Naval warfare

Suggestions for game development and improvements. One suggestion to a thread, please.
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Riss
Posts: 34
Joined: Wed Nov 24, 2021 6:58 am

Naval warfare

Post by Riss »

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

Post by Klapaucius »

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.
JimbotheTurgid
Posts: 3
Joined: Sun Apr 20, 2025 2:17 am

Re: Naval warfare

Post by JimbotheTurgid »

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
oh god my newbness is showing isn't it
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