Ship Physics

  • You may consider this a tall order, and impractical at this late stage, but...

    Simple (or not so simple) ship physics adjustments, I hope could be implemented in a future update.

    The more weight (crew members, loot, supplies, etc) placed on the ship, the more mass, and therefore these measures should have a cumulative effect on velocity, acceleration, deceleration, manoeuverability, etc.

    Sloop, Brig, Galleon, already seem to have a basic velocity parameter built into the design of each ship - but it never adjusts or changes with addition or subtraction of weight/mass. I'd like to see a dynamic adjustment made to these numbers based on weight/mass & distribution at any given moment.

    It seems to me some crews have immense amounts of loot at times that doesn't have any effect on the ship they are sailing. Am I wrong?

    If possible, it would be cool to implement weight distribution into ship physics/mechanics also. So, for instance, putting too much treasure on the port side tilts the boat to that side. Too much in the crowsnest or on the mast damages the rigging, sails, etc. Too much treasure generally on the main or below deck creates greater mass/weight, and therefore should slow deceleration, creating increased momentum, longer acceleration rates, etc. When anchor is dropped, weight shifts if chests, cargo, etc, aren't placed properly. Going too quickly could damage the ship. Anchor could be "held" in suspension, to slow down velocity gradually, decreasing liklihood of damage due to full anchor drop at peak velocity with maximum weight/mass on board...

    Shifting chests/cargo would have consequences for crew members below deck as they may get crushed, or retain damage because of unsecured heavy chests/cargo actually shifting due to ship velocity/turning adjustments, etc.

    This is all part of being an expert sailor and crew on a sail boat.

    Rowboats, ditto. Should be a max weight, then they sink. Should be more difficult to row when weighted down.

    Thus treasure should have weight/mass too, affecting player run/walk/swim speeds. A skull or chalice should weigh less than a chest. (Actually, some chests could weigh less than others, which could give a clue as to content value).

    It seems to me this could make a huge difference with regard to pursuing/chasing/being chased in our ships. Travel times. Battle effectiveness and agility.

    I'm not sure whether any of these adjustments would be doable, or practical, but I believe even if some of them could be implemented they would improve subtley and quality of the sailing realism experience overall, and add to the strategic challenge of SoT overall.

    Realistic sailing ship physics/mechanics is a core part of gameplay enjoyment afterall.

    Again, I don't know how realistic it is to hope for such core mechanic adjustments from the devs perspective, but if it can be done, I suspect it would increase enjoyment for all quite drastically. It could become a whole new game, a game changer, for everyone - increasing replayability and interest for all fans old and new. Expert & Newb.

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  • @starship42 I have had disscuss thing like this in the past infact i brought up the topic of adding "wieght" to loot recently in my Post Givening Loot Gameplay Value although thing like these would be incredibly difficult i wouldn't say it would be impossible as they recently updated the PhyX engine. I do think they made a conscious choice not to add these features as it would make running this game on low end hardware no longer feaseable. One of there Goals in making this game was to allow it to be run on a "Potato" Machine and physic calculation take up alot of resources and are now generally handled by The GPU. While i think the OG XBONE Gpu would be able to handle those kinds of changes, Pc that are on the lower end may not. This is really the limiting factor here that i see.

    Just to be clear I would love to see this done. I just think the dev would be agians't on Principle alone.

  • @starship42 If they do that, they should keep it realistic. So what's the impact of a person on the galleons weight? Let's assume a 150 pound man and a 500 ton galleon. What impact on ship speed would an increase of ship weight by a hundredth of a percent have?

    Let's say every crewmember is symbolic for 50 pirates, do you think you would notice the difference?

  • @crimsonraziel yeah, I see your point, but I'm talking generally. Whether a galleon has one person or four would have little if any effect on the ship. Again, I'm talking cumulative totals of ALL mass, not just crew.

    I've seen players load their ships to ridiculous amounts with supplies & loot - that should have a obvious effect on sailing physics/mechanics no matter what ship your sailing.

    I'm thinking too of when you are being chased. Two galleons, say. If you are weighted down being chased, that should translate into slower speed for you, and greater gains by the pursuer.

    Currently, a Brig can outrun a sloop, but if the Brig has more mass/weight than usual, the sloop, if empty, then should have the advantage.

    Manoeuverability is a whole other set of effects on a boat. Two galleons. A lighter one chasing the other heavier one, should be quicker at changing course and make gains in velocity.

    So the overall mass/weight difference of a ship, even two equivalent types of ship, can potentially make all the difference in a chase.

    Generally the lighter the ship, the faster it can sail, the more agile/manoeuverable, under optimal conditions.

  • Isaac Newton has joined the chat

  • @starship42 I don't think you saw my point. The crew was just an example. Supplies and loot have even less impact. If crew size makes no noticeable difference, the rest won't either.

    But there is more. What actually matters is difference between the ships, so it's about the even more miniscule difference between these miniscule effects.

    A lot of work and more server load for something that would barely ever make a difference, except for the most extreme cases and a system that favors those who have nothing to lose. Nope, I don't see the benefit for the game.

    Yeah, of course, they could exaggerate the effect until it becomes relevant, but it still favors those with nothing to lose.

  • Yeah this'd be a hard pass for me. Like @Crimsonraziel put it; "a system that favors those with nothing to lose."

    I'd bet my doubloons that the vast majority of players did not buy Sea of Thieves for a realistic sailing simulator.

  • @crimsonraziel how can supplies and loot; chests, canon balls, etc, have less effect than individual crew. We can agree to disagree, but you haven't explained how a chest filled with treasure could possibly be comparable to average human weight. Also, we don't know what the mass/weight of SoT's Galleons, or other ships, in fact are. Their actual historic weight/mass isn't necessarily related. SoT is a fantasy, based loosely on some aspects of the myths of piracy. Yet the developers have seen fit to make the sailing experience satisfying enough, i.e. sufficiently realistic in its limited physics, to create the illusion of actual sailing experience for players. All I'm suggesting is they enhance that a little more by applying weight/mass momentum effects on velocity and manoueverabily of these sailboats.
    I'm not sure what your point is regarding players having nothing to lose. I think it's fair to say all video game players literally have nothing to lose by playing any game, other than their time, effort, and overall enjoyment of the illusion/immersion the game provides.

  • @starship42 said in Ship Physics:

    I'm not sure what your point is regarding players having nothing to lose. I think it's fair to say all video game players literally have nothing to lose by playing any game, other than their time, effort, and overall enjoyment of the illusion/immersion the game provides.

    He means, that if you just spawn into a game, you have no treasure. Players already in game who have treasure, will be at every conceivable tactical disadvantage in the inevitable fight your suggestions promote.
    Players will be infinitely more inclined to attack ships loaded with treasure, because they can always outmanouver and outsail them. And they will choose to do so, 'cause they have no treasure to lose if they lose the fight.

  • Regarding ship physics, I would like to propose a simpler idea - I have noticed that skeleton-crewed ships slow down when they fill up with water, but that the same doesn't apply to player-crewed ships. I wish it did, because it would further emphasize the dangers of sinking and the importance of repairing.

  • @galactic-geek said in Ship Physics:

    Regarding ship physics, I would like to propose a simpler idea - I have noticed that skeleton-crewed ships slow down when they fill up with water, but that the same doesn't apply to player-crewed ships. I wish it did, because it would further emphasize the dangers of sinking and the importance of repairing.

    This^ is actually a good idea. OP's idea is just pseudo-realism at the cost of gameplay.

  • im kinda seconding this as when I first started playing during launch days I wanted to tilt the boat like in PoC movie. It would be cool as a future addition in extending the ferryman world. (aka sea of the dead teleporting). Alas I guess that would be a copywright thing.

  • @tundra-793 said in Ship Physics:

    @starship42 said in Ship Physics:

    I'm not sure what your point is regarding players having nothing to lose. I think it's fair to say all video game players literally have nothing to lose by playing any game, other than their time, effort, and overall enjoyment of the illusion/immersion the game provides.

    He means, that if you just spawn into a game, you have no treasure. Players already in game who have treasure, will be at every conceivable tactical disadvantage in the inevitable fight your suggestions promote.
    Players will be infinitely more inclined to attack ships loaded with treasure, because they can always outmanouver and outsail them. And they will choose to do so, 'cause they have no treasure to lose if they lose the fight.

    I'm not sure how you come to that conclusion. All 3 ship types, when empty, at optimal sailing conditions (perfect sail to wind efficiency), already each have their own set maximum velocity. They are not equal. I've been told the Brig is the fastest, and the sloop can only out run a galleon if it heads directly into the wind...

    Unchanged, as it stands now, there are inequalities that guarantee seasoned sailors an advantage. I fail to see how tweaking their physics so that cargo/supplies/loot is taken into account, that this should make things even more disadvantageous. On the contrary, I think it gives a chance to even the score.

    So now, instead of a sloop having greater advantage EMPTY, they will have to deal with an additional weight/manoueverability handicap, which would bring them within range of attack from those whom were previously at a disadvantage; empty Galleons & Brigs.

    So an empty Galleon can now catch up to a full sloop where it could not before, when the sloop was empty.

    An empty sloop can now catch up to or escape from a full Brig, which it could not do before when the Brig was empty.

    I believe there is a way this could work to balance the inequities that already exist with empty ships as they are currently designed.

    But is a galleon, which tends to be slower than the other two ship types, going to be even more slower once weighted down? Yes, but it also has a larger crew, more cannons, and greater strength generally, so the fact it is slower than the others doesn't seem to prevent players using it now as a successful vessel for their purposes.

    Weighting any ship down comes with a cost/benefit ratio. Trade-offs.

    All this is dependent upon and assuming ideal sailing skills and conditions are met also.

    New players generally don't know what each ship they encounter may contain; most ships don't know, as it is not always obvious whether a ship has anything on board or not. It's a gamble. I drink the tears of disappointed pirates whom sink my ship only to find it empty, regularly.

    So your claim that new players would be infinitely more inclined to attack loaded ships is false. Players generally attack ships not knowing what their target has on board, and hope for the best. Unless they have watched the ship from a distance and are aware, or have some idea of its contents before attacking. It would be an easy game if we knew what everyone had on board before attacking.

    This is aside from all the players that don't care if you have treasure on board or not - yet they'll try to sink you anyway, just for fun.

  • @starship42 There's no need to overcomplicate things. Stick with simplicity! 😅

  • @starship42 The most simplest situation:

    • 2 crews
    • same ship type
    • same crew size
    • both have the amount of supplies you spawn with
    • one has loot, the other has not
    • one has something to lose, the other has the advantage in speed and maneuverability
      And that's the point, that favors the one with nothing to lose.

    Crews targeting/chasing other ships tend to have no or almost no loot and usually don't stockpile supplies. Targeted crews with no loot tend to care way less about getting sunk and therefore are more likely to fight back or just sink themselves to speed it up and are less likely to give you a chase (because they have nothing to lose, obviously). So de facto your system favors the prey over the predator when both couldn't care less and favors the predator when it matters.

  • @starship42 He came to that conclusion because he has played the game for more than five minutes and does this thing called... PVP.

    Players usually attack with an empty hold in order to remove any self risk. If the player that has loot is at an inherent speed disadvantage and is therefore... unable to flee... people will not only do what they already do... but the players trying to flee will now be unable to.

    Also your analysis of ship speeds and general handling is... wrong. Almost completely. The ships are built with differing characteristics to enable a chase to not be completely one-sided one way or another. A sloop is faster into the wind than any other ship. Fact. The galleon is faster with the wind than any other ship. Fact. The brig is faster into the wind than the galleon but slower than the sloop, and slower with the wind than the galleon but faster than the sloop. More facts. The sloop has the best maneuvering response time, but shares a maximum turn speed with the brig. The brig has a better maximum turn speed than the galleon, but shares the same turn acceleration with a 2 wheel rotation. The ships essentially have multiple checks and balances that ensure the better sailor with a better understanding of their ship will either escape, or emerge victorious. There's also the crew count, cannon count, and overall action speed for all actions (turning sails, pulling anchor, raising sails etc.) which is balanced to spec for each crew size. The ships are very well balanced as is. The only vessel that is currently overpowered isn't even an actual ship. It's the rowboat.

    While this idea is cool, and well thought out, we're in a game where people heal bullet wounds with potassium... and get shot out of cannons at high velocity into hard objects with no negative effects. I don't think... you're ever going to see this level of physics implemented and... the game as currently balanced doesn't fit it very well.

  • @solestone563412 said in Ship Physics:

    But all 100 cannonballs on the Sloop are on Port. Counter-balanced by just 50 Bananas on Starboard. Wouldn't the Sloop capsize?

    Just kidding. I like the idea of a heavier ship (lots of treasure) riding lower in the water and therefore sailing slower. Probably shouldn't take the physics of ballast much further than that. It's just a silly Pirate game after all.

    yes it is

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