Ship Customization

  • I think there should be more options for customizing ships. Even if they're all free you can make your ships fit your playstyle.

    Hull
    Reinforced: takes reduced damage but sinks faster
    Light: floods slower but takes more damage.
    Base: Takes standard damage.

    Canons
    Heavy: Larger splash radius and bigger holes but reloads slower.
    Shotgun: No chance to cause holes but shoots multiple projectiles and has chance to set fire.
    Base: Standard cannons.

    Sails
    Speed: move faster but turn slower.
    Maneuverability: Increases turn radius but move slower.
    Standard: Ballanced sails

    Front
    Harpoons: Allows grappling of ships, players, and objects.
    Chase cannons: Used to pepper ships as you chase them.
    Mortar: Used to fire explosive barrels at great distances.
    Ram: Inflicts damage and knockback that ranges from 1 to 4 holes depending on speed.

    I just think being able to customize your ships like this would add much more variety to ocean combat and really make the ship you are using feel personal and unique.

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  • @xrxuxmadxbrox1 Rare wants that everybody is the same, and I'm fine with that, this isn't such a game

  • @schwammlgott Everyone being the same is pretty boring to quite alot of people. I know people who didn't get the game because there was no real customization. This would not put anyone at an unfair advantage since they would all be free and optional.

  • @xrxuxmadxbrox1 but not everyone would be the same anymore, and that's not what it's about...
    When you think it's boring you are free to leave the game

  • @schwammlgott Everyone being the same is pretty boring to quite alot of people. I know people who didn't get the game because there was no real customization. This would not put anyone at an unfair advantage since they would all be free and optional.

    What? So people didn't get the game BECAUSE they couldn't customize their ship?

    If that's the case, they didn't want to be part of a game structured like this then.
    That seems a silly reason to not buy a game like this tho. I can totally understand the price limits, not this one.
    Everyone being the same is what makes this game beautiful and with a skill-based combat.

  • There are only 3 things that separate you from every other pirate upon the Sea of Thieves:

    1. Your appearance.
    2. Your attitude.
    3. Your skill.
  • As others have said Rare wants everyone on generally equal playing terms so many of these ideas likely wouldn't surface in game. That being said, I shall still give feedback on the ideas while building upon them.

    Hull: It could also take on aspects like Pirates of the Caribbean Online. The reinforced hull would also slow down the ship somewhat. It would be more about endurance. The lighter hull would allow it to also sail faster, still take the increased damage from cannon fire, but also maybe make it so it can be knocked about by the waves more like how a sloop is in a storm.

    Cannons: For Heavy cannons I would probably allow them to fire farther instead of that splash damage radius upgrade, but keep the slower reload. Maybe also slow the speed of angling it, but that would have to be tested for balance. "Shotgun", firstly i'd do away with that name and just call it what it is, Grape-shot*. Given the damage scale of small-medium-large hole for ship hulls these would only do small hole-quantities of damage, would lack accuracy, but could pepper a hull. I wouldn't let them cause fires though as that would likely be a bit to over powered.

    *Grape-shot could certainly be added as a new ammo type though. We did just get the firebombs that can be fired. Maybe there could also be a heavy harpoon ammo for the broadside cannons that could be stronger than our round-shot against Krakens and Megalodons (could also lead to future beasties being added such as my suggested "Fogbell", a giant Wrecker/Angler).

    Sails: I would likely make one that is more heavily reliant upon the winds. It would likely be harder to raise when in the wind requiring players to angle them first and then raise to raise them faster. As for the maneuverability sails, the mixture of those two traits don't really make as much sense.

    Front: I'd say the chase cannons should instead be swivel guns and use the same ammo as our rifles requiring us to reload from our own pockets. It would incentivize the use of the new ammo crate (which they are addressing why it doesn't spawn). Mortar, this one is a bit tricky. I wouldn't really be able to see one being used by the in-game sloops given their size. A brig could maybe use one, but I could see it being knocked about/rocked by the firing. I could certainly see a galleon have one. For balancing I would likely toss in some kind of fuse or "timer" once ignited with a reload speed the same as repairing a large or medium hole on a galleon. A ram, I could see this be somewhat useful especially if it could reduce damage caused by hitting the bow of the ship on say a sandbar (in terms of non-combat uses) or rock. I could maybe then add some form of repair mechanic to it. Maybe two planks on either side where the harpoons would've been as a way to reinforce/repair it after heavy use.

  • @sargent-sully Thank you for your feedback. These were just some ideas I had because I do like the game. I just feel the current system of everything being the same limits the game in its player size and personalization.

  • @schwammlgott If rare wanted everyone to be the same they should only allow the sword and pistol. Why shouldn't we be able to customize our ships the same way we customize our weapon loadout?

  • @xrxuxmadxbrox1 said in Ship Customization:

    @sargent-sully Thank you for your feedback. These were just some ideas I had because I do like the game. I just feel the current system of everything being the same limits the game in its player size and personalization.

    It's actually the opposite - if you add stats or differences to things in the game, it limits you to those items in order to get the stats they provide. With no mechanical difference, you can use whichever item you like (mind you, I'm referring to like-items such as all of the lanterns, rather than different items, such as a lantern vs. a shovel).

  • @galactic-geek What about the weapons you can equip. People choose those for both stats and personal preference. I'm just of the opinion that it would be nice to choose pieces of the ship the same way you choose your weapons.

  • I'd say no to this suggestion, it crosses that line that SOT was based on, that nobody can really gain an unfair advantage over another, and although this is entirely free and optional, it's still crossing that line I'd say. I prefer the game requires skill, but the one thing I'd like out of all of this is that every ship gets one or two chase cannons because chasing a ship for an hour with no hope of them stopping is unbelievably tenuous.

  • @xrxuxmadxbrox1 When it comes to weapons, players who have a preference are hindering themselves, as each TYPE of weapon has its own role to play (and should be used accordingly):
    Sword = versatile
    Blunderbuss = short-range
    Flintlock = mid-range
    Eye of Reach = long-range

    ...just like every tool has a role to play. With that said, however, no sword is any better than any other sword, for example - they're all mechanically the same.

  • @galactic-geek i have a preference, i think you are using the wrong word. i have a preference but that doesnt mean i refuse to use other weapons. i often use eye of reach when i know im going to get into long range combat, island combat, water combat. my preference in weapons is blunder and sword though. because majority of the time my fights take place on board a ship and these weapons work best in combination with eachother imo

  • @d4m0r3d Players that "restrict" themselves to a particular preference then... 😉

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