In the matter of guns, I’ve been having the same problem, but in truth, I’ve been going straight from base deck gun to Hellthrasher, and I’d presumed that the difference in damage was all arranged through the Iron boost.
However…
I do agree that the damages on the weapons should be varied, rather than adjust the iron statistic, which affects the damage caused by all weapons, not just the one that the iron bonus affects, it also means that your land based Iron challenges are also affected by the increased stat, and as there’s no reason why a howitzer would improve your chances in a bar fight, a modified stat on the weapon rather than an increase to Iron would be the way forwards.
I also agree strongly with making the different sorts of weapons affect targets differently, I’ve completely given up on the taking of prizes, it’s just not possible to bring the crew down to a reasonable level without wiping out the ship, the quandary is in how to represent this without causing unnecessary complications to the combat system. One possible option would be to have another button added to the combat display that would allow a ship to pound away at the enemy till their hull has been reduced to a level that would allow the use of harpoons to chip away at the crew, but then switch to using harpoons when the hull had been sufficiently damaged to allow the harpoons to have some effect.
The other option (and the one I prefer) would be to vary the amount of time that a weapon takes to cycle up when it comes to different targets, if you’re using a harpoon weapon, it does crew damage, but takes a while to get lock on a ship because the gunners got to aim past the plates, whereas against creatures, you can just fire and forget and it’ll do damage either way. Weapons that only affect hull should have the same cycle times no matter what because you’re just firing, and torpedoes…
Ah Torpedoes…
Torpedoes I have a problem with in general, not because it’s not possible to use them on a shipboard configuration, but that they need such an amount of calculation to fire them, and even then would only work on a limited turning basis (Certainly not enough to engage creatures and fast moving corvettes), the damage they would do when they land would be colossal, enough to cripple most things, but they should be on a forwards firing basis only, requiring the ships commander to move their ship to a point where the salvo could be placed to land.
Now…I shall pause to breathe.
The problem inherent with that is that while it makes for a more realistic game if you do it that way, a lot of people don’t like the amount of positioning that you have to do to make this effective, and it would detract significantly from the fun for many. I think that torpedoes should do massive damage (particularly as you’re paying for every shot you fire), and that they should do ongoing damage to ships for a few seconds afterwards while the crew patch up the holes caused under the waterline.
But I’m getting ahead of myself again…
So pause again…
I like that the shots are animated, even though most rounds fired from naval guns are so fast that the chance of you seeing them would be almost nothing, particularly in the dark (as we always are), and I appreciate that game balance and cinematic effect are the order of the day, so to sum things up.
Differing damage for weapons rather than increasing the Iron Stat.
Differing lock times for weapons that do crew damage when firing against ships
And most importantly
If you hit something organic with a torpedo, it should really, really make a mess…