Critical ship damage

  • @wraith-04 I've made a similar topic yesterday. I proposed that after a certain amount of shots taken there would be a larger hole that can only be repaired in the outpost by talking to an npc. My idea was called "stupid" by some.
    I find it stupid that you can't sink a ship that has someone fixing the holes no matter how many cannonball hits they've taken. I can guarantee that no one will sink my crews ship soloely with cannonballs.

    I want some classic naval battles without boarding.

  • @wraith-04 sagte in Critical ship damage:

    I think it's rather dumb that you can sink 70+ cannonballs into a sloop in a short amount of time and people can simply repair each hole infinitely, it makes it more stressful for them sure, but they can still do it and it wastes so many cannonballs. I think past a certain point a hole shouldn't be able to be repaired, cause otherwise it's just an endless battle until someone runs out of cannonballs or planks and you've only fought one ship. Especially in the case of gunpower barrels, it's difficult but you're able to repair each and every hole before your boat sinks, despite the fact that a giant explosion just decimated your ship, a few 2x4's and you're fine.

    putting 70+ cannonballs into a sloop in a "short" amount of time is wasted ammunition!!!
    there can only be a fixed maximum of holes and they´re all predefined.
    you have to be more patient if you want to succeed... like shooting them until they got some holes and then only let 1-2 guys only fire a cannonball every 3-5 seconds each so the planks just break that the sloop crew repaired. This way they run out planks pretty fast.

    That´s the exactly same i´m doing when soloslooping and hunting gallys... they run out of planks before i run out of cannonballs... allways!

  • Contrary to what people seem to think this is actually EXTREMELY realistic. In the age of sail the actual sinking of a ship just through cannon fire was actually quite rare. Instead the goal was to damage the ship or kill the crew enough to force a surrender or if need be, carry the action by boarding.
    What I do think the game needs though is a way to cause different types of damage to the ship, to both rudder, cannons and mast & rigging, forcing players to move about all over the ship to repair battle damage and not just stay put in the hold plugging leaks.

  • My crew sunk a galleon that was completely decked out with custom sails hull and the works using less cannon balls than that...

    It's about placement of fire. I didn't just shoot at their side and hope for the best. I waited til I saw them at their cannon and fired there. Boom. Hit them away from their cannon and kept me safe, killing one of them in the process. Then I let their middle deck have it and then below the water line.

    All the while listening for splashes of boarders, as well as keeping an eye on their deck for movement to their cannons.

    The players are the top priority. They are what keep ships alive. Destroy them, destroy the ship.

  • For manning lonely a sloop I kind of agree with you : I've already survived with my ship to many encounters I shouldn't have, if the game was any balanced.

    Bytheway I have made some suggestions to add more damage types to ships for this very matter : damage to sails as to masts to slow down ships, since damaging hull doesn't affect speed. I think it would help with such issues rather than critical damage to hull.

    See here for more details :
    https://www.seaofthieves.com/forum/topic/45568/suggestions-to-help-devs-out-of-this-stall-state

  • @captain-surgee I absolutely agree dude, if you look on my post at chaosblade's comment, it's a really good idea too

  • @only-alexraptor I'd even be fine with that, it still seems like an improvement

  • @aprovoked-mango I mean I'll be honest, when we play as a 4 man crew we don't pace our shots we just reload and fire as fast as we can, however we're also really good at shooting so every s**t is battering the lower of deck of either ship, which honestly I find galleons easier to sink because it's harder to get down there and repair. The point is though, yes we're just peppering it like a machine gun instead of pacing shots but if anything a barrage of well placed shots like that should be rewarded, a shil shouldn't be able to handle that kind of abuse

  • @meurtrisseur Again another gpod idea, all pf these small ideas are still improvements and I'd be fine with any of them, I just think the game could use something of the sort

  • Also, this is unrelated but if you guys have a couple minutes you should check out my post called Legendary encounters. It's currently pretty much unread and it's something I'm hoping rare will actually see.

  • @wraith-04 But they can't...eventually someone runs out of supplies and something goes down.

  • @dewradley said in Critical ship damage:

    @wraith-04 said in Critical ship damage:

    @lexicolopolis you shouldn't HAVE to resort to that though. I've been in a galleon with 3 friends and we had almost 200 cannonballs, one fight with a sloop and we just burned through almost half of them because every hole we put in them got patched up, we ended up not even continuing to attack and they just sailed off perfectly okay. So all we really accomplished was reducing how many planks they had, at the cost of our own cannonballs and time. I think there should be a system based on how many times a spot has been hit and if it's***t too many times you can't repair it

    200 cannonballs and you couldn't sink a sloop with a fully crewed galleon. You just got horribly outplayed. Did you shoot the same spot? Did you board at all? Did you not try to shoot enemy players off the cannon/wheel/repairs? In this scenario you described it sounds like you and your crew are worse than horrible at this game. This is a you/crew problem not the game's problem.

    This. So much this.

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