Progressing Ship on Ship Combat

  • 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!

  • 21
    Beiträge
    11.5k
    Aufrufe
  • @rakke83 I agree with every element you've put on here, only 2 things I'd consider on top possibly a harpoon front cannon to try and real the ship in, obviously it'd have to have a range and be very accurate and maybe only useable every so many minutes as you have to real it back in if you miss...

    Also I wonder about doing something with cargo, so a ship holding a lot of treasure would maybe go a little slower? This would make it very interesting to chase down a ship with cargo on board. Crews would have to decide whether to throw lesser things overboard to speed up :)

  • Damage Regions

    Adding more damage zones would expand the skill gap between new and experienced players much bigger. And just imagine a single sloop with all this problems to handle. There are already different damage zones wich a good crew should shoot at at different times to sink a galleon more effectively.

    Chase
    There is no designe in favor of the defender. Sailing with speed with the wind in your back is easy but being really fast is a mastery. If you cannot catch up to a ship(same ship class) and it seems the same distance alle the time you and your prey are doing the same things right and wrong. If he pulls away he did a better job sailing. If you realize that you cannot gain on him just leave him be. You are doing yourself and him a favor. You want get frustrated that you cannot catch him for 20 minutes and he won't get frustrated that he has to run for 20. You both would probably like to do something else.
    Here are some hints to be faster with a galleon:

    • If you do big turns let your crew turn the sails together. For example two people start with the front sail, then mid then aft. This goes much faster than having one pirate per sail.
    • If you are chasing or fleeing assign one person to each sail. Let the guy on the wheel announce every move he does so every sail can move with the turning of the ship.
    • Predict your preys movement. If you can turn your ship and the sails in the right direction before them you will earn a huge gain.
    • If you are close enough have one person use the spy glas to look if their wheel gets turned. There is a delay between turning the wheel and the turning of the ship. As sooner you start to turn your wheel and sails the smaller is your disadvantage.
  • @derklotz2000 good post for sure. People need to think about what they are asking for before posting. There is already a huge division in the community over pvp and pve. While the ops suggestions do seem like fun at first, they would only create more problems rather than solving any.

  • @derklotz2000

    Thanks for the response. The entire point was definitely to increase the skill gap, right now the skill cap is very low. It doesn't take much effort for a competent crew to keep your ship from sinking. You can be hit with barrels and it's still no problem. The only time we have been sunk is when we learnt barrels explode on the inside when hit on the outside! For a game that is dedicated to having a level playing field, it certainly needs more skill involvement.

    I hear you on the chase aspects, a crew does need to do all those things, and there isn't a thing on there I would disagree with, and already do, some chases have been successful with those things, others not. Currently the only way to get a fight, is either at a fort or if they want it. There needs to be more more ways to engage in both active offence and defence during a chase, increase ways to get someone off your tail and increase ways to actually be able to do something to your prey. Chase cannons bow + aft, are an actual thing. Currently barrels are the closest thing we have to engaging in this, and is awkward to throw over board without a person attached.

    @zep-darkwater I need to think about what I am asking before I post? I clearly did that. Why don't you do the same, I am trying to engage a discussion on ways to progress ship on ship combat in a positive way, I clearly said that, all you gave is [generic insulting dismissal].

  • @crayonxbuk Love the idea about the cargo weighing you down, definitely does add something, can also negatively impact hunters if they are carrying stuff too.

  • I love the ideas you laid out. It sounds like it would add a lot to increase combat variability. I hope some of those ideas are added into the game, along with fishing and crabbing. I want to go crab fishing so badly in SOT.

  • @rakke83 Ok sorry I made a post and it didn't convey what I wanted it too and I couldn't get it as a reply to you so I had to delete it, so let me trying again.

    First things first, I can tell you didn't like my reply at all lol. It can be hard to judge ones tone over the internet so lets start with that. My post was poorly worded. I apologize. It was not meant to be dismissive or insulting and the fault can only lie with my poor wording, so there's that.

    What I was trying to say is that I don't agree with your suggestions, mainly because of crew numbers and the implications it would have on smaller crews from a pvp perspective. I actually think they look pretty fun at first glance, but I feel over all it would hinder balance in the end.

    I try to make sure that everything that I post has a meaning and doesn't offend on a personal level and clearly I failed this time, so once again I do apologize and while I think the ideas are fun I don't think they would equate to balance.

  • Opinions ahead:

    Damage Regions- Disagree with this, as a single shot to the rear of a boat renders it unable to be driven. Would be an excellent troll tactic. Not to mention, aimbot skeles would kill you looong before reaching the fort.

    Boarding-This means that smart people will utilize the human cannonball/mermaid method to repeatedly fire themselves until someone lands on your boat, take your boat (and your loot), you get respawned elsewhere, without your loot or even a chance to fight for it. Not a fan of this. (Not to mention server load for all the stolen ships just floating around in the ocean that have been looted and left, we don't need more lag)

    Chasing- Rear-facing cannons sound like a great thing to have except it kills the whole idea of one person out-sailing another. I imagine a scenario where someone boards you, steals your boat and loot, you sail all the way back to get it (provided they don't change respawn distance), they shoot you with their rear facing cannons as you try to catch them, and are now dead in the water and have to scuttle your boat (solo sloop) or try to out repair the damage they will unleash as you follow. So...no chance of reclaiming loot. Also, rear cannons remove the need for any damage regions, as a ship simply cannot follow without taking massive damage, and will eventually run out of supplies for repair. You would require both rear and forward cannons to make this balanced.

    Highlights-Love this idea, as long as its not a system resource hog.

    Sidenote: You said "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." I would like to say that "skill is the only separator between crews" is a sign of balance. I'm glad you're offering suggestions, I hope many others will too, and I'm sorry I don't have any to offer up in response. I'm just putting in my two cents. Happy Pirating!

  • @zep-darkwater No bother pal, just seemed like you were basically saying my post was pointless and you were just trash talking, glad to hear it was a misunderstanding.

    I see what you are saying, but that's what I am trying to engage a discussion around, would love to hear what you feel breaks balance, as I have mentioned, as a game that focuses on skill and not a gear/level upgrade it has a fairly low skill cap, I would much rather improve on chances to prove skill and coordination over "I want cannons with +5 damage so I am better after X hours".

  • I agree with a lot of this!

    The 'attrition' as you call it is the bane of ship warfare to me. It's far too easy to repair damage from cannons. I would like to see different levels of fixes. A quick patch job which stops a decent amount of water intake, a repair job that does what it does now and a full repair that repaints the hull. 3x the planks but your ship can look ship shape again :)

    I would also like to say chase cannons are absolutely required at this point. Since there is no meaningful ship customisation all our ships go at the same speed. This has made any chasing 100% pointless, all the offensive options are with the runner and there is currently zero a chaser can do about it (assuming a mildly competent team on the running side). Chase cannons would make evasive manourves mandatory, more risk, more reason to fight, more fun for everyone :)

    If chase cannons are not to be though then some more ship customisation could be a decent alternative. If I want to strip my ship of 4 of its cannons and half of its supply capacity in favour of speeding up the ship then I knew I could chase people down Or maybe adding a layer of armor in exchange for slowing it down and engage people rather than run. Would make my ship much more personal to me and would solve the very boring chase game in one go :)

    Regional damage is a great idea and honestly something I expected when I first played, it was a little disappointing that I couldn't damage rudders or sails, it would make combat better and the repair game better at the same time!

    +1 for this well thought out thread, I hope someone at rare gives it some serious thought.

  • Go on steam / buy Naval Action / See how it works / Put everything into the game / Have a realistic game (maybe not fun in this game)

    Still it's totally true that a lot of things could be done to improve the game without making everything a pain like turning much more effectively with sails (playing with the wind) and such things that would probably discourage a lot of players. As the game goal is to be fun and not a naval simulation.

    Ships really need a front canon to hit sails. 1 canon on small ship and 2 on bigger one. With the ability to repair sails with a new ressource: "cloth" or something like that.
    So you would be able to make a ship really slow, as canon balls bigger ship would have 3x more "cloth ressources" as their is 3 sails to repair.

    The damage region would be interesting too if the firing system wasnt as it is right now. At least on PC (have no idea on Xbox) but you can shoot 1 canon ball every 1 or 2 sec. That's not even the time to repair a hole in your boat.
    That's allready a broken feature as you can fire the exact same spot and the ennemy isn't able to repair their ship at all. So adding all those "damage region" would mean an entire rework on canon mechanism.
    As the game was designed i think they want a "fun" game and not a "realistic" game so they only need to add something to break those 2 hours infinit chase.

    I would love a more realistic game cause the overall feeling is great once you are on board, but a lot of people would probably not like it, as they enjoy the "quick / easy / fun" design.

    • it's not "grapeshot", as grapeshot were made to damage the crew and not the sails. The real name is "chainshot"
  • @mishaxg Hyper realism isn't needed, I was just putting some ideas on increasing ship combat involvement which is more than just hoping they aren't very good at patching their ship.

    I think you raise a fair point about the cannons, slow firing rate certainly would lead more towards requiring skill to make every shot count, which also favours being able to choose how to impact the other ship.

    Thanks for the info on grapeshot, I thought it was primarily to shred sails, however according to wikipedia sail damage was definitely a secondary function of it.

    First, it continued its role as an anti-personnel projectile. However, the effect was diminished due to a large portion of the crew being below decks and the addition of hammock netting in iron brackets intended to slow or stop smaller shot.[2] Second, the balls were cast large enough to cut rigging, destroy spars and blocks, and puncture multiple sails.[3][4]

  • I agree with most of the suggestion and would like to add one.

    I think that ship fight between two crews with the same experience and same number of resources can drag on for too long because of the ability to completely repair a hole as good as if there were none.

    The way I would see it is, once you pierce a hole in the hull, well you can patch it, but it will still be fragile. Meaning that if another shot lands next to the hole you just repaired, you would get two holes instead of only one. This would serve to accelerate combat that can drag infinitely otherwise.

    You could compare it to the tabletop game "Flashpoint". A game where you save people in a building in flames. You cannot hope to beat the fire completely as it will keep coming back stronger and stronger. Your only objective is the keep it under control until you saved everybody.

    So, in SOT, if you're hit, you can only hope to delay the inevitable and try to sink your ennemy before damage gets too extensive. You could patch up to keep water from flowing in, but the only way to really fix your hull would be to visit a shipwright at an outpost.

    What do you guys think?

  • pretty much all i feel is needed to even this stuff out is a front side cannon with a boarding hook. Be able to pull ships closer to you, and the enemy ship could yank the hook out, but still would defently loose some speed before they manage to

  • Honestly, I agree, something to make it require skill, but also make it more diverse as well.

    I was talking to a friend, and we thought it would be cool if the ships were modular. By this I mean that you could have the sails be changed from square to triangular, giving less top speed but easier wind catch. Also mortar cannons, replace half you cannons for four cannons that shoot upwards, are mostly inaccurate, but if they hit devastate crew where they rarely hit.

    I know the game is supposed to be horizontal progression, but there is no real "better equipment" in my examples as they have their own pros and cons, it's more of a personal preference per say, I could be wrong, but I am just throwing this idea out that we can incorporate more to what you have came up with.

    Sorry this is probably a bit off topic but it kind of goes along with how modular the damage done to things seems to sound in your post so it just reminded me. ;)

  • @rakke83 Overall all canonballs damage everything it's just about the effectivness. I'm pretty sure a canonball shot, a chainshot or grapshot would have the same effect on a body, will destroy sails and destroy ot start to destroy a part of the boat. ^^"

    Those ideas are good but the first step would be rate of fire + chainshot to stop those 2 hours chase. Last night we even chase a crew for 1 hour, they fight back, but at the end they decided to suicide at the map edge.
    The only actual solution is someone climbing on the boat, stopping the boat so you can reach it. So if they only try to run away it's nearly impossible to catch someone.
    Not talking about Sloop going quicker against the wind and Galions going quicker with the wind.

    Still i would love a "bit" more realism to be honnest, even if the game isn't based on realism at all. Machingun canons should end. Canonballs should also be able to go threw one side to another of the boat.
    For example: Hitting lower deck 1st time will result in 1 hole, hitting the same spot if a hole is still there will result in a 2nd hole at the opposite of the boat.
    Accordingly water coming inside & reparation should have their mechanism changed. Longer reparation, water coming in slower and less water in the bucket.
    Right now 1 bucket seems to take out half of the sea and that's a bit weird.

    Naval only fights, with anyone climbing in the opponent ship results in no one able to win (when the crews aren't super bad). That definitely shouldn't be the case.

  • @spookyblackhole @mishaxg I love the idea both of you are suggesting here, some way to compound the damage on the hull after it has taken damage.

    • Cannonballs can "pass through" existing holes
    • Cannonballs also remove existing planks in a radius around the cannonball hit. If I understood that correctly, meaning the patches are fragile.
  • @rakke83

    You understood correctly! :^)

  • I like these ideas. I made a few similar in a big post I made yesterday regarding things like damaging sails, etc. and how it could provide us with new materials to gather as well. I'm loving the idea that shots in specific areas would be more impactful though :)

    @MishaXG it almost looks like you read my post and brought the same sentiments here lol

    Here's my (very lengthy) post as well: https://www.seaofthieves.com/forum/topic/44132/another-suggestion-post-long

21
Beiträge
11.5k
Aufrufe
4 von 21