Cannon Ammunition Types

  • So, I saw a post about ship "side-grades" and saw the mention of cannon ammunition types. Thought I would leave a list of ideas I and others have had. I have no illusion that some of these are far fetched, but I thought including them anyway would make for good reading at the least.

    • Round Shot: The default ammo we currently use. It has a radius of damage around the impact site, with the possibility of knocking players back. Can blow holes in the hull.
    • Flame Shot: A cannonball wrapped in pitch soaked rags and ignited by being fired. The flame shot lands on the enemy ship (or land) and ignites a small area around impact with flames. The flames deal 10% damage to health every second and last for 15 seconds, but do not spread. The projectile has a much steeper firing arc than the round shot. Require water or vomit to put out. Does not harm ship for simplicity reasons. Can blow holes in the hull.
    • Chain Shot: Fired at the enemy's masts, hitting them will prevent the masts from turning for roughly 40 seconds. Can do damage to players, but not to ship hulls.
    • Grape Shot: Damages the sails of a ship, and players in a shotgun like effect. The closer you are the more damage to a player is done, but sails take damage as a factor of speed. The percentage of grape shot that hits the sails equals out to a maximum of 15% speed loss from that sail for 2 minutes (the sail repairs holes after this time). Can't blow holes in the hull.
    • Man Shot: This is how players are loaded into the cannon to be fired a great distance as we already do.
    • Light Shot: A slow burning ball of phosphorus attached to a parachute. Fired up in the air, they provide a warm yellow light to a very large area as they slowly fall back down. Can't blow holes in the hull.
    • Snake Shot: When you have a captured snake on board, you can load it and its cage into the cannon to fire at the enemy. If landing on ship decks or land, the cage will bust open and a very irritated snake will (with great speed) roam the ship looking for people to bite and poison. Can't blow holes in the hull.
    • Hook Shot: A large grappling hook attached to a long rope. If an enemy ship is hit, it is anchored to the other ship, unable to go further than the tether allows. The rope can be cut at the site of impact (can be cut also by attacking the hook if it penetrated a lower deck) or shot with good aim. The effect of being caught on the hook shot's maximum distance is similar to lowering the anchor. Players can be damaged by the hook, but more importantly can be attatched to the hook if they do not die from the damage. Can blow holes in the hull, but only start leaking water when the hook is removed.
    • Spear Shot: A massive harpoon, designed to pierce through the toughest armor. Fired from a cannon can do massive damage to players, sea creatures and the like, but can also pierce both sides of a ship if aimed correctly. Much steeper firing arc than frag shot and slower travel time.
    • Enhanced Shot: Load a gunpowder barrel into a cannon, then insert a cannon ball normally (only works with frag shot and man shot). The arc of the shot, becomes much more shallow and the range is nearly doubled. Allowing for much more accurate fire.
    • Explosive Shot: A shot similar to round shot, but with an added bang, and a danger to your own ship. Before loading the shot into the cannon, the player must ignite the explosive shot's fuse, which puts it on a timer of 6 seconds. If the shot is not fired before time runs out the cannon will explode dealing three holes of damage to the ship and obviously kill anyone at the cannon or nearby it. After being fired the timer is deleted, and it will explode on contact with whatever it hits first dealing 2 holes worth of damage.

    What do you guys think? Any thoughts are appreciated especially on balance, as i just threw this up to start the discussion.

    User Suggested Ammos:

    Net Shot ( @Kotetsuchiha ) : Immobilizes players in a small AOE. Can be cut free after 10 sword swings by those imprisoned, or 5 swings from a crew member. Wears off after 20 seconds. Cannot damage ship hulls.

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  • selfish bump

  • Now this is how you suggest changes/ideas/thoughts! Excellent thought to be honest, even down to the numbers.

  • Bump, would still like to see some discussion on this. If no more comments I'll leave it a alone.

  • i like this idea

  • @sandmanbakery I'm surprised this didn't get more attention. This would definitely be a welcome addition to the game.

  • Agree this would be great; however some of these (grape, chain, etc) should need to be purchased with in game gold; not found randomly in barrels.

  • No, thank you. The current single shot type is fine.

  • if there were more cannon ammunition types, it would be fair if they were built the same way as explosive barrels; you can pick them up, drop them, and (referring to your concept) you can load them within a cannon or use it to your advantage, but you can never place them safely within your inventory and thus other opposing players can take them. they would not be available at a store either; like explosive barrels, you need to find them within the world.

  • I like the ideas listed :)
    Ship combat is over to fast for most to be effective without a rebalance to ship resistance / water intake etc.
    but very good ideas all the same :) hope we get some in the game at some point.

  • @spec24 Didn't when I made it either.

    https://www.seaofthieves.com/forum/topic/42144/supremacy-and-a-greater-focus-on-ship-combat-in-the-interim-of-new-and-improved-content/14

    https://www.seaofthieves.com/forum/topic/42727/on-the-importance-of-having-goals-and-resources

    Basically these ideas I feel like should have been posted on Reddit. I'm not sure anything we post here will really even get discussed properly. Or have eyes on by actual team members other than mods.

  • @nihilent said in Cannon Ammunition Types:

    @spec24 Didn't when I made it either.

    https://www.seaofthieves.com/forum/topic/42144/supremacy-and-a-greater-focus-on-ship-combat-in-the-interim-of-new-and-improved-content/14

    https://www.seaofthieves.com/forum/topic/42727/on-the-importance-of-having-goals-and-resources

    Basically these ideas I feel like should have been posted on Reddit. I'm not sure anything we post here will really even get discussed properly. Or have eyes on by actual team members other than mods.

    If that's true that's a really sad fact that they don't monitor their own forums. Are they actually active on Reddit. I've been their a couple times, but it's not as fun as over here :D

  • Yup. More shot types are definately needed.

    The only trouble I have is this many shot types would be hard to manage.

    How would they be stored, selected etc. Three shot types I think would be Ok. With 3 barrels on the sloop and 5 on a galleon. Make max capacity 75 instead of 100 and let us store what shot type we please in them.

    I agree we need something to damage sails. So the chain or grape shot should be in.
    The boarding hooks could become a player held item, or a seperate deck attachment.
    I like Snake shot, maybe allow us to shoot other things too, fire a skull at an enemy and skeletons spawn onboard their ship?
    Beehives would be hilarious for this too.

    I like the idea of fire shot, I would want flames to damage sails though.

    I suggested elsewhere for net shot and damage effects from cannons.

    Net shot would temporarily immobilise players or steering if hit on the wheelhouse.
    Damage effects are things like shot to the mast adjusting sails, hit the anchor wheel would release the anchor, hit steering to spin the wheel, hitting a supply barrel depeletes supplies held.

  • I'm against anything that hampers speed or movement. Fast chases and quick, tight turns are what make the fights fun.

    Introducing ways to slow down and hamstring ships seems like a good way to turn battles into boring periods of two hindered ships drifting lazily around each other exchanging blows.

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