by Captain Jack » Tue Dec 18, 2018 12:03 pm
Since this is version 0.1, we will go with the simple and safe version, skipping the level loss part which seems to create the controversy.
Leviathan Assault Trait
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Functionality proposal
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Leviathan Assault, when successful, sinks the enemy ship (enemy ship health drops to 0 and the ship wins current round).
Leviathan Assault is triggered at the start of round 3
If the Leviathan is successful (5% chance) the enemy ship is sunk at that point with immediate effects.
If both clashing ships have Leviathan Assault, then we prioritize attack based on ship speed. The ship shooting first, launches the Leviathan first. If the Leviathan Assault is successful, the other ship does not get to use it.
If a ship with Leviathan Assault sinks the enemy ship before round 3 and the enemy ship is a fleet tail, then the attacking ships triggers a Lethal Leviathan Assault. Lethal Leviathan assault lowers enemy ship level by 1 if successful.
This is version 0.1 functionality. The particular trait will be monitored constantly for updates.
Additionally, we have ended up to a different functionality for Fire Assault. The conditions for sticky damage are not yet mature. Additionally, we do not believe that such functionality should come from a ship trait. In general, like with Leviathan Assault trait, we are not sure that we should allow traits to affect rules such damage and sink. These should come from player options mostly. At all cases,it's an open issue that needs a lot of thinking and right now we cannot afford this time. Therefore, we will treat this as a special extra attack, as well.
So, Leviathan Assault is going to be of use to any ship, even those that carry no cannons. As long as such ships can last 3 rounds, they get a chance to win the round. So, this trait is going to be useful to every ship and it is not dependable to attributes points or ships characteristics.
For Fire Assault, we can do a similar thing or make the cannonballs that hit the ship to inflict more damage. Right now, the following happens:
-First we simulate if the cannon shot hits the target ship.
-If the hit is successful, then we simulate how much damage this does to this ship.
This happens for EVERY cannon shot.
This is where Fire Assault will come into game. Every shot, will have a chance to set the ship on fire. If it does, then this shot will inflict double damage.
In other words, Fire Assault will be required to register a critical hit. The critical hit will work like it works for attack roll. When you bring the maximum roll, the critical hit will register. This will favor lower level ships so ships with low level and fire assault will take more out of it. The reason is that the dice roll is level based.
Specifically it is:
Roll = 3 + Ship Level
Dmg = 1dRoll - 1
So, a level 1 ship has a 25% chance to get a critical hit while a level 10 ship has less than 10% chance to get a critical hit. Still, a level 10 ship will get significantly more chances as more cannonshots will hit the enemy ship while it is different to get double damage at 3 versus 12. Here is an example:
Level 1 SoL:
Critical Damage = 1d4 - 1 = 3 * 2 = 6 Damage
Level 10 SoL:
Critical Damage = 1d13 - 1 = 12 * 2 = 24 Damage
This might prove to be a very important trait. We can't know. This is however the meaning of releasing a new feature under beta. We will go with these values for the first period then we will revise where such a need arises. I am mostly talking like game breaking points or where we can have improvements. For example, we want every trait to finds its use and space. We do not want no-use traits or super traits. Combos are welcomed. For example, extra cannons and fire assault,does sound like a good combo.
Then, we can create extra combos for those that currently seem a bit weak. For example,durable sails and durable hull, when both are present, could create an extra bonus. These will all happen at version 1.0 which will come soon enough, like in January.
Fire Assault Trait
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All ships with this trait, get a critical chance per successful shot.
Current Base Damage Rule:
Ship Hardness = 1 (same for all ships right now)
Dice Roll = 3 + Ship Level;
Base Damage = 1dDice Roll - Ship Hardness
Fire Assault Damage Rule will be added right after:
If Roll equals maximum, then double Base Damage.