Full ship customisation

  • Now I understand that SoT is supposed to be a perfectly horizontal progression system with no perks and bonuses...
    However, that isn’t necessarily the case already due to the differing of ship types.
    Galleons have less speed and manoeuvrability but significantly more firepower and hull space, and player capacity than the Sloop with its agile nature, and lacking in firepower... so even though these are instantly available to all, there are some “perks” already in play, which is more what this proposed system is based off.

    From an immersion perspective, back in the days of pirating, there would be no standard of ships that pirates occupied, configurations were a plenty...
    So, based on all of the above, I think it would be nice to grind your way up to unlock additional customisations of the three ship types we already have.

    These listed below are just a few examples of tweaked variants of the initial designs. Each version shows the pros and cons vs it’s original intended ship type, and what it would succeed better at (or more appropriately put; what it is more styled towards) under its usages.

    Sloop Racer
    Variances:

    • Two Sails; traditional Sloop sail at the front, and a half Sloop sail at the rear.
    • Slightly increased Hull size (Length and height) sitting lower in the water
    • Enclosed rear cabin
    • Central Capstan

    Pros:

    • Increased Speed without penalty for turning

    Cons:

    • Bigger target for being shot at
    • Not intended for solo sailors (due to capstan relocation, and multiple sails)
    • Sink faster due to low-riding hull

    Usage: Trading, Treasure Hunting, Fishing, Mostly Non-combat orientated.
    Identified by:

    • One large front sail, one small rear sail, low riding and long hull.

    Sloop Serpent
    Variances:

    • Replace front Harpoons with two additional Cannons.
    • Smaller Sail (the half sail from the Speed Sloop, replacing the main sail)
    • Smaller mast size

    Pros:

    • Forward-shooting cannons (almost)
    • Additional Firepower
    • Can still be solo-sailed with relative ease

    Cons:

    • Much slower than the standard Sloop to accommodate the additional weight making retreat much harder
    • Easier to hit
    • Much lower crows nest, reducing visibility
    • Storing gunpowder in the nest will still damage the hull due to being a Smaller mast

    Usage: PVP, ship-to-ship combat
    Identified by: One half-sized sail and shortened mast.

    Brigantine Trader
    Variances:

    • Two main-sails, and one half sail
    • All cannons removed
    • Has rear-facing harpoons as well as front-facing harpoons.
    • Improved rudder
    • Side-mounted rowboats (x2)

    Pros:

    • Should be the fastest ship in the game
    • Turning and Steering should match that of the regular sloop
    • Can have one rowboat on each side of the ship allowing for faster transport of goods

    Cons:

    • No defensive capabilities
    • Could be challenging for a three-man crew to get the best out of the three sails and maintain out-running speeds

    Usages: Trading, Treasure Hunting, Non-combat
    Identified by: Long, flat hull with three sails (two doubles, and one single)

    Galleon Destroyer (“Man-o-War” equivalent)
    Variances:

    • Larger hull (height)
    • Mid-deck converted to the cannon battery with six cannons on each side. The first two cannons on each side can be angled to shoot more forward than the rest. Brig is located at the very rear of the mid-deck.
    • Cannon ball storage in the centre of the mid-deck
    • Lower deck split into two segments with stairs down from each end of the middle deck. Rear compartment contains player chests, stove, food barrels. Forward compartment has wood barrel.
    • Front and Rear two-man Capstans

    Pros:

    • Significantly improved cannon arsenal
    • Cannon operators have protection
    • Lower cannon placement means it can easily hit low-riding hulls

    Cons:

    • Crew mostly below deck, meaning vulnerable to borders
    • Split-lower deck means players have to check both lower decks for damages.
    • Larger target to hit
    • Moves slower than the regular galleon, but turning speed unaffected
    • cannon accuracy at range may be effected due to not being able to raise the cannons higher without obscured view
    • so large and heavy, requires both anchors down to come to a stop

    Usages: All - experienced crews only should look to use this as it would require a significantly larger amount of communication to operate the vessel efficiently.
    Identified by: Lack of deck cannons, taller hull.

    Galleon Reaper
    Variances:

    • 1 set of forward cannons, 2 sets of side cannons
    • low-riding hull
    • gunpowder dispenser
    • no harpoons

    Pros:

    • engagement on all sides with no expense of movement
    • safely and stealthily dispense gunpowder barrels into the water at the rear
    • spawns with two gunpowder barrels

    Cons:

    • sinks faster due to low hull allowing water on directly from mid-deck
    • cannot harpoon
    • can not attach rowboats
    • gunpowder dispenser could be hit when being operated, causing significant rear hull damage

    Usages: PVP, Ship-to-Ship combat
    Identified by: large rear to the ship (for gunpowder dispenser), low-riding galleon hull

  • 5
    게시물
    2.5k
    조회 수
  • Pretty much, you listed ship with forward cannon, everyone is gonna use that and forget about the rest.

    You seem to fail to realize, even a fully stocked galleon with a crew of Vets can still be sunk with a simple clever solo Sloop player.

    The three ships we currently have, makes little difference, besides either Speed or Power if the player using it takes things to a new level.
    -Curse Cannonballs
    -Kegs
    -FireBombs
    -Blunderbombs

    We dont need ships to be slightly longer, with extra sails, smaller sails or forward cannons.
    Heck a ship without cannons....Really? that just asking to be sunk :/

  • 6 cannons on a little sloop seems a bit excessive dont'cha think?
    Also having a ship with 0 cannons is never a good idea in any situation and having a ship with front facing cannons adds a whole new level of balancing issues.

    Ships are fine as they are. Maybe you could add little modifications to the ship if you like, maybe "spending points" and you can add sails, cannons or whatever to what ship you like and the bigger the ship the more spending points, but more manpower needed to sail effectively. But it seems a bit complicated and could completely destroy the balance the game has now.

  • @woodedskate89 said in Full ship customisation:

    6 cannons on a little sloop seems a bit excessive dont'cha think?
    Also having a ship with 0 cannons is never a good idea in any situation and having a ship with front facing cannons adds a whole new level of balancing issues.

    Ships are fine as they are. Maybe you could add little modifications to the ship if you like, maybe "spending points" and you can add sails, cannons or whatever to what ship you like and the bigger the ship the more spending points, but more manpower needed to sail effectively. But it seems a bit complicated and could completely destroy the balance the game has now.

    No sloop has six cannons above?

    These are purely to add in extra layers of customisation and immersion based on the tasks you want to do. If you're in the transport vessel, you can't be caught, therefore your defensive cannons aren't really required. If you're wanting to hunt one of these, you'd have to stealthily follow it to where it docks, and get it while immobile, taking out one of its masts in the process.

    The last point would take away the horizontal progression unfortuantely.
    However, I would agree mine does to some extent as well, the difference being it's a preset customisation (which would be easier to code) that customises the ship on a players' behalf. In order to fully keep with horizontal progression, all types could simply be made available to all players, at all times.

    @BurnBacon Which version?
    Galleon you're losing 2 cannons, and moving 2 cannons to the front, but also gaining a gunpowder dispenser at the rear.
    Sloop you're sacrificing speed even more, meaning to enter combat speed with agile turning, your sloop is basically at a crawl... It wouldn't be too hard to put all sails up on an opposing galleon and turn at the same speed keeping 4 broadside cannons on them, and they wouldn't have the speed to escape. If they try, you simply sails down, and catch back upto them again due to the loss of speed.

    But like you say, it would require the crew of the sloop to operate it at its peak, which is why I'm recommending it as an example.

    Rare could do all of the balancing and take some of these ideas into it, or none of them at all. The underlying point is that we get further ship customisation to reflect the way we play.

  • No sloop has six cannons above?

    Sorry I get the misunderstanding, I meant, as an example, 6 cannons all firing on a sloop isn't balanced

    These are purely to add in extra layers of customisation and immersion based on the tasks you want to do. If you're in the transport vessel, you can't be caught, therefore your defensive cannons aren't really required. If you're wanting to hunt one of these, you'd have to stealthily follow it to where it docks, and get it while immobile, taking out one of its masts in the process.

    Every ship should be able to be caught in some way, it defeats the point in pvp if you can't catch a ship under any circumstances.

5
게시물
2.5k
조회 수
5 중의 1