So no new model for today.
I’ve been studying the game files, mechanics, tested broadside ideas, and picekd choices for unit reskin into ships.
The broadside is pretty cool, using the Charged-Projectile new addition, this feature is just crazy and will allow me to turn anything into battle ready stomper.
With the Stringers I can go for Chained shots, slowing ennemy ships, red shots to burn the ships, grapshots damage over time, piercing shots reducing armor, active transformation buff for sail deployement to gain a speed boost, conversion mechanics for the boarding fight, invulnerability treshold to prevent ship sinking while capturing them.
I’ll have to test if I can use the stinger system to increase the ennemy ship fire rate delay, and if I can’t, I already have an idea using the HP transformation to turn ships into other ships. Maybe I will even work on demasting system earlier than I thought I would. I’m not sure how I’ll approach that, cause it would restrict a lot the amount of ship models available and requiere a lot of scripting.
About the ship gameplay, here is the roadmap:
Tall Ships
Ship of the Line
(endgame ships, you won’t face them early … or ?)
- bulky monsters, aimed to unleash devastating volley from multiple fire decks with long reloads
- lots of sails, but moving slowly, capable of facing storms and high see, perfect for ocean crossing
- huge cargo load for more rum.
- not meant for shallow water, they won’t access some part of the map due to their waterline level.
Frigate
(lategame ships, you’ll use them, you’ll sink them, you’ll love them, and you’ll hate them.
- sleak, agile, with standard manoeuverability, meant for high sea as well as coastal navigation
- less gundecks than Ship of the Line, but still armed with high amount of guns.
- Boarding possibilities, it’s not their main role, but they can sustain and engage boarding fight side to side
- Cargo hold decent enought to fit either merchant and military purpose, they will be the main wship you’ll encounter
Galleon
(early-midgame ships, a pirate themed project can’t be one without Galleon, why ? Because I said it, isn’t that enought ?)
- Iconical spanish treasure ships, slow, powerfull, and filled with gold
- rigged for high sea navigation, merchant task, and large scale warfare, the’re the ancestor of the Ship of the Line, while beeing the ancestor of the Frigate in the same time, will fit multiple role, and will be perfect to be refitted into pirate monsters of the sea
- Will have access to artillery mortars and broadsides batteries, and will be able to cross shallow water based on Tides, when the sea is not high enought, you’ll have to find other occupations until the windws become favorable once more.
Small Ships
Schooner
(early-mid-lategame ships, conqueror of the coast), with fancy sails.
- decend cargo hold, meant for costal merchant trips, or ocean crossing under the right circunstance.
- mono gundeck, with light caliber guns, better at close combat than long range engagment
- perfect for boarding
- Can susain high sea, but not hurricain season in the bermuda triangle
Brig
(early-mid-lategame ships, small and fast, multi purpose, never obsolete.)
- Perfect for coastal and river navigation, and agile mouvement
- Armed with artillery frontal piece, or small guns, but mainly fits for saber to saber combat
- perfect pirate ships style, used to do hit & run style combat, capture ships, refit them, sell them, sink them
- cargo hold pretty small, will have to resupply often, in port or at sea
- won’t survive a storm in the high sea, except if luck is on your side, or maybe dragons.
River Boat
(earlygame ship, situational, you’ll hate them, or sink them)
- Never leave the shoreline if you don’t want to end up shipwrecked.
- Perfect for activities while the tide is not there to let your big ship go where you wwant
- perfect to avoid beeing recognized with your famous ship
I got lots of idea in my mind, but here you have a basic picture of what you can expect from my first release of the mod. It will be a campaign mod, with graphics, sounds changes but no dataset.
I’ll release a tutorial first, for people to test the ship battle logic, and collect feedback before going too crazy on the main mission story design. The map design is pretty close to completion, but with the new castles…I might add Veracruz to my map…Maybe…I’m not sure yet because big map is hard to work with as the minimap is trash.
Stay tuned for another ship display asap with the new elite ships that I can use as reskin entities <3