So, let me get straight to the point. Battles between Galleons can be fun... but often, they are not.
Me and my crew of 4, during the period of time during the beta that turning in voyages, chests and other goodies wasn't getting us paid, decided to have some fun. WE'LL TERRORIZE THE SEAS! Not the first time we've attempted this, but this time was gonna be different. We were gonna be out for blood. And during this time, we sunk a few Galleons and Sloops, and were well supplied until we weren't. And I have to say, what started out as fun, began to become extremely tedious.
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There's something to be said about probably one of the biggest draws of this game becoming a literal grind. During our time terrorizing the waters wherever we found a ship, I learned a few things about this game and it's naval combat.
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A battle between two Galleons, is less about the skill of the crew, and more about the sheer amount of resources you have on deck to survive it. Especially considering you're gonna find WAY more boards than you will cannonballs (Anecdotal)
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I didn't find a single point in us blasting away at other ships that cumulative actually mattered, unless you ended up sailing yourself into an actual storm.
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If an "enemy" Galleon doesn't want to fight you, there's nothing you can do about it, unless you just want to sail around behind them for 30+ minutes at a time and hope that they just give up.
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You absolutely need a boarding party if you wanna put any amount of damage on that ship. Either by anchoring, or if you're really good putting a gunpowder barrel on their ship (usually by sacrificing that crew member, and hoping one of their cannon balls doesn't ignite it on yours.
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Buckets are crazy strong right now. You never really need more than 1 person taking care of water and repairs. Only when we had 4 holes in our hull did we need a second person to help manage the water. And this was normally during a period of time in which we weren't getting fired upon. I.E After a broadside pass between Galleons, or an extended circling.
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A Galleon lacks speed unless it's with the wind. Anchor turning is a must, but you need all 4 crew mates to raise it up and it will take forever regardless. Without the wind at your back, and being able to sail alongside another ship, the Galleon's "firepower advantage" is more or less wasted, and isn't as much of a threat as originally perceived.
Ideas to help alleviate this issue
- Rudder Damage - I noticed one time that my Helmsman accidentally scrapped a shore with the bottom of our ship that our Rudder actually had a cannonball damage texture placed on it. Granted, this was obviously just for show as it didn't have an affect on our ship, but, I think it would be a neat idea to be able to damage ships in various ways to help hinder or limit mobility in terms of steering, or speed.
It would also give a really neat strategy with a properly dropped Gunpowder Barrel (Btw, please let us throw these instead of dropping them) and an Eye of Reach, or a crackshot with a pistol to steer away from a fight after disabling your opponents ability to immediate chase you.
- Increasing Armaments on Ships - Being able to upgrade your ships with various other devices: Chasers (Long Nines), Swivel Guns, Rear hatches for gunpowder barrels, or even some Chain Shot in order to disrupt the masts and rigging.
While I don't expect all of this at once, or at all, I would imagine that these guns and shots would be rather expensive to equip to your ship, as well as maintain. Being able to purchase ammunition and gunpowder barrels from the Shipwright would certainly help add another gold-sink to the game besides cosmetics. And while I agree with Rare's decision to not exactly let players "buy power", I find the fantasy of being a very well known and successful "Pirate Legend" a bit soft if my super epic ship functions no differently than a regular fresh in the water Galleon.
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Hull Reinforcements - Adding in a bit more weight to your ship, affecting it's speed, but requiring more shots, or more powerful shots to breach the hull would add an interesting mix as well to how you and your crew designate what your ship can and can't do. Weigh yourself down with too much armor and weaponry and you might end up being a sitting duck for a smaller ship with an experienced boarding party. Or making you take on water much faster from the weight.
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Naval Rams - The last easy to figure out suggestion I have here would be for the obvious ability to really sink your ships teeth into another to put some serious hurting on their hull. You already run the risk of having your ship torn to pieces from heading straight into a broadside, as well as any damage you take from actually ramming them. So why not reward players who are a bit more daring?
Actual power progression is (well earned, mind you) a touchy subject in a game such as this. And while I can totally get behind the idea of not having my pistol do more damage than your pistol, I would personally be okay with having some really terrifying ships out there. It adds a lot more to the game, I feel. Especially when it comes to choosing your engagements. Do I put my back to the wind, and get some support from that Skeleton Fort? Can I use my ship's better manuverability to use rock formations or islands as cover? Do I dare sail into that storm to the West to shake my pursuer?
These are decisions I would like to see myself, and others have to make depending on what kind of enemy they're up against. As well as the decision process and crews pooling their rewards to really show off their playstyle, and willingness to fight or flight.
So what do you guys think? Yay or Nay? Thoughts? Balance concerns? General discussion about naval armament? Any other ideas? Or do you feel the current Naval Combat is just fine the way it is?
