Ship-to-ship combat is passive - should it stay so?
Posted: Thu Feb 17, 2022 4:25 pm
I like sailing when we're going after pirate ships (PvE) because it gives short bursts of combat that you can rest and socialize between (this incidentally means you can load spellcasters with more offensive spells for boarding). What I wish, however, was for the ship-to-ship combat to involve more than waiting for the captain to order going to half-mast or using the ballista over and over again (not sure why you can't just set it to fire automatically until the ammunition of the type you've been using is exhausted - the constant dialogs spam the chatbox and keep you from noticing the captain's order to cease fire). When there are 8 players on board, everyone should be doing something exciting, because as it is now, ship-to-ship combat is a spectator sport.
Do people like it that way? And if not, what can be done to fix it?
I personally wish ship-to-ship combat was more engaging for everyone. A good way to ensure activity would be to make enemy siege weapons actually damage the people on deck, the way lightning-bolts on ship-killer storms do. This would give healers and wizards an incentive to run around casting healing spells, stoneskins and elemental protection buffs. My most exciting time at sea was when I sailed with someone who entered a ship-killer storm and I was frantically casting healing spells and energy buffer as the lightning-bolts hit, hoping we would escape on time before the spells ran out. Having siege weapons hit the people on deck would penalize low-level characters, however, unless siege weapon damage on characters were capped by the user's level.
If fire-based weapons left a flame object where they hit that did damage over time to the hull before expiring, the crew could be fighting fires on deck to eliminate the flame object. This would give people who aren't on the rigging or siege weapons something to do. Likewise if (for instance) a weapon existed that could summon creatures like slimes on board that did damage over time to the hull and pressed the warriors on deck to guard the ballista crew to ensure uninterrupted firing. All this would penalize ships with very small crews, however, as they wouldn't be able to man all stations while fighting off fires, slimes, other summons or whatnot, so small ships would have to be resistant or immune to anything like this by design.
If you could target the enemy's siege weapons with your own siege weapons to cripple them (not turn them to rubble), this would give the people on the sidelines an incentive to take them into their inventory to restore them, so they could work on them the way you work on masts while other crewmen switched weapons. This wouldn't really hinder small ships because they're meant to be running away from serious combat rather than taking out weapons. It would also give helpers with low sail skill something to do.
I'm not saying you should implement any of these approaches - they're just examples of how ship-to-ship combat could be less about waiting. If you see the pattern I'm trying to describe with them, it's that things should be more hectic, with everyone scrambling to heal from the enemy fire and handle crises on deck while the captain is trying to evaluate everything and keep order. The more things are happening on deck, the more important a good captain and first mate are, and this ensures the role of the captain is more than to just check on the hull, give orders to fire / set sail or use the spyglass all the time.
On another note (posting it here so as not to make too many threads), ships are probably too dialog-heavy right now - it would be great if the spyglass, rigging and ballista dialogs could be kept out of the chatbox entirely via a -ship setting so they don't prevent you from seeing the captain's orders. I don't use the spyglass while at the rigging often, for this very reason.
Finally, unrelated to all this, I think everyone agrees that the area of effect of the good hope spell should cover the entire deck, just as the bard song has been made to cover the entire deck.
What does everyone think? Is ship-to-ship combat too much of a spectator sport, or do you like it this way?
Do people like it that way? And if not, what can be done to fix it?
I personally wish ship-to-ship combat was more engaging for everyone. A good way to ensure activity would be to make enemy siege weapons actually damage the people on deck, the way lightning-bolts on ship-killer storms do. This would give healers and wizards an incentive to run around casting healing spells, stoneskins and elemental protection buffs. My most exciting time at sea was when I sailed with someone who entered a ship-killer storm and I was frantically casting healing spells and energy buffer as the lightning-bolts hit, hoping we would escape on time before the spells ran out. Having siege weapons hit the people on deck would penalize low-level characters, however, unless siege weapon damage on characters were capped by the user's level.
If fire-based weapons left a flame object where they hit that did damage over time to the hull before expiring, the crew could be fighting fires on deck to eliminate the flame object. This would give people who aren't on the rigging or siege weapons something to do. Likewise if (for instance) a weapon existed that could summon creatures like slimes on board that did damage over time to the hull and pressed the warriors on deck to guard the ballista crew to ensure uninterrupted firing. All this would penalize ships with very small crews, however, as they wouldn't be able to man all stations while fighting off fires, slimes, other summons or whatnot, so small ships would have to be resistant or immune to anything like this by design.
If you could target the enemy's siege weapons with your own siege weapons to cripple them (not turn them to rubble), this would give the people on the sidelines an incentive to take them into their inventory to restore them, so they could work on them the way you work on masts while other crewmen switched weapons. This wouldn't really hinder small ships because they're meant to be running away from serious combat rather than taking out weapons. It would also give helpers with low sail skill something to do.
I'm not saying you should implement any of these approaches - they're just examples of how ship-to-ship combat could be less about waiting. If you see the pattern I'm trying to describe with them, it's that things should be more hectic, with everyone scrambling to heal from the enemy fire and handle crises on deck while the captain is trying to evaluate everything and keep order. The more things are happening on deck, the more important a good captain and first mate are, and this ensures the role of the captain is more than to just check on the hull, give orders to fire / set sail or use the spyglass all the time.
On another note (posting it here so as not to make too many threads), ships are probably too dialog-heavy right now - it would be great if the spyglass, rigging and ballista dialogs could be kept out of the chatbox entirely via a -ship setting so they don't prevent you from seeing the captain's orders. I don't use the spyglass while at the rigging often, for this very reason.
Finally, unrelated to all this, I think everyone agrees that the area of effect of the good hope spell should cover the entire deck, just as the bard song has been made to cover the entire deck.
What does everyone think? Is ship-to-ship combat too much of a spectator sport, or do you like it this way?