Reduce Starting, Merchant & Captaincy Supplies

  • Explanation

    A common issue I see brought up in the forums, but never addressed in a post, is the ability to spawn with, and purchase additional supplies. This allows players to return to fights they've lost much faster, occasionally resulting in them sinking 4-6 times (personal experience & opinion, don't take that number too seriously).

    I don't think players should be forced to go around collecting supplies before they start a session all the time. Eventually they will gather an appropriate amount and return regardless. However, the ability to spawn with a decent amount of supplies, and still obtain even more, allows players to return to fights they lost at an overinflated rate.

    While this isn't as frustrating to me anymore, as I can consistently sink returning ships with minimal supplies, I can absolutely understand the frustration from newer players. They are usually forced to divert their entire attention to sinking the same ship, possibly risking more supplies than they can gain.

    Starting Supplies Changes

    • Reduce the amount of Chainshot to 2 in the top barrel. This allows them to take down a sloop mast once, both Brigantine masts, and all but one Galleon mast.

    • Reduce the amount of cannonballs to 25, allowing them to get arguably great pressure in on an enemy ship regardless of size

    • I would argue the current amount of throwables is okay, as there are enough Blunderbombs to get 2 kills, or rotate an enemy ship about halfway one direction

    • Reduce starting wood to 15. Leaves 9 planks to repair holes if the wheel and mast are tier 3.

    • There's food in the starting barrels? (Imo no changes needed, arguably, a bigger ship may even need a lil more food)

    Captaincy & Merchant Changes

    Rather than changing the amount of supplies players receive from the Captaincy and Merchant supplies, I think limiting players to a single supply purchase, a storage crate, and the bait crates (probably not even necessary with Hunters Call) will give players a sense of choice for their adventure, depending on what they need. For PvP, I might take food, but for ghost fleets, I might just do cannonballs.

    Shaky about not reducing the amount, but as always, this is only a suggestion

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  • I don't think players should be forced to go around collecting supplies before they start a session all the time.

    I never understand this word. “Forced”. Last i checked, I wasn’t and to this day I’m not.
    Who is forcing these players or is it all in the head?

  • @burnbacon

    True. In fact I rarely purchase supplies before going out.

  • Eh, I'd much rather have to deal with the same ship coming back instead of having such limited supplies. Reducing supplies doesn't even really solve the problem of ships returning after being sunk. They will cause problems regardless of the supplies they have. So I'd rather have more supplies when I log in every session even if there is the one-off chance of having to deal with someone coming back with more supplies. I want to be underway and fighting people, not playing supply simulator

    I'd actually want MORE cannons, chainshot, and food at the start of each session. Even with captaincy and collecting from the outpost, there are hardly enough supplies to sustain a good fight, especially when talking in the context of bigger boats.

    If you're worried about ships coming back, better suggestions would be to increase the distance at which sunk boats respawn, or merge a boat out after being sunk by the same people too many times. Messing with supplies is too anti-quality of life

  • All boats spawn with enough starting supplies by default, how much you need depends on how you play.

    If you want more then buy them from Shipwright Shop or Merchant Alliance. No one is forcing you to buy them.

    Need more, hit islands. Best place to get heaps of supplies is Sea Forts, run around one with a storage crate and you can get 200 cannon balls and heaps of other stuff in a minute.

    The current supply system works perfect as it is. It gives players a good chance to try get their loot back, most times players don't come back after a sinking anyway.

  • This is a nerf that affects more than just your highlighted issue though. I've always suggested each sink should spawn ship further away, and briggsy should be patched so that it doesn't affect spawn location other than the skull delivery island which was intention.

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