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Hitpoints (hps) are what you have to deplete from your enemy in order to kill them. If ship A has 500 hps and you do 100 damage with your torpedoes it will take 5 torpedo hits to kill ship A.

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the hitpoints are also divided into components , so if you hit one compartment with 100 hitpoints with 2x 100 hitpoint torpedo, the damage to the ship may be less than 200.

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Still the weakness of a system like this is for example a fast firing fast moving ship like Atlanta can kill an un-touched BB with gunnery when in reality the 5"/38's couldn't really do anything but maybe a soft kill. No way they could sink the ship. Still it's the best game they have made IMHO.

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  • 2 weeks later...

Well, the only way Atlanta can kill a battleship is a long pelting with HE and starting a lot of fire - if the BB captain knows, what he's doing, Atlanta suffers a lot. In any case, ship's destruction represents basically ship being out of combat, as players probably would not like much watching their burning wreck wallow in the waves for ten minutes ;)
To add a bit of finer grain to abovementioned hitpoint explanations, the damage (amount of hitpoints taken) depends a lot on hit placement. Critical hits (ammunition magazines, propulsion and citadel hits in general) are "make or break" quite often.

 

 

In any case, the HP system can be related to the "rule of thumb" deterministic damage models (for example it was calculated by the USN in wargames that 16 hits by 14" AP will destroy a battleship), but you have a chance to deal critical damage thrown in (that would represent stochastic damage model - random events and hits to critical areas can hypothetically destroy ship with a single hit).

Edited by Marek Tucan
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