Hi GoI community,
It's been noted
that there is a need for a new, light, extremely close-range weapon. The weapon balance is very good as of now, and, quite frankly, I don't feel like I'm familiar enough for the game to come up with a stellar suggestion. So, I thought if we put our heads together, we could come up with something brilliant.
Generally, I think that there are a few guidelines which make a successful weapon:
The weapon must be fun and satisfying to use -Pretty standard. If it's no fun to point and shoot, then people won't like it.
The weapon must bring something new to the table-Weapons greatly influence the style of play for the whole ship. If it offers something new, more diverse strategies will develop, and the overall diversity of gameplay will increase.
The weapon must be fun to play against.-Probably the most important guideline to consider. It's pretty fun to be tugged around by a harpoon, or stay out of flamer/manticore range, or keep a heavy cannonade from getting above you. Whatever this new close-range weapon is, it has to be just as fun to play
against as it is to play with it.
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So, in the interest of sparking discussion, I'll go ahead and suggest what I've come up with. It's a little long, so feel free to just start posting/suggestion and read the quote block later.
Kinetic Silver Slug-Gun
Range: Extremely Close
Clip: 2
Projectile type: Projectile. (Not raycast or whatever the flamethrower is)
Reload speed: Slow.
Damage Type 1: Piercing
Damage Value 1: 75*(Speed Modifier)
Damage Type 2: Explosive
Damage Value 2: 50*(Speed Modifier)
Why is it satisfying to use?
The faster the ship is going, the more damage the ship does. So, landing a volley as you flash by should be pretty satisfying for a gunner. Plus, the thing could look like a cross between a revolver and a shotgun, and, with proper animation, "feel" the weight of the slugs as they are loaded into the chamber. For a captain, diving into the fray of enemies, crippling a hull, and then speeding out the other side while
What does it bring to the table?
This gun allows for the use of hit-and-run attacks. A captain must line his ship up and gain speed early, as well as coordinate with his gunners for the best moment to fire. This weapon offers the pyramidion even more ramming potential, and gives the squid some close-range punch. On a goldfish, these could be mounted on the side guns to allow some high-speed side-swipes. On a junker, this gun could be mounted on the front to open an engagement with a punch before switching to side-guns. This weapon, however, does not lend itself well to the galleon or the spire. Finally, this weapon is the only weapon to offer both explosive and piercing damage.
Why would this be fun to play against?
Captains would easily be able to identify the KSSG due to the silver-y trail the projectiles leave behind. Once identified, captains may try to avoid the KSSG attack by dodging, keeping out of range, or simply matching speeds with their opponent to reduce the damage done. After the initial attack, captains would have many options to engage the enemy ship, mostly having to do with taking advantage of the slow reload time and punishing the attacker who stayed too close for too long.
That's it for me. I'm not claiming it's the best suggestion by any means, but it is the best I could come up with.