Ship Resilience and Stability rework

Ship Resilience and Stability rework
effort 3.833333333333333 6 quality 5.0 6 reasonability 4.428571428571429 7

both stats are Percent% based meaning getting anything over 100 is pointless.

It also means deckhands and inchants with other stats will always be more valuable, as you will in a sense waste the given stats if your ships and parts already go up to 100 Resilience or Stability. due to other parts (makes for less build variety)

(What I’m trying to say is that enchantments and deckhands that gives Resilience and Stability scaling later in the game will suck)


Stability

(Represents the level of resistance your ship has to rough waves, large waves, and whirlpools)

TOO lazy to read:
Hitting waves and other weather speeds up your ship


Stability

(Stability - 109 = “extra” )

1 extra will also let you “ride” waves speeding up your ship (Stability 110)
over 21 extra will let you use Whirlpools to orbit launch (Stability 130)
over 41 extra will let you use large waves/magic waves (Stability 150)
over 61 extra will let you use Tornados (Stability 170)
over 101 extra will let you use magic Tornados/magic Whirlpools to orbit launch (Stability 210)


extra speed scaled by your extra points

hitting a wave:
extra X 2(2.5 for “large”) = bonus speed
(note hitting another wave will SET your bonus speed not ADD )

being in Whirlpools/Tornados (Tornados orbit for longer)
extra X (secs in orbit X 0.2) = bonus speed

per tick, (bonus speed X 0.85) - 3 = new bonus speed
(if you have 200 bonus speed it takes about 15 ticks to get back to 0)


“normal” weather effects won’t damage you if you use them to ride them

dark sea however you still take damage BUT:
you can now use cargo to make “ready” your ship ride for any weather effects without damage

(also if you don’t want the bonus speed simply brace)


Sail Resilience

(Affects how much your ship slows down when sailing against the wind)

TOO lazy to read:
going with the wind speeds you even more


Sail Resilience

over 100 Sail Resilience makes going with the wind speeds you even more

2 Likes

i like this suggestion, now im not stuck in place waiting for the damn thing to go away

the ship launching into orbit sounds fire

1 Like

dude lower the “Effort” it took me like 40 mins to make this

an alternate simpler idea could just be to make it so that tougher weather conditions might require you to go above 100% stability or resilience- normal weather effects can be countered with 100% but if the weather gets noticeably worse then you’d need higher stats to counteract it

that said, though, your idea is way better and launching off a whirlpool to goomba stomp an enemy ship sounds hilarious im in

1 Like

Bud your suggestions are so underrated!

This would definitely make the dark sea way less of a pain to traverse and possibly actually make it fun too

Finally having more stability would be benifitial

i believe this can work, while i still have a few unspecified points:
for the waves to boost your speed you’d need to go in a similar direction as them (<90 degrees difference, perhaps also applying different speeds the more you go in the same direction) as no matter the force of something, when an opposing force clashes into it, it’ll lose speed(even if it’s not a lot).
for the whirlpool, it’d make sense if you’re going along the current of the whirlpool.
for the magic waves, it’d make sense if they would keep not only the damage, but also the chance to apply their ‘magic type status effect’, perhaps a new stat, something along the lines of ‘magic resilience’ (magic coating over the ship that protects you from magic influences) would be able to decrease these effects
for tornados it’d make sense to also have a required sail resilience to fully use it’s speed boost.
for magic tornados and magic whirlpools it’d make sense if they get the same rule as magic waves.
and what is considered ‘orbit launch’?
the stat rework would also work in the future, as bigger, stronger, more expensive ships have a higher basic stat leading to easier survival of weather effects, which is also seen irl.

You guys really don’t know rocket science?
The basics is using gravity to pull you into the center of the object and using that “falling ” motion to speed up

Now think of whirlpools what does it do?
Pulls you into the center BUT what if your moving sideways faster then your falling?
You now well: forever falling right?
As you move out of the way of the “center” faster or as fast as you pulled to it so you get to keep the pulling speed from the whirlpools and not fall into the middle of it

(Orbit is when a object moves around a other object FASTER then it falls)

As much I wanted to have it like that, it’s simply too rare for waves to go the same way your going
(Plus it would be a massive buff to turn speed to quickly turn the way you really want to go)
Also it would be funny to watch people get yanked by a wave and watch their ship go mock 4 while they get dragged backwards

“Orbit”

Only places with magic waves are the dark sea and you still take damage if you use them to speed up so the magic effects staying was implied

Also “magic resilience” can just be given to magic storage not like most ships are using it for anything

Your right BUT it’s too confusing if you needed 2 kinds of stats for one effect
Sail resilience should stay for wind effects
stability For weather effects

Grouping them altogether would make sense
yes but it would also mean you unlock magic waves using at 200 meaning you NEED that much for the stat to do anything for you in the dark sea

This is defenelty necessary. Stability becomes unneeded at a high enough level, because one with one hull enchantment on a brig, you can already do everything you’d need. Unless newer weather affects that (which I doubt because dark sea is already accessible, and it probably wont get higher requirements) There’s gotta be an affect for Resilence and Stability to be useful.

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