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Bring back one extra repair


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Fairly straightforward.

 

Right now, we have one ship repair, one sail repair and one "urgent repair" (eight minutes CD). My proposal would be to bring back an extra ship repair. It's already not particularly easy to demast someone, but major encounters would definitely be improved upon if one had at least an extra set of repairs (or if repairs worked the same way urgent repairs work, no limit, but with a CD of 8-10 minutes).

 

It'd certainly make PvE fights a bit easier, but would add a bit more strategy to group fights. As it is, someone who gets too damaged (but no leaks/major problems) is essentially out of the rest of the fight, even if he can manage to keep his ship out of harm's way. Knowing XP and gold gain is based on damage dealt, a lot of players who find themselves badly damaged tend to go for one "last suicide run" instead of trying to stay alive and repair, which is nonsensical. 

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I would personally go the opposite direction, it is frustrating as hell in PvP to get someone to the point they are sinking and then see them retreat behind their teammates to repair. We should remove repairs during combat period and possibly from the open world as well if we want fair pvp.

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To remove the repairs would add more strategy to both solo and group play. Why?

Because then you're forced to actually back eachother up in the fight. 

This, the best repair system was when we had none, i remember the fights then, you needed to think more about what you did and what you did as a team, now that we dont have double shot(at least for now) i dont think repairs are needed what so ever.

 

edit: also regarding suicide runs, with more repairs that is done more as people know the chances of getting out alive are larger.

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I'm all for less repairs. No hull repairs, no sails repairs (being able to ram and then rebuild your bowsprit is BAAAD) and not even special repairs. It's kinda crappy to get a pump shot that means nothing, because pump goes back up. And even if you get the second utility shot, it's just not the same.

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I would personally go the opposite direction, it is frustrating as hell in PvP to get someone to the point they are sinking and then see them retreat behind their teammates to repair. We should remove repairs during combat period and possibly from the open world as well if we want fair pvp.

Then either chase him, block his route, or demast him. 

 

As it stands, the current repair option isn't something that gives a second life anyway. It's a small repair.

 

 

To remove the repairs would add more strategy to both solo and group play. Why?

Because then you're forced to actually back eachother up in the fight. 

I don't see how a second repair would force people to back each other up more or less than they already do. Repairs are minimal and would fall under a cooldown anyway. What you'd have, though, is the possibility for someone who managed to escape from harm's way to maybe re-enter the fight as a damaged, but still effective fighter. 

 

This, the best repair system was when we had none, i remember the fights then, you needed to think more about what you did and what you did as a team, now that we dont have double shot(at least for now) i dont think repairs are needed what so ever.

 

edit: also regarding suicide runs, with more repairs that is done more as people know the chances of getting out alive are larger.

Yall are acting like a second repair (or any repair) means a new life or a new fully repaired ship. Someone who goes in the middle of an enemy force will still be badly damaged and risk sinking. The only difference is that if he is able to escape and the enemy force doesn't finish him off, he might actually be able to come back 10 minutes later as a ship able to withstand a few more hits. 

Having one more repair doesn't make you think less. It forces your enemies to actually chase you a bit longer if they truly want to see you dead. People weren't thinking less when we had three repairs and more when we had zero. They just, for the most part, played more conservatively or sunk faster. Too conservative play gets boring. There isn't a whole lot of fun to be had firing potshots from a thousand yards away.

 

Also, the extra repair would work with the same cooldown as urgent repair does. Managing repairs actually adds more complexity to the fight, not less.

 

P.S: The goal of a suicide run is to die. It's to reset the instance so you can get into another as fast as possible, with a basic ship. Obviously, as we level up, it's less likely to happen.

Edited by Alejandro
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I'm all for increasing the number of repairs available, it makes it realistic as one disengages to repair but it needs to only be available when in survival mode and the mode should not be able to be changed until repairs are completed. This would remove people from continuing to fight hard while repairing, THAT's not realistic.

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I'm all for increasing the number of repairs available, it makes it realistic as one disengages to repair but it needs to only be available when in survival mode and the mode should not be able to be changed until repairs are completed. This would remove people from continuing to fight hard while repairing, THAT's not realistic.

Would tend to agree. Repair mode should be repair mode. No firing and repairing.

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Current hull repairs are good.  They should not instantly repair cannons like they do, however.  I would add another sail repair, but make masts more vulnerable, and make sail repairs slower.

and make it so that masts themselves arent repaired with sail repair.

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Extra repair could be something to add with specialist crew members/officers. Carpenter can give you an extra repair if you are out of combat, Surgeon can get some injured crew back to work etc etc. 

 

No repairs at all makes no sense at all though. If you have holes in your ship you don't just sit there and wait to sink, you patch them up as best as you can. 

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In fact, why not make it so the only thing 'Repair Kits' do is repair 'modules'? (Pump, Mag, Rudder, maybe Rigging?)

 

Change 'survival' mode to be a very slow repair to all portions of the vessel (flood level, hull, mast, sails, crew) while armour values do not change from their most damaged value. If a vessel has been de-masted then sail repairs within a battle instance should only ever be to the remaining sails, not replacing the mast itself. At 0% side hull integrity on even one side should flood a vessel without going into 'survival' mode quick enough and when more than two sides (3-4) are at 0% the ship should not be savable at all, floundering and sinking within minutes. This would emulate damage and repairs far better than currently.

 

The 'survival' mode should enforce no ability to fire/reload cannons along with rigging response times being greatly slowed down (more than currently to emulate a lack of available crew). Non combat/seaman Officers such as surgeons and carpenters could have positive increases in repair/recoup speed for the vessel and crew.

 

Just an idea...

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