Thank you Darkki and Kapu for your input, I will take these sorts of things
into consideration.
With regards to NPC ships capturing your crew, that was probably the king of
improbabilities (go play the lottery) and I've made it impossible for the
moment for NPCs to catch player crews until I make a decision otherwise.
On the matter of grappling...yes...it sucks to get grappled, this is a
disadvantage of ramming combat. If you don't want to get grappled, don't get
so close to the enemy ship. You still have cannons, assault magi, trebuchets,
harpoons, and even some ship skills/spells at your disposal. I have been
informed of at least one error that was presented in the grapple check by
another wizard, so I'll double check that the formulas are still valid. It is
not, however, impossible to break the grapples, though it may be difficult in
some circumstances. I will note however, that it is intended that class 6
ships (warships) are EXTREMELY difficult, at least with a soloing aspect. If
you find yourself frequently overwhelmed, perhaps you shouldn't be doing it on
your own.
On grappling and boarding in general, it is still in a beta-phase, nearing
release candidacy. I have been changing the grappling and boarding code every
several days based on input from my mortal testers and data gathered by npc
ships. One of the risks with boarding is that you can (and will) suffer damage
to crew and I want to make sure it is balanced before subjecting everyone to
it completely. I will at least do some tweaking to NPC ships so that only the
more difficult versions have the capability, and a way for you to
differentiate as such.
On NPC combat, I have spent a majority of this entire week (my college Spring
Break) coding an entirely new routine for NPC ships to conduct combat. NPC
ships will given a more random assortment of powers, capabilities, rewards,
and attack methods. It's only some 60%ish done, but I'm _hoping_ its ready
before my vacation is over on Sunday (cross your fingers). I have some other
big project that I'll be releasing today that has gotten in the way a bit (not
ship-related).
On ships in general:
To all you minmaxers out there, the ones who want it all...I hate you. I hate
you passionately and it will see to it that it will never work. I'm tired of
the whines about x not being fast enough, y not doing z, etc. If you want the
biggest, fastest, highest-flying ship, handi-capable crew who are awesome at
everything, FORGET IT. You need to choose. The bigger ships are slower,
because they're for combat...not racing. If you want a ship that goes from
continent-to-continent very fast, buy a class three, throw some def magi on
it, and shield up. If you are a merchant or a cash-runner who wants to store
and haul all their shit in the cargo, buy a class 4 frigate - that's what
they're designed for. If you want something that will get your party anywhere
and everywhere in a reasonable amount of time, invest in a class 5 - they're
not too slow. If you are interested in combat and sinking big ships and
getting into epic naval warfare, buy a class 6 - they're good for that. If you
don't want to lose a crewmember, leave it in the dock and take the ferry you
cheap fucking pussy. If I need to tweak crew costs a bit, then fine.
</endrant>
-- Lord Tarken Aurelius, the Sage