@jayjaycannon
@nabberwar You're ignoring half of the point of the game. It isn't a PvE only game. Nobody is ever forced into PvP, that is part of the game. By logging into Adventure mode you are choosing PvEvP. That's the fun of it.
Mate, I am well aware that this isn't a PvE game, I am one of those types of crews that sinks everyone, no questions asked. My point is that this is a PvEvP game, that means non-fight tactics should still be viable. A forward facing cannon ensures that running becomes next to impossible. Your idea presented here ensures that everyone must fight in order to escape. Even in a game like Rust, a game extremely more PvP oriented than this game, players have the option to run if they don't want to fight at that moment.
The other things you mention don't imbalance the game, especially if loss of some/all side firepower are the tradeoffs.
Even a loss of some cannons isn't a trade-off. Having angles from 3/4 sides is a blessing, not a detriment. Look at a Galleon, even if you lose four of your 8 side cannons, you still have the ability to deal damage on those sides. The current META of this game relies strongly on boarding over fire-power anyway. Being able to board at 3 angles is a huge power boost. A good crew will rarely being using all of their side cannons, unless the oposing crew is trash. Most good crews have roles or adaptive playstyles that will rotate members from cannons to repair/bail/board. Losing a few side cannons isn't a real great loss. If you are facing a good crew, you probably can't afford to run all 4 cannons.
As far as never-ending launched boarders the counter to this already exists which is never-ending boarders from the front ship.
There is no denying that the current game that the lead crew in a chase has a tactical advantage. However, what you suggests doesn't just merely tip the scales, but fully weights down the one side. The power to chainshot is a massive power spike to the crew that can't fire their cannons back. Sure, they can do a drift board/keg, but a cannon is game changing.
Look at it this way, what is the counter play involved here? Currently runners can either drift to board, keg, or throw fire. All of these things can be played around. A keg can be pre-detonated in the water. Fire can be put out before it can spread, and boarders can be guarded against by watching ladders. What is the counter play for Chains? Usually its either dish out as much damage back to ensure that the other crew is occupied with their own ship damage to focus up with a follow up barrage or boarding. Another option is to turn the ship and disengage before all masts follow the first. Lastly they can just be quick on the repairs.
However, this changes when you are chasing. They can't disengage to prevent their other masts going, because lets be real, those masts (Ducks) are all in a row. Any deviation from going straight means the chasing crew will gain ground. They can't fire back besides send boarders, but again, counter play exists for those. All that is left is to react to them going down, and that is hardly a strategy. There really is no counter play as a runner here, that is where the problem lies
I get it, chases favor the lead ship, but cannons aren't the answer here. Just to not leave you here with no other ideas, but here is some alternative suggestions.
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Drafting could be a thing, takes a lot of effort to make it probably, but it still is more feasible than cannons
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Wind changes more often. This at least rewards proactive sailing, so essentially the better sailors will have a higher skill ceiling.
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Addition of speed boosting items. This works both ways, chaser and runners can use them. However, tie them to an event of sorts to rewards players who go and hunt for them. Make it a throwable reverse curse, a Blessing Ball if you will (Gale Ball/Zephyr Ball). Gives a ship max sails for a small amount of time.