A new element of the game has been handed to you, dear captains - combat! In it, using a
Instead of a typical arcade-like mode present in many Amiga games where the player moves his "ship" with a joystick and constantly fires at the enemy, this element is turn-based. Those who already played AQUABYSS long time, know that it fits perfectly the pace and the genre of the game.
Let's take a closer look at it...
Both players and opponents have
Note: The player has 4 AP. Pirate Sawfish class has 5 and Calmar class 4. This, however, may change in the future.
1. MOVEMENT
- — MOVE UP. Moves the player vessel up by a certain distance.
- — MOVE DOWN. Moves the player vessel down.
- — MOVE LEFT. Moves the player vessel left. By reducing the distance between the player, the chance to hit the enemy increases. Keep in mind that this works both ways and the enemy shots will also be more accurate.
- — MOVE RIGHT. Moves the player vessel right.
- — EVADE. If the enemy fires upon the player and rolls a hit but the player assigned
EVADE action, the evasion is taking place making the successful hit much more difficult (it still can hit the target, though). It does not matter to which position this action is assigned. It will be used on the enemy's successful hit. And once per hit so in order to defend against two hits you have to assign twoEVADE actions. - — SKIP. If for some reason you decide not to take action then assign this icon to your slot during the planning. Please note, that if you end your turn with not spent Action Points then the computer will automatically assign
SKIP(s) to your free slots. - — SURRENDER. If there is no other option than to surrender to the pirates and preserve your precious vessel, this is the last resort for any captain. Don't forget that a ransom will have to be paid for your life! (You didn't think pirates would be merciful and let you go for free, did you? )
- — FLEE. Even the bravest captain sometimes decides to make a "tactical retreat"
Depending on the harpoon launcher class, the harpoon speed and chances to hit may differ. The more powerful its kinetic energy the better (but they are more costly).
Harpoon Type | Damage | Penetration | Speed | Mass | |
Light | 15 | 14 | ? Knots/s | 25 kg | |
Classic | 50 | 50 | ? Knots/s | 80 kg | |
Hull Piercing | 35 | 75 | ? Knots/s | 100 kg | |
High Explosive | 125 | 25 | ? Knots/s | 140 kg | |
High Piercing-High Explosive | 125 | 70 | ? Knots/s | 120 kg |
2b. PASSIVE ATTACK (motion detection reactive shots)
Those shots are assigned by pressing and holding the