@d3adst1ck said in Remove the Battle-Zone please!:
@chlodovicus said in Remove the Battle-Zone please!:
Again, I'm not suggesting that it should be possible to dodge combat and gain any kind of rewards.
This is exactly what would happen, especially if you have fought that ship before. Oh, these guys are tough - let's just run and then dive away. That is a dodge.
- With a time limit players might get cut off in the middle of their most epic battle ever. And how would you settle a stalemate? In that scenario players invest time and energy into a battle that won't give them any rewards at all, if they fail to sink their opponent before time runs out. Then what?
If players can't win before the time runs out, they haven't won by the rules of the game mode. Plenty of games and sports have this type of restriction in effect, and then the result is either a draw or resolved through a tie breaker.
Either hand out a draw, both ships get loser reputation and migrate the invader away. If there must be a winner, there would need to be a point system and the losers hourglass explode and sink their ship but in this case they would still get loser rep, but I'm sure there are other options that don't involve making it easier to run and drag out combat with chasing, etc..
- A shrinking battlezone might work well for games like "Fortnite", but with ships in a game like SoT I highly doubt it would work. I wouldn't be tempted to try.
RARE has stated that they're trying to create a fluid experience with the new hourglass-mode integrated into adventure-mode. A removal of the battle-zone would undoubtedly serve the stated purpose nicely.
Rare has also stated that they intend for the hourglass fights to have a definitive end, which is why there is a restricted area. They are not going to open up the entire map, so the solutions we're left with are to use a time limit or to force the battle to a conclusion in some way. Shrinking circle is an effective way to prevent running and force two ships together to get an ending one way or the other.
Yes, you are right. Dodging fights is a real issue, and I'm still not suggesting any rewards for it. You do have a valid point tough. Recently my hearty crew and myself had prepared our Galleon and had been submerged for about 45 minutes in total prep-time. Then, we were matched against a Russian Brigantine on a NA-east server running with a long faction streak. The Brig kept running in circles and stayed out of cannon-range for about an hour. Their only tactic was to try to board and lock us down, which they couldn't. Eventually their frustration tactic worked and we disbanded our ship. Without the battlezone, things would have been different. In this specific scenario, the game-meta that was created by the battlezone heavily favoured the Brigantine. In adventure-mode, similar encounters play out very differently for us where our opponents either (rarely) escapes or we hunt them down.
Maybe there should be a time-limit. I'm not completely against it. In that case it might be combined with the old cannon-hit-point system from The Arena to determine a winner. But that would also encourage hit-and-run tactics.
For my suggestion to work, maybe there should be awarded a win to the last ship floating. So, the diving/retreating ship still would get nothing, while the remaining ship gets the win. In line with fights having a definitive end. That would still require a specific mechanic to determine a winner should the retreating ship not dive. Maybe the cannon-hit-point system could work well and also encourage more naval combat.
I do see your point of view regarding especially time-limits and to some degree shrinking zones. But I personally deeply treasure the freedom there is regarding naval combat in adventure mode, which is more organic and naturally less constrained.
Runners are going to run no matter what. Maybe a time-limit combined with a damage-count and a distance limit of about 10 map-squares would be a good overall solution. The battlezone would thereby still exist although it would be invisible, dynamic and follow the contending ships instead of constraining them.