you fight against are fairly smart for the most part. Tactics available to them are of course rather limited in some respects given the nature of sea battles. The AI is also more reactionary than anything else, i.e. Other ships won’t attack you unless you attack them, of course this in many cases depend on where you allegiance rests.

They will spiral behind you, firing Port & Starboard cannons as they snake along behind you if giving chase. They drop sails every so often during battles, avoiding sail damage if possible. If you get too close they may even initiate a boarding against you. Other times they will sail right at you, turning only to fire off a broadside at you.

Later on in the game you can also get to control other Allied ships, giving them orders is extremely simply, simply changing the active ship icon to the other ship, then giving the Order, e.g. Follow Me, Attack a designated ship, or whatever.

The only real problem comes when you get near islands. The ships (enemy that is) have a tendency to hit against islands, or other pieces of terrain near them. When this happens they sometimes get confused & will stay in place or just drop sails & turn a bit. To be fair most battles occur at sea so this isn’t really a problem, although later on in the game you might experience what I’m referring to.

That said, not all coastal battles will play out like this, although it is rather annoying to witness happening. Perhaps the sequel will offer better coastal navigation for the AI ships. Overall you get a good sense that the AI ships aren’t dull clones trying to kill you.


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