DISCLAIMER: I can confidently say everything here isn't perfectly balanced, I really made this post to display what is possible when balancing is done correctly, which I know I have not done here.
I've been thinking about combat in sea of thieves a lot recently, and how we have 7 weapons, but many different techniques and combinations within those weapons. I think adding more sub-systems and balanced variants of pre-existing weapons would be very interesting.
First off, an idea I think many people can get behind:
Punching stuff
When you have nothing equipped, you can use primary use to punch, dealing 5 damage. you can also block with alt use. this block only deflects basic punches. holding down primary use charges up a haymaker blow, dealing 15 damage and stunning your opponent. haymakers can break the guard of a pirate blocking with their fists. A really basic combat system, but enough for a good tavern brawl.
Additionally, the Devs could choose to add gauntlets to the game as an armory weapon for higher damage values
Now, here are the weapon variants. I imagine these would be perfect for people trying to fine-tune the way their loadout works for their own playstyle.
Clandestine Rifle (Stealth Eye of reach variant)
The Clandestine Rifle was developed by the order of souls for mid to long range stealth combat. rather than using bullets, the rifle uses charges of ashes of the damned to launch near invisible, silent beams of energy. This weapon does not have a scope, because the magical discharge would shatter it.
Reload animation is muzzle loading ashes of the damned from a small cloth sack.
There is a massive 3X stealth damage multiplier applied to PVE enemies unaware of the player's presence.
Hand Cannon (Slug Firing Blunderbuss Variant)
Ammo count is reduced to 3, delivers max blunder damage and knockback into one small cannonball projectile. alternatively, can be used to launch throwables and cursed cannonballs further than a simple throw. EXTREMELY INACCURATE AT LONG RANGE.
Cursed Knives (Throwing Knives ammo flexibility variant)
Cursed knives are similar to the basic throwing knives, except for two main differences. The Ammo Count is reduced to 4.
If you are out of knives, you can invoke "Owner's Right" which brings one of the knives back to you... but this deals 60 damage to you in exchange. ouch.
Goodnight Pistol (Tranquilizer Flintlock)
This idea is Kind of a joke, but I wanted to put it here anyway. A Pistol with ammo count of 3. This pistol is loaded with weary ball bullets, dealing 0 damage but making people fall asleep for 1.5 seconds.
Flame Launcher (Fire Launching double Barrel)
Rather than shooting bullets, this variant of the double barrel discharges a burst of fire from the barrel. the double shot has increased range and damage.
Master's Blade (High skill sword variant)
The Master's Blade is a version of the sword for those willing to give up raw attack power for something that can express an even higher skill ceiling. The basic sword attack only deals 20 damage. If a block is initiated the same second as the impact of a bullet facing the block, it can be deflected.
MAGIC
Magic is a new system available to every player while opening their inventory while carrying a weapon on being empty handed.
Magic is like the sea itself, it gives and takes in equal measure. with the order of souls, they utilize cursed artifacts as fuel for their rituals. but the only thing you have to give in exchange for power is your own health. you can slot up to 3 abilities. Each one giving and taking something from the player. many depuffs are active consistently regardless of the usage of the spell; simply knowing the dark arts chips away at your very being.
Banished Cloak (active ability)
Poison your soul and become a specter of the sea, becoming harder to see in exchange for a poison effect as long as the ability is in active use. you cannot interact with anything while in this state.
Ferryman's Deal (Passive Ability)
Strike a deal with the Ferryman, losing health in exchange for increased attack power against the undead.
Mermaid's Recall (Active ability)
Summon a mermaid where you want, when you want. please note this sudden trip will be very turbulent and will sprain your leg and deal 25 damage.
Seabound (Passive ability)
Become more Mer-like in nature. speed increased in water + imperfect water breathing. you need to consistently refresh yourself with a bucket of water every few minutes above ground, as to not dry out and take damage.
Exorcism (Active ability)
Activate an ancient rite, and emit a blast of energy that can destroy basic undead. the rush of energy will give you extreme nausea for 3-5 seconds.
Meteor (Active ability)
Throw a small meteor like an ashen lord. note that this magic is meant to be cast only by ashen lords, so the longer you hold the meteor before casting, the longer you are taking damage from it.
As I hope you can see, many many things are possible within the combat system of Sea of Thieves, as long as it is balanced properly.
Again, I can confidently say everything here isn't perfectly balanced, I really made this post to display what is possible when balancing is done correctly, which I know I have not done here.
OUTFIT PRESETS WHEN?
