⚓ Before we start
I want to thank @mferr11 because his idea of weapons made me think of this one. Think of this idea in conjunction with your system to hold two weapons and the new weapons, including Boarding Axe and @Jusey1z Grenade Launcher ideas.
This post contains ideas that completely change the weapon system of the game, in order to solve the "problem" we have with the double gun.
However, before implementing it, we need to resolve the guns reload bug, making it possible for animation to exist between weapon changes that cannot be paused, even with macros.
It would also be interesting that these weapons were part of the character's style, appearing on his body. In this case, pistols and blunderbusses would appear attached to a belt that passes the chest, swords next to the waist and Eye of Reach on the character's back. I will cite an example in this post.
Another thing I want to do with this idea is to make battles more dynamic, with more swords, cannonballs and less guns.
⚓ Less damage, more action
One of the complaints that I see in the communities is the high damage of some weapons and the OHK, we will reduce in this system, the damage of all weapons by 50%. With that we would have more intense and strategic battles, possibly reducing spawnkills, ship invasions without any purpose and increasing battles between ships. So, say goodbye to your blunderbuss shot that kills instantly... 😭
⚓ Weapon selection
I will cite examples on the Xbox, I don't know the commands on the PC.
Swords (and derivatives) would be selected by pressing Y. Weapons would be selected by holding Y for half a second. In this way, we would also reduce the use of only weapons, because in addition to needing reload time, they would need more time to select, even if this time is small, it makes a difference in a battle.
⚓ More guns, less bullets.
Here we need to use our imagination a little, Blackbeard, one of the most famous pirates in history, was sometimes described as a man who carried 6 pistols attached to belts that passed through his chest.
The idea here is that our characters no longer carry a weapon with five bullets, but that they have limited weapon slots, with one shot each weapon, and each weapon with a different definition of space.
Out of a total of 10 weapon spaces, Swords and Eye of Reach would use 3 spaces each. Pistols and blunderbuss 2 spaces each. I could load, for example, 3 Eye of Reach with one bullet each.
⚓ Hit with the handle of guns
The idea is that guns have a secondary knockback option when they are unloaded. When pressing the aim button, the character would take his weapon by the barrel and hit the opponent, pushing back. This action would also do little damage to the enemy, something around 5%. It would be fun to see someone dying after taking 20 strokes of this.
⚓ Reload
Just go to the ammo box, but each weapon here needs to be reloaded separately once selected. It will be possible to cancel the animation, but it would be done again by selecting the same weapon if previously canceled.
Of course, it is an idea that needs to be better elaborated, but I prefer to let it go to the community so that it can be discussed and improved.
