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An easy way to fix unbalanced Repairs and Rum


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Dear Devs, 

The easiest way to fix rum is to adjust quantities of hull repairs, mast braces and rum used while restoring HP/Sails/Crew. Also, you must limit 1 repair use per timer. If I used Rum, Timer blocks all other repairs for 8 minutes. So, players have to choose wisely what to repair. 

Quantities that we have now do not work and we need to switch to 1:1 ratio for this to work. 1 repair restores X% of  HP/Sail/Crew + Timer for all.

Instead of 100s barrels of rum, that Surgeon magically uses make:

1 Rum - Quickly restores up to 13% of your maximum crew when used. Reset timer for all is 8 minutes

ex. I am sailing a Frigate with crew of 280. I lost about 80 guys from Rake and Used 1 Rum (+13% of max crew will be restored). I restored 36 Guys and my crew is now 236, but all my other repairs are locked with timer for 8 minutes.

So, if someone focuses on me while I am on timer I can be in trouble and need to look for a block. This is what this game needs, wait for someone to use repair and focus fire. 

Same can be applied to Hull repair and Mast repairs. 

Hull patch - Restore up to 17% HP+ 8 min Timer for all other repairs

Mast Repairs - Restore up to 17% HP + 8 min Timer for all other repairs

*Keep reasonable Per item weight.

*Percent must be tuned based on gameplay and is used as reference.

 

Discuss. 

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25 minutes ago, Teutonic said:

This seems like a possible complicated approach to instead just limiting repairs to twice a battle?

It's not that difficult and it also opens doors to new mods, skills etc.. 

Ex.

Skill 1 (-1 min to all repair cooldowns) 

Mod 2 ( +.5 min CD +0.5 to max sail repair % = 17.5% )

Mod 3 ( +.5 min CD +0.5 to max hull repair % = 17.5%)

Mod 4 ( +.5 min CD +1% to crew heal  = 14%)

 

 

Edited by George Washington
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