Weapon loadout rework and weapon tools

  • One of the problems with the game is the limited weapon types. I recommend that the load out system is remodeled.
    Basically, I suggest we have a total of 3 weapon/ weapon tool choices for a load out. Furthermore, the sword would be locked in (Meaning you only have 2 extra choices on weapon types).
    This loadout rework will come with a new weapon type.
    Cursed potions. Basically you get five flasks filled with players must then enchant these flasks with items until they are full which allows it to be thrown.

    • Healing potion
      simple implementation for this would require consumption of 2 bananas, but a better implementation is to provide a new resource type such as sea weed or plants. By throwing the flask, players get a healing aura in a small perimeter, allowing yourself and crew mates to heal in a small circular area.
    • Stink bomb/ groggy potion
      flask is filled halfway with water, player must then get drunk on grog and throw up, filling the flask up. When thrown the vomit blinds anyone caught in a small circular area.
    • gunpowder potion/ gp bomb
      Flask is filled with oil, water, and gunpowder. When thrown, flask blows up in a smaller circular area (Smaller area than a gunpowder barrel and smaller than the area of effect from the other potions).
    • Fire oil potion
      Half water, half oil. When thrown, splashes a small area with oil, slowing down anyone contaminated by the oil. Gun fire or explosion will ignite the oil splashed on the ground or in contact with players
    • Dancing cursed flask
      water, gunpowder, and music being played nearby.
    • Broken bones curse
      Skelly bone dust, water
    • Poison bomb
      water, snake venom, gun powder

    Ok so in addition to potions we also have what I call weapon tools which does not directly lead to damage infliction but supports it. These tools includes:

    • Barrel drill: Stuck on the inside hull of a ship, players are left defenseless as they hold this large, cumbersome heated, steam producing, heavy sound producing tool to open holes on enemy ships. Takes a bit longer to open holes than to fix them.

    • Grappling hook gun: Wooden gun with a rope and hook. Has five rope hook shots (5 usages) before player must restock at ammo box. Furthermore, if player is close to a ship, below water level while hanging from the hook shot then they begin to take damage from being keelhauled. Can be used to swing from the mast or tops of sails of ships or to climb obstacles.

    Flair gun
    This isn't a weapon tool. This is just a regular tool, that should be part of the item load outs (Like bucket and spyglass) It has 5 usages as well before it needs to be replenished at an ammo box but can be thrown into the air to let others know of ur position in an island or out at sea.

    Purpose
    Ok so what was the point of adding these items? Well it allows players to assume certain pirate roles.

    • If a player chooses a loadout filled with only weapons, then they are the gunner, full of firepower.
    • If they chose potions and weapons they are a shaman witch doctor , just a doctor, or the bomber
    • If they chose the barrel drill and weapon they are the ship sinking demolitionist
    • If they chose the grapple hook and weapon they are the lookout ranger
    • And if they choose just weapon tools (Like grapple hook and drill), then they are just considered crazy :P
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  • @red0demon0 Sure. Why not just be upfront and create character classes like in Battlefield. Heck... why not just turn this game into every other team based FPS shooter out there. That'd be fun! sarcasm.

  • @bran-the-ent said in Weapon loadout rework and weapon tools:

    @red0demon0 Sure. Why not just be upfront and create character classes like in Battlefield. Heck... why not just turn this game into every other team based FPS shooter out there. That'd be fun! sarcasm.

    Alright no need to be so stingy, the sarcasm is not appreciated either. The character classes I expressed are only as a form of role playing, you imagine it. The load outs aren't based on the "classes" but on the weapons you choose. I'm just adding more weapon types in a way that expands the combat in sea of thieves. I mean if you want to get to the basic idea of it, sea of thieves already has classes. Close combat (Sword and blunder) mid combat (sword and flintlock) and gun expert (2 guns), are all classes based on the weapon combo (Loadouts) you choose. But hey, maybe you should be upfront and just say you are against the combat system changing because you like the minimalistic approach and enjoy the limited mechanics that go with the combat instead of, you know, being sarcastic and providing nothing new to the table. I'd love any suggestions, additions, or any specific disagreement you might have so feel free to express that.

  • @red0demon0 I don't think that the potion system should have so many variations, but a simple potion system with the fire, healing, and maybe 1 or 2 more would be really cool. I also have said and believe that the sword should be a default weapon. It would need to be reworked to not be as overpowered and overloaded as it is now, and we would need new weapons added simultaneously or weapon "choice" would be even more stale than it is now. I think a grappling hook gun is a little to "advanced" feeling for the game, but having a single thrown grappling hook that you can reuse would be a great tool that would mix up ship combat quite a bit. +1 for flair gun as well. I would add to the list.
    -Bow and arrow/crossbow.
    -weapon mods(such as new scopes and iron sights)
    -Magic weapon enhancements such as DR sword dealing fire dmg that works well against plant skeletons
    -Hammer/club that is slow but hit's hard and deals bonus dmg to normal skeletons
    -Tool that can be used to pull planks(boarding axe, crowbar or whatever)

  • ...did this dude just propose gunpowder potions? Tf... and this may be set a long time ago but that doesn’t make it Star Wars (no grappling guns) I’m low key astonished by the creativity but at the same time...just like what the

  • @betsill said in Weapon loadout rework and weapon tools:

    @red0demon0 I don't think that the potion system should have so many variations, but a simple potion system with the fire, healing, and maybe 1 or 2 more would be really cool. I also have said and believe that the sword should be a default weapon. It would need to be reworked to not be as overpowered and overloaded as it is now, and we would need new weapons added simultaneously or weapon "choice" would be even more stale than it is now. I think a grappling hook gun is a little to "advanced" feeling for the game, but having a single thrown grappling hook that you can reuse would be a great tool that would mix up ship combat quite a bit. +1 for flair gun as well. I would add to the list.
    -Bow and arrow/crossbow.
    -weapon mods(such as new scopes and iron sights)
    -Magic weapon enhancements such as DR sword dealing fire dmg that works well against plant skeletons
    -Hammer/club that is slow but hit's hard and deals bonus dmg to normal skeletons
    -Tool that can be used to pull planks(boarding axe, crowbar or whatever)

    Yeah, I was unsure about that aspect of the flask potions, perhaps bombs and potions should be 2 different weapon types? The question would then be which effect goes with which weapon type. As for the grapple gun, well sea of thieves can do their own take on a pirate grappling hook, it doesn't have to be realistic. Now, the problem with what you mentioned about it being re usable isn't a great idea, imagine an enemy swinging from the mast of your ship left and right, what can you do? You be lucky if you can even get a hit on him. This is the reason I mentioned only having 5 ammo usages, it can be taken advantage off and ruin the combat if it's not restricted. I like the bow and arrow idea too, might go well with weapon enchantments as long as it only affects enemy ai.

    @AlexSPK13 Hey, I'm just offering ideas around an alchemy system, but maybe an enchantment table might be better? Idk... if options with different curses and effects were added into the game they could be overpowered, even if just given 1 usage that can be restocked. It would need some sort of crafting mechanic, trade off, or resource sacrifice in order to balance it out with other weapons and tools. It doesn't need to be realistic, after all, how in the world does a banana heal bullet wounds? So a gun powder flask isn't too crazy... lol maybe sacrificing and sticking a chicken or a pig in their can cause it to explode? What other resource type you think might be consumed in the crafting process of that particular potion?

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