Ships are rated by an integer ship_class. Each class allows the ship to have up to 5 rooms, 150 vehicle points, and 25 crew. Each class also requires more provisions when sailing, and requires a minimum of 5 crew. All ships can have up to 500 sail points. Storage capacity of provisions, ammunition, wood, and rope is dependent upon how many cargo holds the ship has. Each hold allows for 50 ammo, wood, and food and 200 provisions. Each weapon room gives space for another 25 ammunition. The crew's sailing and fighting skills are rated from 1 to 100. They impact almost every facet of ship operations. Battle skill helps you maneuver in combat, hit, and avoid being hit. Sailor skill helps a little bit in battle (mostly when trying to flee), lowers the cost of repairs, and affects how much provisions are used when moving. Crew skills go down as sailors are killed in combat. If the ship ever has so many sailors killed that it doesn't meet the 5 crew per ship class requirement, then the ship is crippled and can't fire or move. Naval combat involves the concepts of aspect and engagement. Ships can't fire at each other unless they are 'engaged'. Only 2 ships at a time can be engaged, but fleet combat is still possible as ships are free to engage and disengage at any time. Ships can choose to be at battle stations or at full sail. If a ship is at battle stations all attempts to engage it are automatically successful. If a ship as at full sail, then a speed and skill contest is held when one ship attempts to attack another. Once ships are engaged, neither one can leave the room until the battle is disengaged or won. Engaged ships are 'aspected' to each other. A ship is either advantaged, disadvantaged, or neutral. This represents naval maneuvers. Attacks made when advantaged get a bonus to hit, and when disadvantaged get a penalty. It's also harder to flee combat when you're disadvantaged. Ships maneuver from aspect to aspect the same way engagement is handled - through a skill & speed contest. Ballistas have a slightly higher chance to hit and can be aimed at either the hull or sails, but catapults do more damage. When a ship is reduced to 0 hull points, it sinks. There is no other effect to hull damage. Most of the combat and movement calculations use sail points / 100, so as a ship takes sail damage its performance will degrade by 1 for each hundred hits. Any hit has a small chance of causing a few deaths among the crew. Maneuvering and firing weapons work on timers. You have to wait from 1-5 seconds between each attempt to get advantagous position and between each catapult or ballista shot. The time limit is reduced by having skilled crews. This way players with tintin won't trash opponents before they can react.