Posted September 26, 2023
First of all, thank you for an enjoyable experience.
Binged a bit over the weekend, and figured won't spoil store ratings with the review I'd be inclined to leave.
Right now, this is a solid 3/5 game - which is a massive shame, because with another polish/balance pass it could be so much better.
Some observations off the top of my head, in no particular order:
1. Ship choice seems pretty much limited to "bigger is better." Didn't really notice much performance difference in terms of "handling" (speed of maneuver bar gain). A shame, would have liked to see some utility to keeping a smaller and faster/nimbler vessel instead ("Royal Sloop best Pirates! ship," heh)
2. Some weapons are clearly better than others, with few drawbacks to them. Berserker dart, lightning gun, section guns, hullcracker mortar - they all do their specialist thing without much drawback compared to more generalist choices. There's not much point to using roundshot, as an example, instead of specializing, since reload times are functionally the same anyway (even ignoring potential loss of resources). Ditto for the mortar slots - get a hullcracker (for that %(@#*^& "can't change distance" map, more below), get an acid mortar, you're set. Not much point to using anything else for the same reasons.
3. Kraken fights are straight up not fun. They seem to scale, too, so the better ship you have, the more HP spongey that thing is. The attack rotation is just... ugh. In between the ramming attack and tentacles breaking the hull, with a corvette I ended up not having enough opportunities to SHOOT the thing in the first place before my hull was gone. Meanwhile I quite easily took one out in a Schooner. Maybe the anti-ramming upgrade, or spikes, help, haven't tried either yet. I don't use those because I don't want to damage enemy ships that I do board, so I spend money on more pertinent upgrades. As is, while having little trouble with a smaller ship, my Corvette got sunk simply because I was taking constant hull damage with no opportunity to damage the kraken back. Abso-bloody-lutely annoying.
4. The map where you can't change ship distance. Yeeeeh. I'd strongly suggest changing it so you can only change distance at timed moments (kind of like "brace" wave coming, or any other environmental damage), and ONLY if your ship has full maneuver bar. Ended up with 20 minutes of a "fight" at far distance between enemy with flamethrowers as main guns (so they couldn't damage me) and my ship with chain shot, 2 section guns, and a lightning gun. Enemy crew had three surgeons, so had to whittle down the defenseless ship with section guns till it sunk. That encounter was what made me buy the hullcracker mortar, heh.
5. Encounters injuring a crew member and knocking them out at the same time are... ugh. Especially the "lucky shot" combat one, which immediately side-lines one of the few precious sailors. Which encourages running with a full crew in case of such incidents, and that in turn makes the lifeboat and "swimmer" events irrelevant as recruitment possibility. Unlike port recruiting, those are already pure RNG (they probably should get better stats/traits, TBH), and even with that the need to account for potential "knockout injury" means it's a risk leaving a slot open for potential rescues. Wish you could use cargo slots for temporary berth for spare sailors. Or there was an "extra hammock" upgrade that turned one of your ship's cargo slots into a single-sailor storage - just so I can sail with a full crew complement, and still pick up occasional stray rescue. Also, be nice if majority of those events simply added a wound (that's already 75+ gold expense for a trained one you're better off keeping), instead of always KO-ing them as well.
6. Not being able to salvage equipment/upgrades from enemy ships is a big "WTF." While it would probably require rework of income balance (then again, you sell for fraction of the value even with port discounts), really did not like not being able to upgrade own ship that way - at the very least in terms of weapon loadouts. Be a nice alternative to having to find that single port that sells whatever half the ships I'm fighting and capturing are firing at me. Other equipment/upgrades aside, shouldn't be that difficult for my sailors to haul a swivel gun or some cannons from a captured ship. Especially when they cost ten times what I'll likely get in "spoils."
Don't get me wrong. Game's fun enough to make me want to leave this feedback, but probably could use some more time in the oven, especially in terms of greater differentiation of mechanics.
Binged a bit over the weekend, and figured won't spoil store ratings with the review I'd be inclined to leave.
Right now, this is a solid 3/5 game - which is a massive shame, because with another polish/balance pass it could be so much better.
Some observations off the top of my head, in no particular order:
1. Ship choice seems pretty much limited to "bigger is better." Didn't really notice much performance difference in terms of "handling" (speed of maneuver bar gain). A shame, would have liked to see some utility to keeping a smaller and faster/nimbler vessel instead ("Royal Sloop best Pirates! ship," heh)
2. Some weapons are clearly better than others, with few drawbacks to them. Berserker dart, lightning gun, section guns, hullcracker mortar - they all do their specialist thing without much drawback compared to more generalist choices. There's not much point to using roundshot, as an example, instead of specializing, since reload times are functionally the same anyway (even ignoring potential loss of resources). Ditto for the mortar slots - get a hullcracker (for that %(@#*^& "can't change distance" map, more below), get an acid mortar, you're set. Not much point to using anything else for the same reasons.
3. Kraken fights are straight up not fun. They seem to scale, too, so the better ship you have, the more HP spongey that thing is. The attack rotation is just... ugh. In between the ramming attack and tentacles breaking the hull, with a corvette I ended up not having enough opportunities to SHOOT the thing in the first place before my hull was gone. Meanwhile I quite easily took one out in a Schooner. Maybe the anti-ramming upgrade, or spikes, help, haven't tried either yet. I don't use those because I don't want to damage enemy ships that I do board, so I spend money on more pertinent upgrades. As is, while having little trouble with a smaller ship, my Corvette got sunk simply because I was taking constant hull damage with no opportunity to damage the kraken back. Abso-bloody-lutely annoying.
4. The map where you can't change ship distance. Yeeeeh. I'd strongly suggest changing it so you can only change distance at timed moments (kind of like "brace" wave coming, or any other environmental damage), and ONLY if your ship has full maneuver bar. Ended up with 20 minutes of a "fight" at far distance between enemy with flamethrowers as main guns (so they couldn't damage me) and my ship with chain shot, 2 section guns, and a lightning gun. Enemy crew had three surgeons, so had to whittle down the defenseless ship with section guns till it sunk. That encounter was what made me buy the hullcracker mortar, heh.
5. Encounters injuring a crew member and knocking them out at the same time are... ugh. Especially the "lucky shot" combat one, which immediately side-lines one of the few precious sailors. Which encourages running with a full crew in case of such incidents, and that in turn makes the lifeboat and "swimmer" events irrelevant as recruitment possibility. Unlike port recruiting, those are already pure RNG (they probably should get better stats/traits, TBH), and even with that the need to account for potential "knockout injury" means it's a risk leaving a slot open for potential rescues. Wish you could use cargo slots for temporary berth for spare sailors. Or there was an "extra hammock" upgrade that turned one of your ship's cargo slots into a single-sailor storage - just so I can sail with a full crew complement, and still pick up occasional stray rescue. Also, be nice if majority of those events simply added a wound (that's already 75+ gold expense for a trained one you're better off keeping), instead of always KO-ing them as well.
6. Not being able to salvage equipment/upgrades from enemy ships is a big "WTF." While it would probably require rework of income balance (then again, you sell for fraction of the value even with port discounts), really did not like not being able to upgrade own ship that way - at the very least in terms of weapon loadouts. Be a nice alternative to having to find that single port that sells whatever half the ships I'm fighting and capturing are firing at me. Other equipment/upgrades aside, shouldn't be that difficult for my sailors to haul a swivel gun or some cannons from a captured ship. Especially when they cost ten times what I'll likely get in "spoils."
Don't get me wrong. Game's fun enough to make me want to leave this feedback, but probably could use some more time in the oven, especially in terms of greater differentiation of mechanics.