This is a spinoff tread of my Curse Gunpowder Kegs Tread and was Brought up by @WeakDexx and @BETSILL on the topic of Curse Cannonballs(CCB) and there inherent flaws and how they could be improved.
Counter Play:
For those who do not know, Counter play is a concept in games which states that gameplay element should be just as fun and engaging to a players being effected by an action just as much as they can effect the game itself. By creating opportunities and options for the player to engage with. Such as in a Shooter game you want it to be as fun to a player getting Shot at as it is for the player shooting at stuff.
Example: Halo did this quite well for one they made alien weapons slow moving projectiles thru ray tracing. Making it so a player could Dodge the incoming fire. Also with the addition of a personal sheild and life bar they gave player the abilty to have moments of oppertunity to fight back if they took the risk of steping into the line of fire. Skill play was rewarded for countering effectively as the sheild could regen.
I bring this up for discussion as it is clear that there is little to no counter play when hit with a CCB as all it mostly does is limit player options of the victem if not entirely disabling them from reacting.
Update:
There seems to be two spreate lines of thought brought up here and so i am adding both sepreately.
The Counter Balance Approah: Originally this post was framed in the veiw that CCB's are inherently unbalanced in their current form and needed to be rebalanced by adding counter measures as the effects were simply OP.
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One Solution i propose is to have a secondary effect to CCB's themselves to act like a counter by making them a consumable item striaght from the player inventory to directly counter there own effects. This of couse is not a perfect idea which is why i open the floor to you guys.
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Second Solution brought up by @XShaduh and detailed by @WeakDexx is creating and additional item Called potions. These potions can be used to both counter CCB's directly and create CGPB.
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A Third solution brung up by @x-Crowheart-x was to add a Tailsmen like object that we can obtain From the OOS and could we can imbue a blessing onto by taking to a shine of painting on an island so that it can grant somekind of temporary immunity.
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Last Solution coming from @TheUnionJames and agian from @x-Crowheart-x is to add a Negtive effect for holding on to or hoarding CCB's
The Reductionist Apporach: Is the veiw that CCB would be best treated if they simply more limited or restricted as an item.
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The frist solution comes from @BETSILL to simply limit the types of CCB's last count given was 3 and to add specific damage zones restricting the area to where shots would be effective.
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The second solution given by @Trickrtreat01 is to simply reduce the avialiblity of CCB's by ethier simply making them more rare or as @x-Crowheart-x suggested limit where you can obtain them. Making them an item that can only be obtained from a Skull Fort or Skelly Ship.
Do you like any of these ideas and want them expanded on?
Or do you guys have your own idea's you wish to add?
Rogue Wave related treads:
Rogue Wave Prelude
Giving Loot Gamplay Value (Rogue Wave PreReq)
The Hunt (Rogue Wave Event)