Kegball and Crunchball concept

  • The Kegball would basically do what the keg does minus the damage - it would have knockback. A ship comes in for a ram on your broadside and bang , a kegball later, they've spun around and are sailing in another direction from the momentum. The other is the Crunchball which is like a normal cannonball except the hole it creates cannot be patched for 10-15 seconds after impact on an enemy ship.

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  • @generalbuckfoi the crunchball largely exists already in the form of any number of cursed cannonballs - you hit a player with a jig or weary for example and they cannot do anything in that timeframe - locking the crew from patching the ship or bailing even!

  • @sshteeve
    I guess but in the same way the anchor and rigging ball effectively do the same in a fight.

  • @generalbuckfoi not quite - they simply toggle the anchor and sails up and down depending on how many times hit.

    Hit a crew and catch them all with one of me aforementioned CCBs and it can be goodnight ship if you can keep the timing going and stun lock them.

  • @sshteeve
    True but they both negatively impact your ships movement i.e. Moving or Not moving/1mph

  • I like the Kegball idea and, in fact, I love it, but I'm really against the Crunchball idea. That sounds unnecessarily strong and rather uninteresting to use/play against. It's basically just a normal cannonball, but without any counterplay available

    It could be argued that many current cursed cannonballs don't have any counterplay and I totally agree. That's something that should be changed, since it also makes them too powerful and less interesting

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