Improve PvP impact and outcome, here is how

  • Most people will have noticed that fighting off other players in skeleton forts only has one effect: losing supplies and precious time, when it should be rewarding to succeed in PvP combat.

    Here is how we could improve this:

    • my biggest suggestion is make every ship sinking in the game a barrel spawn, every ship sinking has to leave a few barrels swimming in water behind, that contain supplies something about 5 bananas 5 planks 10 cannonballs or a bit more, not much but just enough to stop or at least soften "kamikaze to burn their supplies" tactic usually sloops do at skeleton forts
    • when a crew joins a server they got X supplies and start at an outpost. Ok fine at first but i would in general like to see the amount of supplies at an outpost (Y) higher (maybe X just a tiny bit less then?)
    • when a crew respawns with a new ship it should be even further away then it respawns now and have litetally
      0 supplies so the first thing they will have to do is restock at an outpost (Y) or at an pacified skeleton fort. All to make death even more of a penalty and not a thing thats just part of the deal. If players have to be more careful about combat because risk of dying hurts more the quality of naval combat could improve overall
    • to make the hard fights a little longer or fairer when galleons and sloops fight one another the ships "HP" could be higher like make water 20% slower filling a ship so players with higher respawn still have some time to react

    All this will first of all result in PvP combat especially at skeleton forts to be even more thrilling and thoughtfull.
    I hate seeing me defending an skeleton fort but after an hour of killing about 10 enemy ships ramming into me just in order to make me shoot away all my 300 cannonballs that dont really respawn mid combat in forts.

    The ultimate step to improve this hard PvP then could be a new item for every player:

    The white flag!
    An example: only if a player does not have any supplies in his inventory and no ammo in any range weapon he is carrying he is able to equip the new item "white flag" and use a unique "Parlay"-emote... sure this item can be abused and propably often will but if i am a sloop fighting a galleon at a skeleton fort and another sloops parlay'ing ill team up with him maybe the game could introduce some mechanic hear that basicly "soft-"teams up such parlaying crews for a short time with maybe a bonus to the gold not cashed in but spawned (?) While fighting for it in 2 softteams i dont know..

    P.S.:

    Ship respawn could also be dynamic like in first time the ship sinks the crew has an invisible 60min timer and a new ship X distance away from the spot it sunk. If this new ship sinks again within the 60min timer the timer resets and the respawn distance of the new ship is 2*X distance away from the spot ship number 2 sunk and so on....

    Same thing with respawn for players: first respawn you get 1 min on the ferry of the damned and a 10 minute marker, dying within those 10min resets them and makes it 2min on the ferry of the damned, 3rd time within those new 10min time window will result in 3 min on the ferry...
    At the current state of the game i often get killed on purpose because eating bananas is just a waste of supplies often and people doing the suicide-bomber-gunpowderbarrel-tactic should get a small penalty in some way ...
    What do you think?

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  • @genereder

    Ship respawn could also be dynamic like in first time the ship sinks the crew has an invisible 60min timer and a new ship X distance away from the spot it sunk. If this new ship sinks again within the 60min timer the timer resets and the respawn distance of the new ship is 2*X distance away from the spot ship number 2 sunk and so on....

    Same thing with respawn for players: first respawn you get 1 min on the ferry of the damned and a 10 minute marker, dying within those 10min resets them and makes it 2min on the ferry of the damned, 3rd time within those new 10min time window will result in 3 min on the ferry...
    At the current state of the game i often get killed on purpose because eating bananas is just a waste of supplies often and people doing the suicide-bomber-gunpowderbarrel-tactic should get a small penalty in some way ...

  • @genereder said in Improve PvP impact and outcome, here is how:

    Most people will have noticed that fighting off other players in skeleton forts only has one effect: losing supplies and precious time, when it should be rewarding to succeed in PvP combat.

    Here is how we could improve this:

    • my biggest suggestion is make every ship sinking in the game a barrel spawn, every ship sinking has to leave a few barrels swimming in water behind, that contain supplies something about 5 bananas 5 planks 10 cannonballs or a bit more, not much but just enough to stop or at least soften "kamikaze to burn their supplies" tactic usually sloops do at skeleton forts
    • when a crew joins a server they got X supplies and start at an outpost. Ok fine at first but i would in general like to see the amount of supplies at an outpost (Y) higher (maybe X just a tiny bit less then?)
    • when a crew respawns with a new ship it should be even further away then it respawns now and have litetally
      0 supplies so the first thing they will have to do is restock at an outpost (Y) or at an pacified skeleton fort. All to make death even more of a penalty and not a thing thats just part of the deal. If players have to be more careful about combat because risk of dying hurts more the quality of naval combat could improve overall
    • to make the hard fights a little longer or fairer when galleons and sloops fight one another the ships "HP" could be higher like make water 20% slower filling a ship so players with higher respawn still have some time to react

    All this will first of all result in PvP combat especially at skeleton forts to be even more thrilling and thoughtfull.
    I hate seeing me defending an skeleton fort but after an hour of killing about 10 enemy ships ramming into me just in order to make me shoot away all my 300 cannonballs that dont really respawn mid combat in forts.

    The ultimate step to improve this hard PvP then could be a new item for every player:

    The white flag!
    An example: only if a player does not have any supplies in his inventory and no ammo in any range weapon he is carrying he is able to equip the new item "white flag" and use a unique "Parlay"-emote... sure this item can be abused and propably often will but if i am a sloop fighting a galleon at a skeleton fort and another sloops parlay'ing ill team up with him maybe the game could introduce some mechanic hear that basicly "soft-"teams up such parlaying crews for a short time with maybe a bonus to the gold not cashed in but spawned (?) While fighting for it in 2 softteams i dont know..

    What do you think?

    I think if you whip that white flag out, Galleon crews are going to murder you over and over again just because it's fun to them.

    I like the barrels idea though. I like the resupply idea also. They spawn pretty far away now though, but I feel like if you instigate a fight and die, you shouldn't get to choose to just jump right back in and b-line. But at the same time, if someone attacks you and steals your stuff, you have a chance to get it back with the 15 canon balls where as you would not if you had to resupply before.

    I think that making people pay for other people's ships if they destroy them could help also. If you sink someone's ship you pay a "fine". Or even make people pay for canon balls maybe.

  • @edemardil

    I think that making people pay for other people's ships if they destroy them could help also. If you sink someone's ship you pay a "fine".

    This would result in it never being worth sinking another players ship. No one would be able to defend themselves since doing so would penalize them.

    I honestly agree that a ship shouldn't respawn with supplies (it just sank after all), but maybe an alternative would be to have players lose any supplies they're carrying when they die.

    This would mean players would have to think about how many supplies they hold onto during combat. For example; grabbing 5 bananas and then dying to a cannonball would result in a loss of 5 bananas for your crew.

  • @genereder

    Edit original post: dynamic respawn mechanics for players and ships alike

  • "I think if you whip that white flag out, Galleon crews are going to murder you over and over again just because it's fun to them."

    And THIS is the problem with the SoT game model. Down to it, there are two types of people that play (sometimes you switch between the two as well). 1 - JERKS. They want to screw over everyone they meet. Screwing people over brings them joy. and 2 - JADED, UNTRUSTING PLAYERS. They would prefer to team up and get the job done, but they can't trust anyone and would rather just assume the other folks are jerks and fight them from the jump, opposed to getting stabbed in the back LITERALLY after the fort is complete.

  • @edemardil pay a fine for sinking a ship???? Ahh no. I'm not very good but the guy that beats me shouldn't be penalized.

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