@vandaelium What solutions? Scuttling is not counter play to spawn camping in most cases. Let's break that down.
I highly recommend watching this 5 min video on counter play
The definition of counter play when it comes to gaming is that an action taken by the first player has counter mechanics built into it so that the opposing second player can play around the action of the first player. Thus ensuring that both players are having some fun. Some examples include:
Skill shots in mobas.
Non homing guns in FPS.
Telegraphed attacks in hack and slash games.
Skill shots have good counter play because the counter play in a skill shot is when an attacking player launches a projectile the defending player can dodge it in a small period of time. Both players are having fun because they are taking actions to deal with a situation. It is arguably less fun to dodge skill shots than it is to launch them, but there is still a positive interaction there for both players.
Abilities that require a player to simply click on an enemy and instantly deal damage with an ability have very limited counter play. Because at that point the only option is to stay out of range of the attacking player, which is much less fun.
In Titanfall 1 there is a smart gun that locks on to enemies in a wide cone after a couple seconds, and then 1 shot kills them. A lot of players hated that gun because it had very limited counter play options of aiming fast enough, or line of sighting, it completely clashed with the other guns in the game. Remember the needler from Halo? That gun that shot semi homing needles and you could duel wield? A lot of people had issues with that gun too for similar reasons. Overwatch is a game literally built on counter play mechanics, and has lock on guns, but very few people complain about lock on guns in that game because there are already so many other options for the player to choose from to deal with a lock on gun. That is good counter play at work. Imagine Soldier76 having a lock on gun all the time instead of just his ultimate, that would be broken as hell.
In hack and slash games in recent history there has been a wave of mechanics that paint the ground to indicate an incoming attack so the player can dodge. Or a big monster having a wind up to a big swing so the player can dodge. Dark Souls is entirely built on this concept. Every enemy in that game has small indicators to the attack patters it uses, because without those indicators the game would not be any fun. It would just boil down to memorizing hundreds of attack patterns that have no indicators. Most people want to play a game, not memorize animations. Providing indicators of incoming attacks provides the opportunity to play around those attacks.
So now let us take a look again at scuttling and what it can be used for.
One obvious thing is your boat getting stuck. That's never happened to me, but it is an obvious solution if the game physics freak out and you find your boat wedged between some rocks with no way out. Sucks that you need to lose boat and possibly the treasure, but without scuttling your only other options is to quit the game. If you are close to an island you could even have 3 people gather up the chests and store them on the island, then scuttle, and have the 4th player comes back with a boat.
Another positive use of scuttling is if you have no treasure on the ship and you are attacked and killed and being spawn camped, scuttling is a way to reset your journey without quitting the game. Nothing lost on the defenders side, and the jerks camping you for whatever reason also get nothing. Without scuttling the only other option would be to quit the game.
If you have chests on board your ship, this is where scuttling is not a very positive action. Scuttling in this case is the same as quitting the game. You lose everything, and gain nothing. Every example of good counter play is for the player to have an answer to a particular action that is also fun for them. Scuttling when your hull is full of chests might annoy the enemy crew for a moment while they wait for your chests to bob to the surface of the water, but that is hardly a positive outcome. If scuttling destroyed all the chests on board your ship, that would be better, but I think in that case that would be too much of a negative outcome for the attacking party because they can't play around that.
If you have chests on your ship scuttling is not counter play to having everyone die and spawn camped, because it literally does not fit the definition of counter play.