supplyes idea that is game changing

  • ok my idea is this: before you press set sail you can buy captaincy, and merchant for an extra fee the merchant could be placed in a pile.
    i know it is small but i think it would save lots of time and take out the boring factor of supplying up

    secondly, depending on what ship you are on determents the amount of supplies you have for e.g galleon has three times as many supplies as the sloop (for an extra fee.) the reason i think this is important is because galleon supplies deplete to quickly

    thirdly, to be able to buy chainshots, theses are important in open sea and hourglass giving you the upper hand and would save time aswell

    thankyou for reading and please consider this

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  • @dreariersquid67

    before you press set sail you can buy captaincy, and merchant for an extra fee the merchant could be placed in a pile.
    i know it is small but i think it would save lots of time and take out the boring factor of supplying up

    That 'boring factor' is a risk, where other players can find you.

    secondly, depending on what ship you are on determents the amount of supplies you have for e.g galleon has three times as many supplies as the sloop (for an extra fee.)

    No. This would make it even harder for sloops to beat galleons.
    Plus, that becomes pay 2 win, which the devs are avoiding.
    All ships can carry the same amount of supplies, and that should never change.

  • I think that we allready have too easy with supplices.

    HG is diffrent topic becouse it's mostly played as standalone mode and diving for battle (not defence) would benefit from standarised resources.

  • This would just make combat significantly worse than it already is in SoT.

    Making planks irrelevant and server participation unnecessary by flooding the docks with supplies and the game with easy to acquire chainshots has benefited nobody except server hoppers and people that take no risks and don't challenge themselves at all.

    People often forget that this is a risk/reward game because combat so often hasn't been maintained that way, but it still is in design.

    The reason that this game is full of people that start off ultra aggressive and run/reset after 3 cannonballs, then aggressive again, then run/reset again, etc, with no treasure is because that is what has long been enabled. Aggressive server hoppers that have been on a server for 5 minutes that never have to worry about supplies that can just spam boarders and run/reset all day.

    Supplies should have always been on the lower side unless someone heavily participated in content on a server. Supplies should be reward, not entitlement. Chainshots should have been like wraithballs. Planks should have never been made irrelevant through mass quantity.

    Most meta problems with combat have been entirely self created because they were/are catering to people that want to circumvent the risk part of the game and only be handed the reward part.

    Hg should have always had its own supply situation that was exclusive to playing HG and based on creating "fair" fights. Those are matches that are meant to be competitive yet are treated like some rando imbalanced adventure fights. Every competitive design outside of HG had people taking supply fairness seriously, even ones Rare were involved with. Only Hg has had the supply imbalance that it does, and it's worsened the environment around it because of it.

  • galleon supplies deplete to quickly

    If a gally is burning through supplies quickly they are missing a lot of shots and taking too many bottom deck shots.

  • @ghutar said in supplyes idea that is game changing:

    I think that we allready have too easy with supplices.

    I agree!!!!

    Plenty can be bought at the starting outpost. That's enough for a good start, plus raiding the outpost with the bought storage crate adds more resources.

    Like tonights session for us... we sunk a few boats and did a heap of missions. At end of the night we had 5 storage crates full, two cannon ball crates, 3 food crates, 2 wood and we still never collected all crates we saw at most islands.

    Resources are a plenty.

  • @wolfmanbush

    Agreed. Risk/reward also goes out the porthole the more members on your crew moreso with every member you have on your crew over an opposing crew.

  • No to ever allowing chainshot to be bought. With the frequency of duping and supply exploits that would quickly become a game breaking mechanic.

  • One of the things my crew and I believe, is that it's not right to go after/sink a fresh spawn at an Outpost. The worst thing we'll do, is go over and steal their chainshots. Your idea about being able to buy chainshots, changes it up, to where that ship could have a nice amount of supplies that we like, making them a tempting target now. Also, we never consider supplying up at an Outpost "boring", as there have been countless times we've gotten important curseballs, quite a few chainshots, pineapples, and/or a karma crate someone left behind. Why you'd want to leave those behind is beyond me.

  • No, we do not need more chains. Everything else? Just make the starting supplies way better. Much simpler and better imo. They left the "oh what if I run out of supplies" side of the game with S6 and idk why they keep trying to stick to it. Either make supplies a lot more or less impactful, but stop trying to meet somewhere in the middle. Just feels awkward.

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