akd Posted April 29, 2017 Posted April 29, 2017 Extend sail repair time significantly. Add significant speed debuff while repairing sails.
Challenge Posted April 30, 2017 Posted April 30, 2017 (edited) You lose a mast you are out of the fight. It is a major undertaking to step a new mast. A rolling ship, in combat, repairing one in 10 minutes. No Fing Way. It would take a day to do that for one. You need to haul a mast up with a block and tackle set above the highest pint of the mast section you are raising, carefully raising it while keeping everything lined up or the thing will roll off, slide or any number of other issues. Given the situation that ship in the video was in -- never happen. Period. That's fantasy physics crap. Edited April 30, 2017 by Challenge
Jeheil Posted May 1, 2017 Posted May 1, 2017 Its maybe not so bad ? I mean you were demasted and after 10 mins of being at almost no manouverability your at 35%...thats alot of time to get 'snotted'. What it does mean is that in a 2 v 2 its less likely you can demast one, leave them and go bully the other then come back for desert. What I would really like to understand are repairs a 'fixed amount' or 'a percentage' repair. If its the former then on larger ships this is less of a shocking change (the multi-repairness). 1
Slamz Posted May 1, 2017 Posted May 1, 2017 On 4/20/2017 at 11:57 AM, The Red Duke said: - Repair time three times longer ( for the same amount ) - Cooldown as it is. I find this idea pretty tempting. I might even go a step further. Suppose repairs take 10 minutes assuming you have full crew in repair. So you pop your repair and have 48/48 in repair and you will get it all done in 10 minutes (and then you can pop another one because cooldown is also 10 minutes). If you have 24/48, it will take 20 minutes to do one full repair (your cooldown will be up long before you're actually done using the first one). Maybe even make repairs stronger overall but again, it takes 10 minutes to finish it and that's assuming you have 100% of the possible allocation of crew on it. How I see this being used is that if you have the crew for it, you will actually just be repairing all the time -- turn on repair but leave on sailing and gunnery so that you have a steady stream of repairs going on. If damage gets more serious and you're trying to disengage you can take people off of gunnery to send them to repair, and maybe sailing as well if need be, once you get pointed the right way. If you're short on crew, though, then keeping repairs turned on is going to hurt so it will be a tough decision point that you are constantly thinking about. Plus I think this will have a more "realistic" feel to it. You won't be sitting around "waiting for repairs to pop". You can always be repairing if you have the supplies. The question is purely one of crew allocation (and expense).
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