Hi all it's been a while, hope ur all well and looking forward to what this year still has in store with us. These are some ideas or suggestions I have in terms of future weapons or tools.
A. potential rework to the harpoon gun to more of a swing shot gun. This change would still allow players to zip and close the distance, albeit at a slower speed. The true benefit of this however is that as the name suggests, it would allow you to swing. The importance of swinging can be used to get a good look aroud the ship, by swinging from a mast of the ship but can also be used to swing from platforms inside future caves or even some islands with valleys or mountain rifts. It will not allow it to be used to swing in succesful chains (Like spiderman) but can alllow for 1 swing before landing, or to move quickly in an enclosed area by swinging iin a circle.
Bucket full of green slime/puke deals aoe dmg on impact
B. With that said, there's 2 new tools i wanted to discuss with you all, and see where you stand on it or if u have other ideas:
1 The 1st tool is a weapon, a wooden barrel drill with metal trims, it slows down the player who uses it as it's heavy, is loud, and can be used to open holes on ships. You have to hold it against the hull of a ship, like how we would do with a plank, and it will open up a small hole. Continuing to hold the trigger button will start the next "loading cycle" to open up a medium sized hole. This trigger press load cycle can be done contnuously for a maximum of 3 times (Creates small, medium, and large holes in that order)
Some addditional handicaps or uses that can be added to this weapon individually or together:
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Requires oil/ fuel as an ammo source. It can be expressed with a meter gauge and once it reaches the opposite side it's empty, recquireiing restock at the ammo crate. (This allows more balanced gameplay as it removes ability for players to spam smaller holes all over ships)
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Overheats requiring some time for the weapon to cool off before it can be used again
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Can be used to attack players or npc. Allows dmg dealt to metal skellies without the need for water. (Or future armored/ earth enemies)
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May be used to travel faster in water for as long as one has fuel.
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Masts take a bit longer to break with this weapon, requiring at least 2 cycles to drop a mast, or 3 cycles on a sloop. (Conceptual and timing needs to be worked out)
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May be used on the outside of a ship. Reaching lvl 3, large holes, may allow players the ability to squeeze through the hole into the inside of ships.
2 Blink darts/ bombs/ potions: As a dart or bomb can be shot or thrown to blink or teleport small distances (Similar to what ghosts do, with same sound effect and visuals.) As a potion, the same would apply but the reload effect would show the player drinking one potion and then allowing you to throw another, teleporting you to the area the potion breaks and lands.
Some addditional handicaps or uses that can be added to this weapon individually or together:
- Small aoe shockwave anytime a player blinks to a new area.
3. Potion of invisibility. makes players invisible under the condition that it is night time or there are no lanterns turned on nearby.
4 A healing staff that heals you and nearby crew mates, in an area and may also be used to slow down enemies, has charges.
