TLDR: the quicker you use cards, the more inaccurate your projectile cards will be.
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Spamming cards is fun and all, but something was missing.
Some refinement to the core combat loop was needed and a main focus for the last few weeks. Finding the balance between the thrill of quick barrages and ensuring it didn't feel like random spamming of cards is a tricky balancing act. Some of this was addressed with the 'overheat' meter, but something was STILL missing.
Over the iterations of AHOD, we've had different ways to represent accuracy. We've received suggestions from our players that they would like to have free aim of the cannons, akin to a shooter-focused game. However, this leans too heavily into the action genre, which is not what AHOD is about. The lock-on system is great because it allows the player to still take glances at their deck and steer the helm of the ship without having to worry about aiming the cannons.
But where is the challenge if you can lock on to any target? Combat can feel flat and boring if you hit 100% of the shots, so there NEEDS to be some way to miss that feels fair and fun.
Like in an FPS games, the longer you shoot your weapon, the wider the spread of your bullets. In our case, the quicker you use cards in succession, the wider your accuracy angle will spread.

This will make other card types like defense more useful because if your accuracy spread is wide after a barrage, you may want to use your overheat towards shields instead of a risky shot. Ultimately, this nerfs offensive card types because of the risk of missing during a barrage. This is the core of this design change, and we are excited to share it in the next public test.
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