Ship Weight, Ship Damage and Ship Speed

  • Posted this in someone else's topic, but thought the idea deserved it's own heading. I wonder whether these ideas would help the game?

    Why not make large amounts of loot slow down your ship's top speed?
    The numbers would have to be tested, but I think 10% slower every ten items sounds about right. Maxing out at 50% speed reduction with 50+ items. It would let you know if you're prey was loaded after you started chasing them.
    Realism married to good game mechanics!

    Ships riding lower in the water would be good too, but hard to implement at the current graphics level.

    I like the idea of fixed holes causing speed loss too. maybe at a similar rate of 10 fixes. You could "Repair" your ship at any dock instead of Scuttling to buff out the patches and get back to fighting shape. There could even be a cool little animation for it, where the mast comes down and there's a flurry of pounding and sanding noises coming from the ship.

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  • We want to incentivize players to hold onto loot.. not give them more reasons to drop off their two castaway chests.

    This is bad for gameplay.

  • I can see that side of things, but this DOES tend to end the never ending chase sequence, and introduce some lasting consequence to getting holes put in your ship.

    Even if you're against the weight idea, how do you feel about the damage idea? Granted, I'd still like to see sail damage reduce your speed, but this could have the same effect without introducing a new damage type.

  • Yeah, I actually disagree on all points here as well
    For the point @Gloog made
    And for a ship with damage. Visible damage is actually sort of a mark of superiority in and of itself. If you see a ship with a ton of holes in it, you know it's been in a fight and made it out to tell the tale. The more holes, the more you know they've been up against and made it out. I don't think they should be handicapped for doing well. Also I think people would avoid ship battles more if they believed they'd be facing consequences even after they'd won
    Sorry

  • I will say that boats already to ride lower in the water when they're filling up with water. That's how the upper holes in the galleon and the back end of the sloop start letting in water. You can stop the water before it fills the second level and sinks you and it'll be visibly lower. You should check that out
    And maybe a boat that is riding lower could be changed to effect speed but I feel like that already has such a huge impact on what a crew is doing anyway (people stop shooting, manning the sails, and steering to run down to fix and bail which leaves them blind to what is happening topside) it gives one side a tiny advantage already

  • Interesting points. So no one sees the never ending chase being a design problem?

  • @captain-arcanic It's a problem for sure but I also agree with an earlier post about multiple holes representing you "battle scars." Our crew has joked more than once that our ship would be feared due to how many holes she had in her and was still sailing. The sloop is meant to be faster against wind, and the galleon with. Now while the latter is true the former is not, at least not to make any reasonable difference. The sloop should be faster against the wind than it is now. If a galleon is chasing a galleon you have a bigger problem...Im of the opinion that galleons don't need to run from anything. Sloops do need that as a tactic but they are pretty limited in their ability to do so.

  • @captain-arcanic said in Ship Weight, Ship Damage and Ship Speed:

    Interesting points. So no one sees the never ending chase being a design problem?

    Nope. It's only a problem for the kids doing the chasing as they don't know when to cut their losses and go on to other targets.

  • I don’t think having loot slow the ships is a good idea but I do like the idea of having the loot make the ship appear lower in the water making it obvious when someone has a lot of loot

  • @zythal said in Ship Weight, Ship Damage and Ship Speed:

    @captain-arcanic said in Ship Weight, Ship Damage and Ship Speed:

    Interesting points. So no one sees the never ending chase being a design problem?

    Nope. It's only a problem for the kids doing the chasing as they don't know when to cut their losses and go on to other targets.

    If only that were true! It's also a problem for the target. It can end up making both parties frustrated. Thus, in my opinion, design problem.

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