A game of survival, trade and exploration in the universe of Fallen London
The Impossibility of Piracy at the moment
 IHNIWTR Posts: 346
2/11/2015
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currently, flensing weapons don't really serve their purpose wll at all when it comes to taking on ships. pretty much every time they can be used, you'll destroy the ship long before your flensing attacks reduce the enemy crew low enough to board.honestly the mechanic is just incredibly unbalanced, and it's a shame. I don't think adding harpoons as a torpedo-like weapon would work though - it's better to decrease the "regular" damage dealt by flensing guns and increase the life/crew damage significantly, to make it at all viable. Thoughts from other players? Developers?
-- https://www.fallenlondon.com/profile/Daniel%20Vaise
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 Nocculi Posts: 22
2/12/2015
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Fretling wrote:
Why *isn't* it? Is there a game-design reason for that? I think the game design reasons are:
1) It doesn't work that way for your ship, which makes sense because if every ping from a pinnace and nick from a zee-bat killed one of your crew you'd go through them really quickly! But it feels right for you to start losing crew once your ship's in bad shape.
2) NPC ships are handled the same way yours is unless there's a compelling reason to do it differently.
I'm definitely in favor of ship-to-ship collisions resulting in a "Fierce sailor-to-sailor combat!" storylet, though. Plus weapons that are more effective at de-crewing ships without sinking 'em.
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+1
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 Fretling Posts: 529
2/12/2015
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I see. That makes sense.
I agree that ship-to-ship collision, or something very similar to it, would be a good trigger for boarding/hand-to-hand combat, whether that's done in storylet form or somehow worked out on the realtime interface.
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+1
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