More complex mechanism for cannon reloading

  • I am thinking about a more complex mechanism for reloading the canons in 3 steps:
    1 - Add gunpowder in the cannon
    2 - Add a cannonball
    3 - Use a Ramrod
    4 - BOOM!

    An higher level would be after each shot, the cannon recoil makes the cannon step back. So before your next shoting, you have to push the cannon forward. That's why we see ropes attach to cannons!

    Actually, the fast reloading acts well with the durability of the ship which balanced the things together.

    What do you thing?

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  • I can understand the reason why you propose this, but I think it will slow down too much the battle. I like the way you can answer back fast to attack.

  • Or just an animation how you put the cannonball in the cannon!

  • I was shocked by how quickly cannons fire. Blackwake doe a great job with cannons (I think it's probably a better naval combat simulator than SoT), but Blackwake has much bigger crews and is oriented around pre arranged combat. I guess since the crews are so small on SoT and there are so many other things to do, they've had to simplify things. Hence you can dig a chest up with with a few thrust of a shovel, bail a ship of water with a few buckets and fire a cannon without loading it. It breaks the immersivity a bit but unless crews are made bigger I don't think it woud fit in. Combat would be too slow.

  • @inbred-chimera I think the reasoning behind the cannons firing so quickly is that the ship can be repaired on the fly, fairly quickly, by one or two people. Slowing the fire rate of the cannons any more than it currently is would require a rework of the repairs as well. Sure, battles can take a long time, but it feels pretty balanced currently. If anything needs adjusted, I vote that the repair rate is slowed a bit from where it is currently.

  • @inbred-chimera said in More complex mechanism for cannon reloading:

    I was shocked by how quickly cannons fire. Blackwake doe a great job with cannons (I think it's probably a better naval combat simulator than SoT), but Blackwake has much bigger crews and is oriented around pre arranged combat. I guess since the crews are so small on SoT and there are so many other things to do, they've had to simplify things.

    You got a point, I think it's ok considering the size of the crew even if the realism is not at his highest point.

  • No, why are you not just playing black wake if you like these mechanics? The pvp in this game seems to be all about quick thinking, and responding too what your opponent is doing.

  • I think blackwske looks interesting tactically but it's really just black flag without the story. Same navel mechanics same aiming system etc. do t get me wrong that cool. With SOT it has some more realism in sense you do have to bail water , you do have to man the sails, you do have to fix ships you do have to know how to steer weigh anchor etc. however it is more simple more so the pace of game would be boring. I mean real life navel battles lasted hours so in a game I use lee way. Blakwake good for navel tactics etc SOT good for co op game play with a casual feel. Both great games in own right however I feel SOT has that extra flavor to more immerse you. Having extra long ways to reload cannons seems to take away some how but a interesting suggestion. Non the less have to see what happens upon release.

  • They should NOT change how the cannons work. I like the way it operates. It is smooth, easy and a lot of fun. The battles in SOT are intense and you need to react quickly. So making the mechanic harder to use is pointless in my opinion.

  • Realism and immersion are different things, and one matter far less than the other. It's why I don't mind people firing themselves out of cannons but am very concerned about ships flying through the are or very clearly despawning when destroyed. The only thing I really want to be atall complex is the sailing. I'm hoping its easyish to pick up but hard to master, but cannons and combat and that I'd rather be more based around tactics than mechanics.

  • I think that level of detail would slow battles to a crawl. Have to say I like the combat at the current pace. Nice idea though.

  • Instead of changing the way how cannons are used
    Why not having more animation around firing a cannon
    For example, when a cannon fire, it has a sort of recoil animation (it does return to original state)

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