personally i just pop a shark repel and underwater breathing potion, then swim across the bronze sea. no ship required
then, once again.
perhaps, maybe.
it should only heal the minimum value while in combat or the dark sea
I mean, I wasn’t trying to refute that. I just don’t know exactly the rate of hp/galleon that shipwrights charge, and I remember having to repair low health ships with maximums of like 5k health with 900 or so galleons with a shipwright before. Though that was ages ago, so I don’t remember very well.
well yeah, they aren’t even good in an emergency.
If something is immenently damaging your ship, your better off trying to attack whats attacking you than trying to repair it. I think op’s idea makes sense, and the fact that it gets stronger in the late game but costs way more is a good way to keep it balanced.
Though I do think that it should only be able to be used if your ship hasn’t been in combat for 30 seconds.
I feel like the things that should stop this mechanic from working and set the repair amount of hammers to their default minimum values are:
1: Having a combat tag.
2: Being in the dark sea (maybe not completely disabled, but less)
That way this can serve to make players feel like they do have an option to repair outside of shipwrights, but its going to require them to spend twice as many galleons to do it.
The main issue I have with this is gankers who gank ppl with multiple ships. They can come in and attack ur ship then when they get low they flee and someone else starts attacking ur ship, giving the guy that ran away time to repair their ship (bc ur busy fighting the other guy so the combat tag will eventually go away for them). This makes fighting them impossible because you can’t repair ur ship but they can, and I don’t think gankers would care abt the extra galleons being wasted.
Ship ganks are already unwinnable unless you’re the person with the fastest ship.
That wouldn’t change in your scenario.
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