Ideas regarding ships, stats, and balance

Ideas regarding ships, stats, and balance
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TLDR: Mostly minor changes should be made to the current ships to adjust for the existence of the Brig, also with a revision to early-game boat progression. Also lots of hypothetical stats.

Now, I must preface this with the admission that any/all of this could be planned for the game already and that this suggestion is pointless, though I would like to give my thoughts regardless. Additionally, my favorite part of AO is the seafaring/ship combat, and I am big into nautical stuff IRL, so there is some bias on my part. I understand not everyone will care as much as I do about a diverse lineup of useful and well-balanced ships (and as such I don’t expect this to get many votes), but I think this is important nonetheless. This is meant specifically for Vetex - not so much the players - to think about.

Premise

With the reveal of the Brig and its very impressive stats, I fear a strong power-creep with the addition of more ships. Or, to be more accurate, I worry future ships will either be too good or will become basically useless because of others which are objectively superior (And I’m not the only one The future of ships and a possible ship meta). Not only that, but more veteran players will likely have no use for a mid-sized sailboat when they have their fancy Brig or Frigate if the larger ships are objectively superior, and I think those smaller boats/ships having a use - even in the later game - is important. They shouldn’t just be discarded when something larger is introduced. Remember, all but perhaps 5 ships will be smaller than the Brig, and most vessels in the roster will be introduced after the Brig.

Starting with the current “ship ecosystem”, the two most prominent vessels used by far are the Caravel and the Ketch. As the two currently largest ships in AO, they contend exclusively with each other for viability, and they both have pros and cons. The Caravel is relatively cheap, can be acquired fairly early on, and has a ram slot. The Ketch is faster, has higher durability and two extra cannons (among other smaller things), but it lacks a ram slot. This creates an interesting choice for the player; do they use the bigger and faster ship, or the one with a ram? It all depends on play style and personal preference. Neither is undeniably better than the other.

With the Brig, however, it outclasses both the Ketch and the Caravel in every respect. Any player with enough money to buy a Brig would NEVER want to use a Caravel or Ketch again; they’re undeniably worse. I think the Ketch and Caravel (and future ships of a smaller size) should have its usefulness preserved to an extent, even in the face of much larger ships. That doesn’t mean that no ship should be entirely outclassed by another, but that there should always be pros and cons beyond cost. So let’s get to the suggested rebalances for once the Brig is introduced, and then see about the future.


Rebalances

First, the Ketch. I find it odd how, despite sizing favorably compared to the Brig, it has 1/3 the durability. However, instead of increasing its durability, I suggest it be made smaller (much like its size in AA; the model should be shrunken by ~20%; this size is more realistic too) and have 5 or 10 base speed added. Now being smaller and lighter, it has at least the same speed as the Brig, so it could, at the very least, be able to outrun a Brig. This gives the Ketch purpose; now being able to outrun most any Brig, it can be put in a variety of encounters with Brigs and still be able to perform.

Now, the Sailboat. Why mess with the sailboat, I hear you ask? Well, it’s in order to make way for another small boat that will be bought at Redwake: the Redwake Longboat. But first, the changes to the sailboat. The most major change would be combining the sailboat and the Cutter, or rather having the Cutter take the place of the sailboat. My reasoning for this is 1. The name ‘Sailboat’ is not indicative of what type of boat it actually is; it’s a very informal term and 2. To reduce the likelihood of any of the small boats feeling ‘purposeless’, to basically get rid of ‘filler’. The Cutter would be sightly smaller and more expensive than the Sailboat had been with high speed and fantastic turn speed, and perhaps would be bought at Frostmill+. This is a change that doesn’t have to necessarily be done soon (the change in model and name from Sailboat to Cutter), though I think the proposed stats for the Cutter should be given to the sailboat upon the release of the Dark Sea update.

Onto the Redwake Longboat. This would be a large rowboat (able to seat 6-8 people?) that could be used both on its own and as a ship’s boat (able to be equipped to and deployed from larger ships). It would be the next step from the Rowboat, and would only be available at Redwake. Though, if blueprints are more feasible for a ship’s boat that’s more than okay too, with the Ketch and ships larger than it having one or more slots for ship’s boats. Disregarding the idea of ship’s boats, I would hope this is an easy boat to implement considering it would be small, being able to debut alongside the sailboat changes in the Dark Sea update .

And finally, the Caravel. In my opinion the Caravel is in need of minor buffs to base durability and with that, a price increase and minor nerf to turning speed. However, those would really only be feasible once more small vessels are added. For now though, it could use a model update. The area by the bow looks barren and bland, and the mainmast is too short. It’s aesthetically unappealing, in my opinion. Additionally, the ‘style’ of the model doesn’t feel congruent with that of the other vessels. I suggest the Caravel has its model altered, raising a forecastle and potentially a foremast to fill some of that wasted space and make it more accurate. I also suggest a small cabin under the deck at the stern. It doesn’t need a bed but instead to just be a small area to hang out, potentially with a cooking pot for good measure.


I do recognize that this suggestion would not be the easiest to implement (mostly as there is some [re]modeling being asked for), but I strongly feel that such revisions are necessary. As I stated up top, I actually think the current ships are fairly well balanced, but that balance will be upended when the Brig arrives. And it will continue to be altered each time a new ship is added. Rebalancing the available ships slightly each time a new one is added may be necessary, though I have outlined potential stats and features for each planned vessel below as a ‘final draft’ for when all planned vessels are added. Hopefully this also demonstrates my ideas more effectively than words might.

And there should, of course, be a plan for ship progression and stats. The focus should be on adding smaller, more specialized ships before the largest and most exciting ones. After all, the Brig is likely to be useful for the rest of the game. I think the larger ships should basically only be added when they’re necessary (like the Brig for the Dark Sea). There should not be a linear upgrade path, but instead many different types of ship with different roles and uses that the player can choose from on a case-by-case basis.


Here is a list of suggested stats and abilities for each planned vessel. They aren’t perfect, but I think they get the point across.
(Galleon prices are based off of the Bronze Sea economy; things may be more expensive as we move on to other seas)

Stats list
  • Rowboat: 250 durability, 20% stability, 20 turning, 40 speed. 1 deckhand.

  • Redwake Longboat: 750 durability, 30% stability, 35 turning, 50 speed, costs 200 galleons. 0 cannons, 1 attachment slot, 2 deckhands. A Large Rowboat that can be equipped to large ships to act as a ‘ship’s boat’, or be used independently.

  • Cutter: 1,150 durability, 40% stability, 80 turning, 65 speed, 65% resilience, costs 750 galleons. Has 1 cannon on each side, 2 attachment slots, 1 quartermaster, 1 deckhand. Small, speedy, and incredibly agile, the Cutter is a fantastic ship for an aspiring captain trying to cross the seas quickly. (Stats and size based on Lizzie May, with a topsail?)

  • Dhow: 1,750 durability, 50% stability, 70 turning, 55 speed, 65% resilience, costs 1,050 galleons. Has 0 cannons, 8 attachment slots, 1 quartermaster, 2 deckhands, tiny cabin area, and a bed for setting your spawn. A Shu’ai-type of Dhow, lateen-rigged. Designed to be a cheap but capable fishing boat.

  • Sloop: 2,200 durability, 45% stability, 65 turning, 65 speed, 65% resilience, costs 1,650 galleons. Has 3 cannons on each side, 2 attachment slots, 1 quartermaster, 3 deckhands. Bermuda-rigged. A relatively small but reliable ship useful in a wide variety of situations.

  • Caravel: 3,150 durability, 45% stability, 65 turning, 60 speed, 65% resilience, costs 2,250 galleons. Has 3 cannons on each side, 2 attachment slots, 1 quartermaster, 2 deckhands, a ram slot, and a small cabin. Medium-sized and bulky, the Caravel is a good first warship and continues to have use in fleets even among significantly larger ships.

  • Viking [Long]Ship: 2,750 durability, 45% stability, 60 turning, 55 speed, 85% resilience, costs 2,800 galleons. Has 0 cannons, 8 attachment slots, 1 quartermaster, 4 deckhands, siege weapon slot, cooking pot. The crew can be made to attack an enemy ships’ crew, and figureheads are placed at the top of the “tail” at the bow. A unique ship that tries to get close to its opponent and board before sinking them, this is definitely a vessel best used by experienced and cunning captains.

  • Ketch: 4,000 durability, 50% stability, 50 turning, 80 speed, 65% resilience, costs 3,000 galleons. Has 4 cannons on each side, 4 attachment slots, 2 quartermasters, 3 deckhands. Fast and relatively large but not super maneuverable, with plenty of deck space. A common ship used by criminals and Navy patrols alike due to its excellent speed.

  • Bireme: 2,900 durability, 55% stability, 50 turning, 60 speed, 75% resilience, costs 3,950 galleons. Has 0 cannons, 6 attachment slots, 1 quartermaster, 3 deckhands, ram slot, siege weapon slot. Biremes are medium-sized ships powered primarily by oars. A counterpart to the Viking longship, Biremes are faster and have a ram slot, though sacrifice turning speed and a significant amount of deck space. The crew can be made to attack an enemy ships’ crew.

  • Xebec: 4,900 durability, 45% stability, 65 turning, 60 speed, 70% resilience, costs 6,800 galleons. Has 7 cannons on each side, 2 attachment slots, 2 quartermasters, 4 deckhands. 3 masts with lateen-rigged sails and oars. A medium-large warship, the Xebec may be a good pick for captains wanting a good-sized but inexpensive ship capable of defending itself but that doesn’t draw unnecessary attention.

  • Schooner: 7,500 durability, 55% stability, 55 turning, 70 speed, 65% resilience, costs 9,800 galleons. Has 6 cannons on each side, 4 attachment slots, 2 quartermasters, 3 deckhands, small cabin, small cargo hold. 3 masted topsail or gaff-rigged Schooner (loosely based on Oosterschelde?). A swift and well-sailing ship suited to an explorer, with decent defenses and average cost.

  • Gunboat: 3,900 durability, 50% stability, 55 turning, 55 speed, 65% resilience, costs 13,500 galleons. Has 5 cannons on each side, 0 attachment slots, 1 quartermaster, 3 deckhands, 3 siege weapon slots. This is the one I’m the least sure on, because it could be modeled after many different types of gunboat, but I think the most obvious thing would be to give it multiple siege weapon slots. A smaller boat with low durability, but packs a serious punch. Doesn’t need to be based on a historical example.

  • Brigantine: 9,500 durability, 70% stability, 50 turning, 70 speed, 70% resilience, costs 16,500 galleons. Has 11 cannons on each side, 4 attachment slots, 2 quartermasters, 4 deckhands, siege weapon slot, and a captains cabin. Has a brig (jail, not the ship) that defeated rivals or hunted players will be put in, and you can turn them into your respective faction for extra renown. Widely used by bounty hunters and the like, the Brigantine is perhaps overshadowed by its larger derivative, but seasoned captains will be able to use it to suit their needs very effectively.

  • Brig: 12,000 durability, 75% stability, 50 turning, 75 speed, 65% resilience, costs 20,000 galleons. Has 13 cannons on each side, 4 attachment slots, 2 quartermasters, 4 deckhands, ram slot, siege weapon slot, and a captains cabin. A large, strong, well-rounded ship with sizable interior space. A jack of all trades, master of none type that is perhaps the most common warship to be found in the War Seas.

  • Galleon: 17,900 durability, 70% stability, 55 turning, 60 speed, 65% resilience, costs 33,500 galleons. Has 15 cannons on each side, 4 attachment slots, 2 quartermasters, 4 deckhands, siege weapon slot, and a captains cabin. A very large and extravagant warship, the Galleon is a favored ship by many wealthy pirates and warlords for its ability to combat and destroy the Brigs of the Grand Navy, which are commonplace, and even hold its own against Frigates despite being so much cheaper.

  • Barque: 15,750 durability, 75% stability, 45 turning, 90 speed, 80% resilience, costs 42,000 galleons. Has 4 cannons on each side, 6 attachment slots, 2 quartermasters, 4 deckhands, captains cabin, large cargo hold. I suggest the Barque is a Clipper/“Windjammer”, being very fast and having surprising resilience. It has few cannons for its size, present for minimal defensive benefit they bring while keeping the ship light and fast. The fastest ship in the War Seas, the Barque is purpose-built to be as fast as possible. With four masts and a large cargo hold, this ship is the preferred vessel of many merchants and haulers.

  • Frigate:

    • (4th-Rate stats) 29,000 durability, 75% stability, 45 turning, 55 speed, 70% resilience, costs 85,000 galleons. Has ~25 cannons on each side, 8 attachment slots, 3 quartermasters, 5 deckhands, siege weapon slot, and a captains cabin. Slower and larger than the Brig or Galleon, and an excellent battleship.
    • (5th-Rate stats) 25,000 durability, 75% stability, 50 turning, 55 speed, 70% resilience, costs 68,000 galleons. Has ~20 cannons on each side, 8 attachment slots, 3 quartermasters, 5 deckhands, siege weapon slot, and a captains cabin. Slower and larger than a Brig or Galleon, and an excellent battleship.
    • The Frigate could be based either on a late 18th century fourth or fifth-rate frigate (depending mostly on what the ‘Ship of the Line’ is based on), providing 1-2 gun decks, enough room for various amenities, and a cabin. I am presuming the reason the Brig replaced the Frigate as the ship in the Dark Sea Update is because of progression reasons primarily, but I would like to see the Frigate get a full remodel and not use the AA one as a base, as that model really wasn’t too good and the Brig has set the bar for new ship models quite high.
  • Ironclad: 25,000 durability, 70% stability, 40 turning, 50 speed, 65% resilience, costs 98,000 galleons. Has 7 cannons on each side, 4 attachment slots, 2 quartermasters, 4 deckhands, siege weapon slot, and a captains cabin. Immense ram defense, immense durability, relatively low DPS, immense cost. It negates 90% of damage from most attacks/cannonballs and takes 50% damage from exploding shells, though some magic types will do 100% damage. The ultimate tank, the Ironclad is a ship so heavily fortified your enemy may be better off leaving you alone and saving the time and resources on an easier target.

  • Ship of the Line:

    • (1st-Rate stats) 49,000 durability, 80% stability, 35 turning, 45 speed, 70% resilience, costs 255,000 galleons. Has 45+ cannons on each side, 10 attachment slots, 4 quartermasters, 6 deckhands, siege weapon slot, tons of space below deck with crew bunks (clan/party members can set spawn here?), and a captains cabin Slow, with low turning speed but immense stability, durability, and resilience, upwards of 90 cannons, 3 full gun decks and a captains cabin. No ram slot, though it doesn’t need it to decimate the opponent.
    • (3rd-Rate stats) 39,000 durability, 80% stability, 40 turning, 50 speed, 70% resilience, costs 165,000 galleons. Has ~35 cannons on each side, 10 attachment slots, 4 quartermasters, 6 deckhands, siege weapon slot, tons of space below deck with crew bunks (clan/party members can set spawn here?), and a captains cabin. Slow, with low turning speed but immense stability, durability, and resilience, upwards of 70 cannons, 2 full gun decks and a captains cabin. No ram slot, though it doesn’t need it to decimate the opponent.
    • Which rate of ship it’s based on should line up with that of the Frigate; if the Frigate is based on a smaller ship than so should the Ship of the Line. Either way, it will be extraordinarily strong, but to be honest a first-rate might be overkill, hence why I included stats for both.

Extras/Notes/FAQ?:

  • Virtually all stats are based in realism, such as increased (above 65%) resilience for ships with oars (oars not being directly affected by the wind).
  • Galleon prices are based off of current vessel prices and trends, with small boats having low price/durability ratios and those ratios gradually getting higher as the ships get bigger.
  • A “Back in my day…” badge could be given to anyone who purchased the Sailboat before it changed into the Cutter as a fun extra thing.

Feel free to ask any questions about any of this you may have, or suggest and changes/additions. I’d be glad to respond.

4 Likes

I’m not smart enough to say anything other than “good”.

1 Like

Well, as a ship combat fan and an explorer, I can tell ya’ll who are too lazy to read all that, this could make the ships insanely better. And imo small ships should have a use in combat against bigger ships.

Well, I’d also love to see a simple addition, making PvP sweats need to destroy the ship im in rn and then hunt me. Basically, ship combat (if we both are in a ship, we both can’t leave it and we both are put in combat, there should be a button asking if you want to leave your ships and will fight in normal PvP instead. If the hunter’s ship is sunk, the poster dissappears, if the hunt’s ship is down, both people can leave their ships and fight) should be useful, now it’s more like: run till the hunter’s ship gets close and then jumps on your ship and kills you.

Seafaring is too cool.

2 Likes

Glad you like my ideas.

And I think I like the basic premise of this idea. I’m not sure about being locked to your ship, but at least the hunter losing their contract when their ship is sunk sounds great to me. Because you’re right, as it is now there really isn’t anything you can do if someone boards your ship beyond having wind magic (as a more causal/PvE player).

Yeah, I am in AO for the adventure experience, and not for PvP, ship combat is more precise than normal PvP, and that’s what I love.

2 Likes

I feel like the stability of this one is a tad low, 50% or 55% seems better to me at least.

Xebecs were comparatively not particularly stable in real life. That’s the primary reason for the low stability, but along with the otherwise quite good (and realistic) stat spread and low cost (which should probably be increased by 1-1.5k), it makes sense to me to have low stability be it’s primary flaw.

ship of the line should have rams and siege weapons
why? otherwise it aint battle ship

Very well put together suggestion! I also agree that when brig gets added the other ships will become rather pointless so this seems like a fantastic idea.

The SotL does have a siege weapon, but I didn’t give anything larger than the Brig a ram slot for a few reasons. One, it’s absurdly unrealistic (not that that’s the end-all be-all) for most any ship to have a ram. That’s doesn’t really have an effect on whether something should have one in this game (after all, this is a game with magic and whatnot; clearly realism is not the sole focus), but what does matter is balance. Let’s face it: rams are really good, near broken. The Brig will be terrifying with a ram. A ship with 40k durability and 50 cannons on each side does not need a ram to be a threat, and it may become more broken than it already would be if it did have one. This applies to all 5 of the largest ships. They would just be too good with a ram, and they just wouldn’t need it to perform well either.

Additionally, having the Brig be the largest ship with a ram makes it useful and unique even when there are larger ships available. This ties into the core idea of this suggestion, which is that virtually every vessel should have something useful about it, even in the late-game. The Brig, despite being outgunned by the Galleon, Frigate, and SotL, can retain relevancy due it its high speed and ramming ability. Start giving the ram to the frigate, SotL, etc. and now the Brig is only useful earlier in the game as a relatively fast, medium-power vessel. But later on if you wanted speed, you would use a Barque, and if you wanted power, you would use a Frigate, SotL, or Galleon. The Brig would be outclassed by those other ships if they got rams.

It’s a balancing act, and as I said the stats/abilities list isn’t perfect. However, I’m confident that ships larger than the Brig having a ram is a bad idea.

Fair, but being labeled a warship gave me the impression that it should be a tad more stable. Regardless, 6800 galleons for 7 cannons, high resilience, and decent mobility makes for a good option all rounder at that price point assuming you don’t want to go too deeply into the dark seas but still want a bit more focus on combat.

Yup, that’s the idea! You might need to be using that repair hammer in rough waters, and you probably won’t be taking it into the Dark Sea, but it will otherwise perform well and is fairly inexpensive.

Looking at the list makes me wish there was a junk ship as Ryujin Dyansty exclusive ship that focused on speed and maneuverability (hit and run playstyle) maybe some decent stability and resistance stats (since the sail riggings could direct wind into each other, allowing the ship to to travel in heavy winds and rough seas and it has multiple compartments in the hulls allowing it for rough sea travel.)

man i aint readin all that

You’re that one person who struggles with their native language

it is purposely designed for war tho, not putting a ram slot on it is like pitying your opponement because you already have an overpowered ship

also, we can balance it with slow speed and/or very high resilience

There absolutely should be a Junk, but it unfortunately isn’t in the planned ships list so I didn’t add it.

I won’t let this amazing idea die.

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For a bit of perspective, one full broadside from a SotL with Strong Bronze Culverins and Heavy Exploding Shells would sink any non-Ironclad/SotL/Frigate (durability upgrades not withstanding) with the stats I gave them. Additionally, by the time the SotL is added, more powerful cannons will have also be added, so it’s entirely possible a SotL can destroy another SotL in one broadside unless it has ludicrous base durability.

So the idea that it needs a ram to function as a battleship, along with thinking it not having a ram is somehow ‘pitying’ the opponent, is laughable. It is already balanced as best as possible with the lowest turn and speed in the game other than the rowboat. Make no mistake, the only thing that would keep this thing from completely dominating any battlefield is that horrendous turn speed, which I might even lower further. The SotL doesn’t need, or even want a ram; it’s not congruent with its playstyle. There really isn’t an argument for it beyond “it would be cooler if it did have a ram”, which is more personal bias than argument anyway.

Getting to other ships though. As things are now, the Caravel is relevant only because it has a ram. As I said previously, I believe the Brig would be in a similar position in the future, and taking away its ‘unique feature’ would be detrimental to the ship balance and “economy”. If a ram were given to the Galleon the only advantage of the Brig is that it’s faster - same with the Frigate -, and the Ironclad already has its own unique features. At that point, people would just use a Ketch or Barque for speed and a Galleon/Frigate/Ironclad/SotL for fighting. The Brig would be stuck in limbo, being relatively fast and decently strong but not quite good enough at any one thing to compete with anything larger. Again, the way to avoid that is to simply have the Brig be the largest ship with a ram slot, keeping it potentially useful forever.

To sum the last three paragraphs up in a single sentence, the best argument in favor of ships larger than the Brig getting rams (that I can think of) is “it would be cool”, which probably shows that it’s not such a great idea.

2 Likes

Late reply, but I 100% agree. Even as a PvE player, I am more than capable of sinking virtually any ship I come across because, for one, there isn’t much if any luck involved. I don’t have to be worried that I’ll come across someone with a broken build or something like that. It’s all much more fair to everyone. And you’re right, that it’s more precise in that you have significantly more control over the current circumstances.