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Showing results for tags 'grappling phase'.
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boarding Revised Boarding Mini Game
AeRoTR posted a topic in Current Feature Improvement Suggestions
We all know current boarding game is not really fitting NA experience. It creates many problems, devs try to make temporary fixes like DD etc. I purpose slight changes to the boarding game to make it a bit better. I think not much of a work needed to implement these changes. 1. Grappling Phase Current instant grappling into boarding in a second is not good. Looks weird, happens weird. Purposal: Make grappling phase longer. Need 5 seconds to achieve successful grappling, in which maximum distance is maintained with boarding speed during 5 seconds. A ship can steer away, accelerate in that 5 seconds to get away from boarding. Pulling bigger ships requires more time like 7 seconds, pulling smaller ships require less time like 3 seconds. A boading prepared enemy can cut ropes with a long cool down. edit: Muskets starts firing when enemy ship within 50 yards, higher deck, more muskets having advantage. Few men dies with each volley. When hugging grenades starts. I feel like this will be introduced in future patches. 2. Boarding Mini Game Current game sometimes requires last milisecond commands, which is very unrealistic and silly, ping related. In real combat you order your man to attack, first you order them to get ready, than you give them the attack command. This can not happen in 0.1 seconds. But may be in 8 seconds. Order them to defend, may be 6 seconds? Fire muskets, aim, fire, needs 4 seconds? Brace needs 3 seconds? So what I mean, all these actions need some time. If you order “get ready to attack” and give “attack” order only 2 seconds later, it will be uncoordinated, not a good attack, ineffective one. Attack command requires preparation and 8 seconds to be executed effectively. Attack order given 3 seconds before round ends, very ineffecive and preparation is wasted. Attack command given exactly 8 seconds to round ends, a perfect attack. But if defender selects defend at 6 second before round ends, a perfect attack against a pefect defence. Now what matters is crew numbers and boarding setup, killed crew decided on the facts. So it is what it should be in real life. No one can attack in 0.2 seconds or fire muskets at 0.1 seconds. So we have selected musket fire at defending enemy 4 seconds before round ends and enemy braces 3 seconds before end, etc. What matters now is preparation and morale . Bad decisions cost preps. makes you lose morale. Morale system revision: %100 morale needed to execute commands at preset times. Every 20 morale lost adds 0.5 seconds to your base times. So a defend requires 6 seconds to be executed perfectly, now requires 6.5 seconds with 60-79 morale. 6+1=7 seconds with 40-59 morale etc. So when crew loses morale, actions are not executed perfectly anymore, gets worse with low morale. Your morale is low, you are defending as your enemy is attacking. Enemy selects muskets at 4 seconds before round ends and you brace, as you have 55 morale = +1,5 seconds, your brace time is 4,5 seconds. Your brace is not well executed, you lose more man to musket fire. So whoever has more crew, more boading stuff, used preparation well, did not make bad decisions, managed to keep morale high, will win the boading game. This can be further improved as this idea is just a sketch. But much better than last milisecond boarding game also using the current interface. Just add required seconds and prep next to commands like ATTACK (8 seconds/20 prep.) , 79 morale —> ATTACK (8.5 seconds / 20 prep] This revision to boarding may have problems, so let us discuss if it is positive, better than current mini game, how to improve or correct this idea. Main idea in this post is to make a better boarding game with little resources until the final boading game arrives.