Judge's Table

  • Earlier last week, I had an Hour Glass battle with someone that took a little over an hour to complete. I was able to win, but in that time, my opponent and I were virtually stuck in a war of attrition. They were able to kill me with a cannonball three times and nearly sunk my ship on all three occasions. Likewise, I had a few opportunities to win, but my opponent was able to counteract my attempts. It was only after they had exhausted their supplies that I was able to finally sink their ship. (I was lucky because I only had three planks left in my inventory, and none were left in the barrel on my ship) Afterward, I didn't really feel like playing anymore due to how draining the battle was and sailed off to the nearest outpost.

    As much as I personally enjoy these kinds of battles, I feel like this isn't necessarily healthy for the game overall. I don't think players should feel mentally exhausted or even disappointed after only one match in Hour Glass and decide enough is enough for the day. I know some others have suggested a Fortnite style ring that will gradually become smaller as the Hour Glass fight progresses, however, I think I have a different suggestion: "The Judge's Table."

    If a match carries on for too long (for the sake of argument, let's say fifteen minutes), the Hour Glasses on the Captain's Table will start ticking like a clock. After another five minutes or so, the battle is called, and it goes to the "Judge." Maybe Sea of Thieves could judge a match based on shots landed and/or crewmates killed. (The crew with the most landed shots or the most crewmates killed on the opposing ship wins the battle. If one or the other is a tie, the winner could be declared based on the other category. If they are both tied, it could be called a "Draw," or the winner could be declared based on win percentage or something like that)

    If you sink your opponent within the fifteen-minute timeframe, you win! (just like a normal Hourglass fight). The "Judge's Table" is just a way to prevent battles from dragging on for long periods of time and potentially driving people away from doing Hour Glass battles in the first place. Additionally, everyone knows that the match will be completed in twenty minutes or less; no one would have to worry about not having enough time to play Sea of Thieves and its PvP mode.

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  • It's an interesting idea

    dunno how realistic it is

    I wouldn't count tdm kills at all, just naval activity and one-balls or at least don't tell players how much it counts so it doesn't lean into camp/board spamming metas

    Thinking about it, they could just do an rng coin flip and it would probably be about as effective as a complex system.

  • Arena had a scoring system [+40 cannon hit, +100 kill, +1000 handing in the chest, -2000 sinking] and time limit 👀

    The area shrinking after 10 mins of a fight would prevent players running and dragging it on longer than necessary

  • I think they need to add +5 seconds to the respawn timer for full crews.

    No revives from deaths caused by a player (pink flame).

    Holes + water in ships slow them down making running away to reset less effective of a strategy to recover from taking damage and prolong a battle. Basically right now snapping masts and boarding are the only two ways to stop a crew from running away. This mechanic is already in the game for skeleton ships - water in their hull slows them down.

    Masts snapped with sails halfway down or lower cannot be caught as they fall down as they are actively catching the wind and thus are way to heavy to be caught. This will force the crew to wait for the mast to fall before they can raise it which takes more time than simply catching it immediately after it snaps. This will give the crew who did the snapping more time to capitalize on their action. Masts that are snapped with sails above halfway including those that are raised completely may be caught as soon as they are snapped which saves a ton of time just as it works now.

  • As much as I'd like more naval focus on statistics and Arena-like things, I think shrinking the battle area by 33% after 5 and a another 33% for a second time after 10 minutes would prevent running forever and enforce engagement. Still plenty of battle area but not enough to just outrun the enemy forever. Seems to be the smallest change with the biggest positive impact in my opinion.

  • Back when HG first came out, I kept saying the mode lacks time limits and tie breakers: two things that made, imho, Arena a lot more fun for those who wanted quick action. The only thing quick about HG is activating the HG.

    Since these already existed in Arena, it's not like Rare would need to reinvent the wheel here. If a scoreboard/timer is not "Adventure" enough, the game could keep track of cannon hits and match time in the background, and just declare a winner at the end.

    A shrinking boarder would look neat, but I imagine would be more complicated to develop than a simple 15 min (or whatever length) timer.

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