vatas wrote:One thing quality could affect would be the HP pool. If you keep single "Tarsticks" always repairing 20% of total HP, you also indirectly reduce the Tar consumption by improving ship quality.
Other, much more development time intensive changes to possibly make ships less PvP cancer would be:
*Give them actual turning speed instead of instantly rotating.
*Make them accelerate relatively slowly before reaching the speed they currently have.
This could result in a scenario where you travel along the river with a rowboat come across Snekkja. You could simply maneuver around the Snekkja and keep the same course while Snekkja is stuck having to perform 180 degree turn if they want to chase you.
So with that you mean the ship would last longer the more quality the boat itself have wich help hearthling to cross the ocean when reached some high values right? seems like a good idea. Also in my opinion there must be some kind of way to make the chase between ships to be more balanced, not depending on the quality but on a mechanic to follow the winds, something Valheim like to rotate the sails and catch the sea winds, the better you do it, the best speed you get. Also the quality of the sail somehow affecting on the quanitity of wind you can take meaning in slightly boosts or positive variations on that wind catchs thowards the speed of the ship. The rotation you mention seems a good thing plus my idea. All this factors will make coracles, dogouts and little boats slower but easier to handle and rotate. So the bigger ships like snekkjas and knarrs slower to rotate but faster in speed. All this giving more mechanic chances for chasers and chased ones and oportunities to survive or escape/kill or chase, all depending more on player skill than quality itself.
Did you guys see Subbla bot ship? with this idea that would be still possible but the way to handle little boats may help that boat users to rotate direction and avoid being hit or touched by the big ship coz the bigger ship would need to slowly rotate and dock wherever he can to chase that boat user iwch was slower but had a chance to go to the ground and scape, avaoiding the nonsense of a huge ship literally "flying" like a rocket with infinite handling around a boat user or a swiming guy who finish drowning to death.
This also leads me to the way this mechanics would lead into other balanced ways to fight with ships and chase people. Like the way big ships need to dock or even take out boats from inside to handle better and chase in some circumstances, and the way this mechanics will make sense of ranged weapons for reaching escaping little boats or even fighting another big ship with similar speed in open sea.
It would be both a balanced way for everyone and a fun mechanic too.