Proposal
As of now, nova potions kind of… don’t do a lot to ships. The only ones that really have any sort of impact are the ones that apply corroding, burning, and scorched. I suggest to allow more effects to apply to ships, and have ideas for them. This includes both the positive and negative effects.
Details/background on your proposal
Instead of wasting time, I’ll just get into it:
Agility: Increases the ship’s turning and sailing speed.
Slowness: Decrease’s the ship’s sailing speed.
Ironskin: Decreases the ship’s sailing speed but increases damage resistance.
Power: Increases damage dealt by ship weapons
Desert/Arctic/Blinding: Applies to all players on the ship when it hits. Increases the ship’s fuse/reload times, due to the crew being blinded by it.
Healing: Self explanatory, restores a chunk of HP to the ship
Harming: Self explanatory, deals a chunk of damage to the ship
Electric: Causes some or all of the ship’s cannons to become electrified and non-functional for a few seconds (more cannons are affected with higher tier, rather than increasing duration)
Frost: Reduces ship turn speed
Warding/Insanity: The effects linger on the ship, applying them to anyone standing aboard while the effect lasts. Insanity lasts much less time compared to Warding, and the effect on a player ends when they jump off.
Sharkrepel: Sharks ignore the ship, and players swimming nearby.
Invisibility: Applies the effect to the ship and anyone aboard. Anyone standing on the ship can see it as if it only had invisibility 1, regardless of the tier of the potion.
Energizing: The ship’s Magic Storage (if it has any) recharges more quickly.
Waterbreathing: The effect applies to anyone aboard the ship, and remains with them for a minute after jumping off.
Gale: Pushes the ship. Pushing a ship into an object or especially a ram causes the ship to take damage.
Revealing/Clearsight: The effect applies to anyone standing on the ship. For Revealing specifically, its range is increased. Both effects end on a player when they get off the ship.
Luck: Has a vastly extended duration when applied to ships. Causes ships sunk by the one with the Luck effect to drop more Sealed Chests and higher tier Treasure Chests.
Poison/Bleeding: These two don’t really make sense when applied to ships, but if you had to then they can be simple dots like burning/corroding/melting already are.
Love: The effect applies to the ship, preventing that ship from attacking the ship of the person who threw the potion. When a player throws a love potion at their own ship, it cancels the love effect and/or provides protection from love. Players aboard a ship with the Love effect cannot target the ship that caused the love, and this protection extends for 20 seconds after they leave the ship.
Interchange: Does literally nothing. The ship doesn’t have stat points…
Mystery: Applies any of the above effects to the ship.
Reason to add/change
Quite honestly, I was surprised when only a handful of potion types could be actually useful as nova potions and supernova potions, especially since the nova potion description literally says that the effects are powerful enough to apply to ships. Keep in mind that all of these effects are only my suggestions, and they could be changed or even just not added entirely if any of them make it into the game. This may also make naval combat more interesting, if potion effects are on the table.
Someone had suggested potion cannons in a past suggestion that I remember. If this change to nova potions were to be added, adding those cannons as replacements to the shark hunting attachments or even siege weapon replacements may be justifiable, and further expand naval combat as a result.
Or maybe I’m just being stupid and should never cook again. Kinda made this entire thing on a whim because I thought it would be funny and also saw a guy on the AO wiki who said nova potions didn’t work because they threw a healing potion at their ship, like, they tried to heal a ship with medicine bro