Skull & Bones

From mini-game to great game
Starting with the enormous success of the Naval Battle at Assassin’s Creed 4: Black Flag, Ubisoft Singapore has been commissioned to extrapolate a game that can live with its own identity. In this case, the game structure abandons exploration and the pace of sailing in the oceans, to focus instead on the most brutal naval battles against other video game players.
At the moment there is no history mode, but any way in which lonely wolves can have fun without having to look for enemies in the network will be introduced.
The basic concept involves skirmishes with five ships facing each other: each player commands a single boat, which of course may have different classes and customizations than those of his teammates. It will therefore be necessary to find the right balance between heavy and heavy loads as well as destructive capacity, which can hinder the escape of the opponents.
The way we got to try during the Los Angeles convention made us jump in search of the greatest possible booty, where the two teams initially attacked a neutral convoy and after that the hunt started for those carrying more jewels. Gameplay is thus modeling at various stages, from a quicker start to recovering more resources, to a flagship attack or defense center, and ultimately to escape with the refractor outside the boundaries of the map. Obviously, as a good game of ships, strategy is a fundamental component,
Skull & Bones
The assault
Gaming mechanics go far beyond the simple concept of collateral gameplay we had seen in Edward Kenway’s adventures, but they would nevertheless seem to reach the levels of World of Warship, to name one: each ship is equipped with cannons on both sides and in front, so that depending on the side where the camera tilts, there is still room for fire.
The less covered and therefore the most vulnerable is the back, so many of the attack strategies could be resolved in such a way as to expose the weak point of the enemy as much as possible. For the rest, there is the possibility of using different ammunition, such as metal balls, incendiary charges, or chained balls, useful for knocking down the trees and leaving the enemies unable to move.
The ships are apparently easy to maneuver, with just one key to increase sails’ flow, and then increase the speed, and one to lower it, obviously to one, to clamp all the crew and to dampen the damage they have received.
One must always keep an eye on the mini-map, because there is a sense of how the wind moves, and despite being able to move countercurrent, bearing in mind that the gameplay is not too simulative, being able to take the right lines will give us an edge not indifferent in terms of speeds to those who will ignore this important information. obviously to one of them to get rid of all the crew and to cushion the damages received.
 One must always keep an eye on the mini-map, because there is a sense of how the wind moves, and while it is possible to move countercurrent, bearing in mind that the gameplay is not too simulative, being able to take the right lines will give us an edge not indifferent in terms of speeds to those who will ignore this important information. obviously to one of them to get rid of all the crew and to cushion the damages received. One must always keep an eye on the mini-map, because there is a sense of how the wind moves, and despite being able to move countercurrent, bearing in mind that the gameplay is not too simulative, being able to take the right lines will give us an edge not indifferent in terms of speeds to those who will ignore this important information.