Harpoon Toggle-Lock

  • Harpoons dont lock unless you keep them held down manually and continiously.

    It would be cool to toggle locks them so you can essentially anchor yourself to a ship and focus purely on the boarding aspect which i thought was the original intention of the harpoon.

    Would work great on skelly ships and megalodons too.

    Now i know this game isnt there to cater to solo pirates NOR SHOUlD IT...but as a solo player, this simple tweak would be a massive quality of life improvement and its something solo and crews can both enjoy.

    Being the designated harpoon guy isnt fun.
    You wanna fire and forget that thing so you can board the enemy ship.

    And the boarded ship should need to damage said harpoon to get free.

    It suddenly gives urgency and more purpose.
    Defenders if their intention is to escape then they need to damage harpoon.

    Boarders need to defend it whilst pressing the attack.

    Also means we can do cool stuff like tow a rowing boat continuously and without fear of disengaging (Safest keg storing place perhaps?)

    Which means a ship can have 2 rowboats now. Drop a rowboat as a decoy etc.

    So much more possibilities having this now.

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  • @daringclarky Nerp. Works fine as is. Sucks to be harpoon guy, but defending crews should be allowed to focus on defending. You can currently escape a harpoon by hitting the gun.

  • @entspeak Defending crews can still focus on defending.
    The experience with being harpooned shouldnt change.

    Its the experience of the harpooner that changes.

    Methods to escape when remain unchanged.

    I think i would be better.

  • I would be against it, every change like this that is convenience for the solo, has echoing effects on larger crews. Right now this currently forces multiple people to work together in order to latch onto a ship. This means that whomever the attacker is is short a person due to the task occupying them. I see it as an equalizer for the defenders. Either harpooning or attacking is the trade-off, having both makes a somewhat imbalance. Having a full attack force as well as a latched harpoon creates this imbalance.

  • @nabberwar
    Perhaps you are right.

  • @daringclarky

    Note that harpoons have some decent resistance on their own without being held, and them being held can be done indefinitely. As others have already mentioned, the loss of a crew member's position to the job of harpoon operation is a form of balance against attacks, tactics becoming involved as a result. Additionally, note that damaging the harpoon launcher itself, be it the base or the gun with anything (bullets, cutlass swipes, even cannon and keg AoE) will detach it.

  • I think a harpoon toggle is a good idea. I also remember vaguely that Rare were trying to eliminate the unnecessary holding down of buttons as it helps make the game more accessible.

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