Idea: More loot = heavier ship = it sits lower in water = your ship goes slower.

  • Talked about this on another post https://www.seaofthieves.com/forum/topic/55733/mortar. Thought i would give it its own post to see what more people thought.

    The long ship chases between ships can be very dull. Endlessly traveling in a straight line at the same speed. So how about this:

    The more loot you have on board, the heavier your ship is, the lower it is in the water, the slower your ship goes. This way if a chase happens you could perhaps escape to a port, but only if its not too far. Or to escape you really have to do some other maneuvers rather then a straight line and trying the chasers patience. Also would bring an extra element of, the more treasure the higher the risk.

    What do you think?

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  • @dash-lee-rowan Nope. There are plenty of good PvPers who are perfectly capable of running down other ships that are less organized.

    If you are having problems running other ships down, than perhaps changing to better ambush strategies would be a good idea.
    My crew has admittedly gotten very good at keeping a distance from attackers and giving them the run-around. However we often get sunk by more clever stealthy ships that know how to stalk and surprise their victims.

    This game is all about organic learning and direction, making your own fun and figuring out how things work for yourself. People don’t need automated tools that tell you if other ships have loot, or hold your hand when deciding to attack said ships. Just practice and learn for yourself how to succeed.

  • @drakebg757 I don't disagree with you. Hiding your ship for an ambush or sailing in a way to hide your ship as much as possible behind islands to get the jump on another ship is satisfying and definitely part of the game.

    Even then, i still get into engagements where it turns into a chase. Some cannon fire is swapped, some attempts are made at boarding, but eventually the ship flees. Then your both going in a straight line at full sail........then what? unless they make a turn you won't have a chance to make sharper turns to cut them off or get closer. It's happened a number of times that the fleeing ship goes straight endlessly (until the end of the map of course but that takes too long). Their greatest weapon then becomes my limited time and lack of patience.

    Although it is fun when other ships spot your chase and realize the one in the front must have loot and it becomes a 3 or 4 ship chase.

    I don't see it so much as an "automated tool" as you referred to it, but simply a way to reduce what I personally find a laborious part of the game. But I do understand your point.

  • @dash-lee-rowan I understand the base idea of trying to force more direct engagement. But sometimes you’ll get it, and othertimes it becomes a sorta mind-game. What you suggest is only an issue cause it either forces people to fight when they’d rather run, or blatantly favors the ship carrying less, whether that be an attacker or defender.

    I have been chased by sloops that know my Galleon can out-run them, and take advantage of the fact that I’ll have to specifically turn towards the wind as much as possible when reaching the edge of the map. Same goes with Gally to Gally chases. Sure, the other ship CAN abruptly turn around and risk going slower, but you can always try to plan ahead based on where they are and where they are going.
    Yes runners are counting on you to have less-patience, but they are bound to either make a mistake or try to pull something sneaky while passing an outpost. My crew are pretty efficient runners and we almost always have ONE point where we pretty much screw up critically.

  • @drakebg757 that's fair enough. I guess it is also a bit unfair to force people to fight when they really don't want too. Also, like you said, people do make mistakes. The best-laid plans of mice and men often go awry.

    I would still prefer some form of slowing another ship down in battle to prevent too long of a chase. But I am aware it may just be my own, bit more selfish perspective.

  • @dash-lee-rowan said in Idea: More loot = heavier ship = it sits lower in water = your ship goes slower.:

    @drakebg757 I don't disagree with you. Hiding your ship for an ambush or sailing in a way to hide your ship as much as possible behind islands to get the jump on another ship is satisfying and definitely part of the game.

    Even then, i still get into engagements where it turns into a chase. Some cannon fire is swapped, some attempts are made at boarding, but eventually the ship flees. Then your both going in a straight line at full sail........then what? unless they make a turn you won't have a chance to make sharper turns to cut them off or get closer. It's happened a number of times that the fleeing ship goes straight endlessly (until the end of the map of course but that takes too long). Their greatest weapon then becomes my limited time and lack of patience.

    Although it is fun when other ships spot your chase and realize the one in the front must have loot and it becomes a 3 or 4 ship chase.

    I don't see it so much as an "automated tool" as you referred to it, but simply a way to reduce what I personally find a laborious part of the game. But I do understand your point.

    Ha - When I spot a chase happening I know the feeling all too well of the one being chased.

    So I go and attack the pursuer in my little sloop

  • @dash-lee-rowan I think adding more things for players to do/use would be a good alternative. We can already launch from cannons, but I have seen posts floating around suggesting things like ropes up in the masts that could be used to swing yourself to nearby ships easier.

    Having different ship layouts that let you change the placement of cannons on your ship (perhaps rear or forward facing cannons) would also be nice.

    Different tools and items could be useful too. Perhapse have harpoons you can load into the cannons that let you snag into other ships so they can be slowed until laboriously cut or shot off. Maybe nets that you can fill with explosive and drag behind your ship below water Incase anyone get too close to your rear etc. I think different ship and character tools that add variety of potential strategies is a good idea.

  • Punishing people actually collecting loot is the opposite of what this game should do. There's already enough people turning in their 2 castaways out of fear. We'd have even less intense engagments. There should be a loot modifier that increases the amount of gold you get for larger hauls, not this.

  • @dash-lee-rowan Sorry OP, gotta agree with @Gloog. While your idea is more realistic and actually makes sense, the people playing the game properly and honestly gathering loot are at enough of a disadvantage IMO compared to those who would rather just chase you down and steal it. If they added some sort of exploration incentive then I would not be against having the flag at the top of the ship change colours when there is loot on board, but aside from that I think it should be down to the luck of the assailant.

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