Okay, so after perusing the board for the first time in a while, something caught my eye. This post about a new kind of role that intrigued me and a game mechanic I've been wanting to see implemented.
https://gunsoficarus.com/community/forum/index.php/topic,389.0.htmlSabotage. Now, while Skyler had the right idea, it wasn't exactly implemented correctly since it's already been posited that there won't be any boarding mechanics. So instead, I put forth this idea: A new tool set. Sabotage tools.
I see it like this; there should be another deciding factor in a battle besides just the piloting skills and weapon choice. Something that can turn the tide of battle when implemented correctly without completely throwing the balance out the window. So, here are the criteria I believe Sabotage tools should fall under:
1) Two Slots. One sabotage tool for debuffs and one to remove the debuffs.
2) Certain Sabotage weapons should only be useable once per skirmish. Mostly pilot tools, which are more powerful. No point in it being the turning point if it's being used every five minutes.
3) The debuffs need to be debilitating, but easy to get rid of, if that makes any sense. You'll see what I mean in a moment.
Alright, onto the tools themselves! I've got a few in my head and I hope that maybe they'll help convey what I'm imagining.
Pilot:
Whale Oil: When thrown directly into the engine, it causes damage to the balloon and the engines, but emits a bright light that can temporarily blind enemies, allowing for a strategic retreat; or a decisive attack.
Ether: "There is nothing in the world more helpless and irresponsible and depraved than a man in the depths of an ether binge". Devious captains can throw caution to the wind and throw a gallon of this stuff into the engines and send out a cloud of ether that can debilitate the crew.
Gunner:
Gunk Shot: Specially made capsules containing something akin to tar that give Engineers migraines. When fired at the hull, there really isn't much to worry about. However, a balloon, engines, or gun covered in Gunk start to malfunction. The Balloon starts to take damage and sink, engines take longer to respond when the pilot wants to turn or speed up, and guns jam regularly.
Arc Shot: Supercharged shots carrying a payload of electricity, this ammo can cause all sorts of gear to start to short out, requiring constant attention by an engineer or the right tool for the job.
Engineer:
Monkey Wrench: Special tool used by engineers to help easily rid the ship of debuffs.
Universal Tools:
Flash Guards: Character can't be blinded
Filter: Character can't be affected by gases.
I'm a little stuck on other tools, but I really hope you see what I'm trying to get at. A new gameplay mechanic that adds a whole new level to airship combat. Please, lemme know what you think and add on what you think this system needs.