Naval warfare
Naval warfare
When a ship with a SH ram another ship (with a SH), the target's ward and/or fort should be destroyed.
-
Klapaucius
- Posts: 300
- Joined: Wed Nov 24, 2021 10:36 am
Re: Naval warfare
I feel like there could be some cool additions here. My thoughts were things like
fire cannons - need craftable components and has a 1 hour cooldown. Fire a cannonball at a tile within view, chunking the ward.
grappling hooks - Stop an adjacent ship from moving.
Broadside - also needs craftable components and has a 1 hour cooldown. Fire a barrage of cannonballs at an adjacent ship for a large chunk of ward damage.
fire cannons - need craftable components and has a 1 hour cooldown. Fire a cannonball at a tile within view, chunking the ward.
grappling hooks - Stop an adjacent ship from moving.
Broadside - also needs craftable components and has a 1 hour cooldown. Fire a barrage of cannonballs at an adjacent ship for a large chunk of ward damage.
-
JimbotheTurgid
- Posts: 3
- Joined: Sun Apr 20, 2025 2:17 am
Re: Naval warfare
I would be up for ramming another SH to damage their ward to be a mechanic, but at a cost to the ramming ship's ward as well. Being hit by a boat is pretty bad but so is crashing into another boat.
ram damage could even be calculated based on the size of ships involved with beefier ships taking and dealing more damage and submarines just ducking out of the way
ram damage could even be calculated based on the size of ships involved with beefier ships taking and dealing more damage and submarines just ducking out of the way
oh god my newbness is showing isn't it