The Brig : How to make it useful and give it importance in gameplay (POLL into some ideas)

  • @rockinpodunk That's totally true, I have to admit I didn't thought about this due to the fact I never used the Brig on a sloop so... But with this feature, finally see someone inside of it, furthermore an enemy, would be really satisfying after we've killed him !

  • It needs a mini game to pick the lock so you don’t get stuck in it because your playing with jerks who won’t let you out.

  • @cptpudge75 Hey, that's not a bad idea to create this kind of stuff !

  • cool ideas

  • The one thing that struck me is five minutes. When you have nothing to do, five minutes is a long time. The FotD feels like a long time. For people with ADHD, five minutes of nothing to do is torture. I could support a minute and then you're out. In a minute, you can repair and bucket your ship and get back to normal. But being forced to sit there for five minutes and do nothing because you were playing the game as it was intended, boarding, fighting, trying to sink ships and you're likely going to die because it's 3v1 or 4v1 or 4v2 really takes away from the game IMO.

    If someone is spawn camping your ship, be smart. Have your crew rez together. There is no way as a team you shouldn't be able to take down one person on your ship if you come out as full team and hack/blunderblus away.

    Again, the concept is neat, taking a prisoner is neat, but five minutes would be atrocious as a player.

  • @mintprizma I don't think it's so much time, you still have the possibility to speak to your crewmate, BUT someone here talked about a possibility to pick the lock and it would be a really great idea if we would be able to leave the Brig with a difficult mini game which would allow you to run away.

    It must be a little difficult because it would make no sense if you'd be able to leave the Brig in less than 1 minute. The minimum time should be 2 minutes and not only one, one minute is really not enough. The goal here is to rewards players who successfully defend their ship from a guy who want to play in a risky way. The attackers would be aware about the risk he takes when he's attacking an enemy ship with his gun and sword.

  • @grievous32 said in The Brig : How to make it useful and give it importance in gameplay (POLL into some ideas):

    @mintprizma I don't think it's so much time, you still have the possibility to speak to your crewmate, BUT someone here talked about a possibility to pick the lock and it would be a really great idea if we would be able to leave the Brig with a difficult mini game which would allow you to run away.

    If you had something to do, like a game, then it wouldn't be as bad, but five minutes of NOTHING is an eternity when you have NOTHING to do. I got stuck once and the crew brigged me to see if that would unstuck me and just waiting the time for them to be able to vote me back out felt like an eternity when you have nothing else to do. Maybe everyone has more patience than me, but I know I would struggle with five minutes.

  • I updated my thread by adding some new ideas :

    • Sharks spawning at the same time the prisoners are released
    • Prisoners can try to escape with a Pick the Lock mini-game
    • The door of the Brig is animated when a prisoner escapes the Brig (alone or helped by a friend) to not systematically teleport the players, and allow the prisoners to strike back
    • When you escape the Brig, you recover your weapons but have to take ammo

    You'll have all the informations in the thread's message !

    Thanks for your time and your interest !

  • Oh I didn't see this thread of you. I love the idea ! It would be fun and give a goal to the cage in my sloop !

  • Fix for solo sloop attackers: They spawn in their own brig.

    It's a little weird yes, but they know what the status of their ship is and if they decide to attack again, the defending crew will know you're solo as you didn't end up in their brig on death.

    Just a thought.

    It's a really great idea at the very least and I hope Rare takes notice. It will make for folks to really think about the risk of boarding.

  • @grievous32

    ROFL! *Gathers up all other players in server
    *Makes them walk the plank XD

  • @m1sterpunch Not a bad idea, but if you're in the brig, to know the statut of your sloop as a solo player is not really important because you will not be able to repair it if it's sinking.

    Also, it would give an advantage to see that you don't have a player inside your brig, you'll know by this fact, that the player is alone.

    Finally, there's maybe 1/109 830 850 375 a solo player try to attack a galleon, abandoning his ship... And if he's the one who want to do it, then if he abandonned his own ship, I don't think he really cares about his ship, so it would not be very useful to make him spawn to his own brig.

  • @enginefear a dit dans The Brig : How to make it useful and give it importance in gameplay (POLL into some ideas) :

    @grievous32

    ROFL! *Gathers up all other players in server
    *Makes them walk the plank XD

    It would be so great :love:

  • Hello!

    I like the idea of lock picking, but succeeds 4 times the mini-game is it long enough to avoid giving the advantage to an intruder to return too quickly to the fight if he perfectly masters the picking game?.

    Should we have a picking set with a limited number of lockpicks?
    A kind of new "resource" that would limit the number of attempts in order not to give an intruder too many opportunities to break free, especially if he manages to always die in the opposing boat to avoid the Ferry of Damned.

  • @jojo-apocalipto a dit dans The Brig : How to make it useful and give it importance in gameplay (POLL into some ideas) :

    Hello!

    I like the idea of lock picking, but succeeds 4 times the mini-game is it long enough to avoid giving the advantage to an intruder to return too quickly to the fight if he perfectly masters the picking game?.

    Should we have a picking set with a limited number of lockpicks?
    A kind of new "resource" that would limit the number of attempts in order not to give an intruder too many opportunities to break free, especially if he manages to always die in the opposing boat to avoid the Ferry of Damned.

    I'm pretty sure it's long enough to allow a player to free himself and return to the fight. It's also long enough to punish the player, but fast enough to encourage people to free manualy the prisoner.

    No need to have picking set, it would be with you everytime and you would not have any limit to use it.

    Avoid the Ferry of the Damned by dying to be locked is not really a good solution... Every crew can break free the prisoner to make him spawn in the water and maybe watch him die, eaten by sharks so...

  • @grievous32
    Yes you're probably right.

    I imagined a situation where a novice crew fighting against an enemie mastering the art of escape perfectly. If we do not have the reflex to go check the prison from time to time while the fight is raging, the enemy has a risk of returning faster and without problems.

    If we compare the time to wait on the Ferry of Damned compared to the prison, I feel that it is more interesting to end up in jail and try to pick the lock as fast as we can rather than having to go through the ghost ship and have a longer load.

    A player might be tempted to jump on the enemy ship with a barrel of gunpowder to commit suicide and make a kill team. While the enemy team will have to wait on the Ferry of Damned, the attacking player will already be picking his lock.

    But after all these are very specific situations and I may be overthinking too much.. :P

  • @jojo-apocalipto No, that's a good point.

    I guess we could just talk about programming there. I mean, there's probably a possibility to make the game to get the information about "Why the player is dead".

    If he's killed by a gun or a sword, he will be sent into the Brig. If this is a cannonball or a gunpowder barrel, he will be teleported to the Ferry of the Damned.

    Also, in this situation, if he kills the team with a gunpowder barrel, the ship will certainly sink so the question has not to be asked, because he will be free when the ship will sink, probably before he has the time to pick the lock just one time so...

    In my concept, pick the lock should be a little difficult, cause you have to constantly press the right and left trigger/mouse click, to know if you're in the good position with your hands in game. The only problem here is : How a man with a hook can take something to pick de lock ? =')

  • @grievous32 a dit dans The Brig : How to make it useful and give it importance in gameplay (POLL into some ideas) :

    @jojo-apocalipto No, that's a good point.
    [...]
    The only problem here is : How a man with a hook can take something to pick de lock ? =')

    Hahaha!

    Maybe he juste grabe his hook with his other hand and use it like a pick. xD

  • @jojo-apocalipto I thought about that, but the animation needs to change if you have a hook instead of a hand, it's not really helpful x_X

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