Suggestion: Deckhand Archetypes

Suggestion: Deckhand Archetypes
effort 5.0 11 quality 5.0 11 reasonability 4.727272727272728 11

Woah more deckhand customisation :applause:

Proposal

We all know that navigator and shipbuilder deckhands are great, and chefs are… well not so good. So I’ve spent the last [time it took me to make topic] coming up with an amazing idea (real) to hopefully balance things out.

Deckhand Archetypes

When maxing out the profession level for a deckhand - instead of being greeted with another linear upgrade, players should have a choice to pick between three (or more) specialised paths for each deckhand, which provide upgrades on a similar level to Master tier professions, slightly buffed from the current state for the less good deckhands and slightly nerfed for the better deckhands.
All numbers subject to adjustment

Navigator Archetypes

Navigator: Windcatcher

Applies a short term large speed boost.
25% Ship Speed + 100% Resilience 7 Second duration.

Navigator: Nimble

You’ll get a better long term investment, but less zoom. Take the choice.
10% Ship Speed + 90% Resilience 20 Second Duration

Navigator: Precision

Get turnin’
15% Ship Speed + 100% Resilience + 100% Chance to escape whirlpool + 15% Turning speed. 7 Second duration.

Shipbuilder Archetypes

Shipbuilder: All hands on Deck.

For those who like bronze hammers.
40% Repair bonus. 50 Seconds.

Shipbuilder: Quick Fixes.

Pirate ship moment.
10% Repair Bonus 15% Ship Health healed 30 Seconds.

Shipbuilder: All around repairs.

Standard shipbuilder loadout you got there.
30% Repair bonus 5% Ship hp 60 Seconds.

Cannoneer Archetypes

Cannoneer: Standard Orders

Get firin’
50% Cannon/Mortar reload. -60% Fuse length 20 sec duration

Cannoneer: Rapid Orders

Brrrtt?
30% Cannon/Mortar reload. - 80% Fuse length 20 sec duration

Cannoneer: Preparation Orders

Assumably they just shove more gunpowder into the cannon and hope it works
30% Cannon/Mortar reload - 40% Fuse length + 50% Range 15 sec duration

Enchanter Archetypes

Enchanter: Armoured

I need healing!
30% Damage res. 20% Crew hp.

Enchanter: Lucky

20% Damage res 5% Ship hp. Passive: Your crew has a largely increased chance to catch rarer fish.

Enchanter: Amplified

Me when intensity.
20% Damage res 5% Ship hp. Whilst ability is active all deckhand active abilities are 15% more effective.

Chef Archetypes

Chef: Specialist

Oregano is for savages :sadge:
Chefs will only cook Rare+ Fish. When cooking rare+ fish they gain a large increase to hunger given by meals they cook. Will give a normal amount of scales for gold/legendary fish in return. Non cooked fish are given to you as usual.

Chef: Crew’s Rations

Eat up, its going to be a long journey.
Chefs will only cook Uncommon and below fish. Jokes on you though, they can make two meals with each fish, although those meals will only give 60% of the hunger compared to the same fish cooked by the same chef in a single meal. Will give you rare + fish straight into your inventory.

Chef: Feastmaker.

:hamburger: :houses: moment
Chefs will only cook giant meals, they will wait until they have enough fish stocked up to cook one enormous feast for the whole party to enjoy. Dig in.

Merchant Archetypes

I am losing my mind

Merchant: Apothecary

Get yer narwhal horns 'ere
8 Slots. Merchants can sell all reagents including rare+ items OTHER than

  • Prometheus’ Acrimony
  • Dark Sea diamonds
  • Legendary fish scales.

Merchant: Distributor

8 Slots. You can sell items to merchants for 50% higher prices than if you sold them to anywhere else.

Merchant: Trader

8 Slots. Normal merchant but get this. All cargo sold when owning a Trader Archetype merchant gives 10% increased revenue.

This took me way too long to write for what it is.

14 Likes

keep cooking. this makes deckhands alot more custimizable and much more unique
also makes merchants and chefs really good

3 Likes

although mabey change standard/rapid orders to where standard orders just gives like a half on both. where as rapid orders gives a 75% reduction but also reduces dammage by like… 25%

Cooked a whole feast, just like the Chef: Feastmaker

isnt resilience something bad because now it will slow down ship by 100+[current ship resilience]% while sailing against wind?

they really need to add option to use gunpowder barrel on ship to boost X amount of canons’s range for 1 gunpowder barrel

yee

1 Like

Amazing idea

1 Like

I ain’t letting this suggestion die today

1 Like

very neat idea but the current deckhands are good enough for me i dont think they need changes aside from chef’s

let this man cook

1 Like

Good stuff, one must imagine a min maxer happy :pensive:

how resilience works is that if you are going against the wind it reduces your speed
but the more resilience you have it negates that slowdown partially
but 100% resilience can be at worst useless (sailing with/there is no wind) or slightly useful (sailing against the wind directly)

exactly, say you have 65% resilience with 100 speed, sailing against wind would decrease the speed by 65% (thus giving you 35 speed)
so isnt less resilience better because then you get less speed reduction when sailing against wind?
so if you have 30% resilience, it would only slow down ship speed by 30%, thus making you have 70 speed left
35<70

wrong.
1st wind cant remove 100% of your speed when going against.
and resilence works the other way. so say you have 100 speed.
lets say wind would normally half your speed. so 50% but you have 50% resilence
well that means you get 50% of that speed back so you go at 75 speed. if you had 100% resielence you would keep all your speed

1, that makes even less sense than my ‘interpretation’ of how resilience works, but i get your point, if thats really how resilience works, then im just dumb/vetex need to make resilience more understandable
2, so resilience is a situational speed ‘boost’? (decreasing effectiveness slowdown increases speed, so technically you would go ‘faster’ even though wind is slowing you down)

yeah resiliance is a situational speed boost.
because if you are going against the wind it reduces your speed.
but high resilience reduces the ammount of speed you lose from wind. with wind speed loss being completely negated at 100% resilience

Merchant increasing cargo sold should have already been in lmao. Great suggestion overall!

it’s the other way around, 65% resilience reduces the speed penalty by 65% I believe

if i recall correctly, sailing against the wind halves your speed- having 65% resilience reduces that 50% reduction by 65%, which means the total reduction is roughly 22% when sailing against the wind

which then means that 100% resilience completely nulls wind

anyway yeah keep cooking, only 3 stars for reasonability because even if this is a good suggestion it might add a bit too much effort for Vetex to consider, especially considering I believe he said that there would be more professions in the future so this would have to be added to those too

2 Likes

Resilience is a multiplier applied when sailing against the wind

Who let this man cook, let him cook again.