Harpoon utilization

  • Good day to whomever's reading this.

    I'll keep it short, my idea is for harpoons which are stuck into a surface like the beach or a jetty to be intractable with.
    Holding X(or whichever your interact button is) will hook your pirate onto it as if hit with the harpoon by someone else, and allow quick and easy return to the ship for the mindful ones who prepared it as such.

    That's it. Do with it as you will, and happy sailing.

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  • So... you want the harpoon to work as a zip line aswell ?
    Hmm..

  • @li-jratt-li

    Not necessarily. I imagined it would just retract as it does with a pirate attached.
    As an unrelated side note, whether or not it would work if the pirate is holding something seems irrelevant since you can just hook items onboard from the ground afterwards anyway.

  • @sabre666
    Ahh.. i see.
    So if u had the harpoon stuck in the island u are on.. u could retract it and it would pull u back w it.
    Makes sense..

    It would let solo players harpoon themselves back to the ship.

    Duos or more can harpoon their buddies back to the ship.. why not have the option for solo players.

  • Agreed with you

  • That seems like a subtle but fun change, I support this. Granted, I haven't considered if this could be abused somehow.

  • I'd be happy if harpoons match your cannons cosmetic... That would be sweet

  • I think this is a really clever and good idea. As others said, it allows solo players to harpoon themselves back to their ship.

    I'm trying to think about how it could be exploited...but since it would be a single use, and crews already have the ability to harpoon their crewmates/anyone else...I can't think of any way to abuse it.

    Great idea!

  • I'm imagining disconnecting a harpoon from a ship chasing me to zip back to theirs for a fight. 10 out of 10 suggestion.

  • It would benefit solo players mostly, but even on bigger crews it can be useful when you're the only one around, and once onboard they can bring on the other crewmates.

    Concerning harpoons stuck into a chased ship, it would indeed fresh things up a bit.
    Like @DanBeardLuff stated, you'd be able to release your ship when chased and counterattack.
    But this doesn't leave chasers out of the loop. All they would need to do is make sure they hit the chased ship somewhere where the harpoon can't be reached. Somewhere low in the hull for example.

    Perhaps removing harpoons from a ship should take a bit longer, allowing chasers to fire their guns if they see someone unhooking.

  • But holding X locks the harpoon!

    1) It allows for smooth turns around the terrain without crashing into it and it doesn't pull yourself closer to it.
    2) It allows your ship to be pulled by other ships if they are harpooned, and slows them down, which is great for combat scenarios like lining up that perfect shot.
    3) It also allows you to slow down and stop quickly without having to utilize the anchor - simply aim down and back to shoot the seabed or dock.

  • @galactic-geek said in Harpoon utilization:

    But holding X locks the harpoon!

    1) It allows for smooth turns around the terrain without crashing into it and it doesn't pull yourself closer to it.
    2) It allows your ship to be pulled by other ships if they are harpooned, and slows them down, which is great for combat scenarios like lining up that perfect shot.
    3) It also allows you to slow down and stop quickly without having to utilize the anchor - simply aim down and back to shoot the seabed or dock.

    I do all of those things by right clicking. I forget I can lock the harpoons most of the time....

  • That actually sounds like a really neat idea and helpful for solo players. I can't think of a way for it to be abused either as the function is already in place if you have a buddy to use the harpoon on the ship.

  • @galactic-geek
    Sorry, but after reviewing your post I'm certain that we're talking about different things.
    What I mean is that the actual harpoon becomes interactable after it's stuck in a surface, not the guns on ships that fire harpoons.

  • @sabre666 said in Harpoon utilization:

    @galactic-geek
    Sorry, but after reviewing your post I'm certain that we're talking about different things.
    What I mean is that the actual harpoon becomes interactable after it's stuck in a surface, not the guns on ships that fire harpoons.

    Oh, okay! Sorry for the misunderstanding!

    But...

    ...due to the physics of gravity (which is observed upon the Sea in most cases), that will only be feasible if the harpoon, winch and all, is fired at an upward angle towards a cliff or similar structure where the pirate is waiting. If fired at a downward angle, gravity becomes your worst enemy.

    Also, it would help if the harpoon itself, as well as the line, were actual physical, interactive objects (as is now, only the environment interacts with them; not us pirates).

    Q: If your suggestion becomes plausible, would you be able to carry loot across the line, or no? I ask for balancing reasons...

  • @galactic-geek
    I believe you're looking at it like a zipline now, and you wouldn't be the first so maybe I haven't explained it clearly.
    I imagined the harpoon would just retract as it always does when interacted with, with your pirate attached as if he was hit by a crewmate.
    Whether or not it would work if the pirate is holding something seems irrelevant since you can just hook items onboard from where he was standing afterwards anyway.

    But you bring up a interesting point from a gamedeveloping standpoint, which is whether or not the harpoon as it is now is physical, and if it would require a lot of work to change this.
    I brought up this suggestion thinking it was reasonable and feasible, but don't actually know how much I'm asking for.

  • @sabre666 said in Harpoon utilization:

    @galactic-geek
    I believe you're looking at it like a zipline now, and you wouldn't be the first so maybe I haven't explained it clearly.
    I imagined the harpoon would just retract as it always does when interacted with, with your pirate attached as if he was hit by a crewmate.
    Whether or not it would work if the pirate is holding something seems irrelevant since you can just hook items onboard from where he was standing afterwards anyway.

    But you bring up a interesting point from a gamedeveloping standpoint, which is whether or not the harpoon as it is now is physical, and if it would require a lot of work to change this.
    I brought up this suggestion thinking it was reasonable and feasible, but don't actually know how much I'm asking for.

    Got it! Now my concerns only lie with balance and the animations. Also, you didn't answer my loot question. 😒

  • @galactic-geek
    Considering the balance of this function, it's been discussed in other replies.
    Concerning the animations, as it is right now when a pirate get hits by a harpoon, it attaches to their back and pulls them in in a standing position.
    It's not the greatest, but I see no reason to change it for when you use the harpoon on yourself. It's been like that forever anyway.

    And I did answer your loot question...

  • @crowedhunter said:

    Galactic Geek likes to turn things they don't like into other things that are already no-no's on forum so they can dismiss them. Hence trying to turn your suggestion into an overhaul so it would be dismissed.

    Yeah, no - this isn't that. This was a legitimate misunderstanding that was explained to me in a very straightforward and thoughtful manner.

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