I've seen the odd post about different ways to add dimensions on ship combat, but nothing that goes into too much detail. I just wanted to throw in a few suggestions, see if anyone has any improvements or negatives for discussion.
Ship combat is currently awesome, though it's fairly 1 dimensional and means that the skill cap is fairly low, which could use some improvement when skill is the only separator between crews. Put holes in the hull, they take on water and repair it. A fight between remotely competent crews becomes a battle of attrition, which becomes pretty disappointing after about 15 minutes of it. A fight against an uncoordinated crew can see their ship go down surprisingly quick!
Damage Regions
One suggestion is having damage regions that impact the crew in different ways.
Anchor - A damaged anchor means it cannot be used, forcing the crew to rely more on actual control. Damage your own to prevent people jumping on and dropping your anchor?
Rigging - Sails cannot be controlled while the rigging is damaged, no angling or furling, maybe once it gets damaged it forces your sails to full.
Rudder - A damaged rudder needs to be repaired from the outside and the ship is locked in whatever direction.
Sails - Reduces a ships speed, requires grapeshot.
Boarding
Currently boarding is very effective, get one person on board to prevent them from fixing the ship, however does require you to be very close. With a full collision and locked ships, the losing ship quickly starts to feel frustrated as they spawn and die, and a lot of "griefing" comments have been around this. Allow commandeering of enemy vessels, the ability to remove their ownership and the ship becomes unowned, allowing them to spawn at a new one. Perhaps it will go down in 10 minutes time, allow you to get it to a port and hand in their things using their own ship, or give you time to hop it aboard your own without it sinking and fishing it out of the water.
Chasing
Currently chasing is almost impossible, it may be designed that way in favour of the defender, but getting into a 30-60 minute chase with no way to close the gap is frustrating, especially when they will probably just ram an outpost at the end of it. Some variation of chase/rear cannons to add depth to just angling sails during a chase would improve crew involvement here.
Highlights
Just want to throw this on the end, shadowplay has an API to capture highlights automatically, few games (such as fortnite) utilise this. I am terrible at remembering to hit my button. How about a trigger on sinking an enemy ship so you save your kill clips.
Thanks for reading if you got this far down!
