Greetings all,
In the past few weeks, I have heard a multitude of complaints about SPD, and the desire to find a new system which offers more reliable and honest gameplay with a variety of new features and options. There are a few people working on developing new systems, and others evaluating a variety of existing systems, and there seems to be a lot of mystery and intrigue surrounding the whole business. :)
Personally, I would absolutely love to see SPD replaced. A couple of years ago, I had planned to develop my own combat system based on the age of sail. I had worked out quite a few options, and sketched out rough idea of what I would love to see incorporated. I will outline what my vision for a fully featured "Age of Sail" system should include towards the bottom of this post.
I don't know how much community polling there has been to see what should or should not be worked into a system for use in Antiquity, but I think it would be a good idea to get a general feel for what people would like to see incorporated. As with any SL community, you will find a wide range of opinions and levels of interest for just about any aspect of Antiquity. Some people are here strictly for naval combat. Others are here strictly to roleplay, and have no interest in combat at all. And still others want to do both to some degree or another.
In my original concept for a naval combat system, I had not incorporated much in the way of RP supportive features. I've spent the last week giving the whole idea a lot of thought, and I have come up with a list of things I would absolutely love to include in a system, should I script one.
The Combat/Trade/Roleplay System
Any system which is intended to replace SPD must be at minimally compatible to it, allowing people who have SPD and do not wish to change to participate on some level in basic naval combat. After testing out SPD with the design of a new system in mind, and seeing how many flaws and exploits there are in SPD, I have come to the conclusion that any new system must be very carefully designed to prevent SPD exploitation from effecting the new system in combat. I have some ideas penned out on how to handle this efficiently and reliably, should I develop a new system. Ideally, SPD compatibility would be a non-issue, but if people prefer the new system to be compatible... it could be (to some degree).
I would love to incorporate various types of cannon shot, such as round, grape, bar, and explosive for example. In addition to the various types of shot, a couple of different qualities of powder should also be included. Better powder means better range. Each ship would be supplied with a "depot" to repair, refit, and reload. The depot is supplied by default with round shot and basic powder, so when your ship runs out of ammunition you can return to port and reload! Additional shot types, as well as differing qualities of powder, can be loaded into the depot once you get them. That's right folks... you can run out of ammunition, and the only way to get more is to find a depot and reload!
Grape shot would be used for anti-personnel assault against ground troops, but is limited in range.
Bar shot would be used to disable a ship by snapping its masts. This provides ship builders with an opportunity to incorporate some interesting special effects. :)
Explosive shot could be used to destroy cannon, though round shot could do so with a direct hit. Explosive would also do damage to troops, set fires (which could be extinguished, or burn out lol), and could be used to do heavy damage to ships. The explosive shot would need to be much harder to get than the other types to keep things reasonable.
The various types of powder and shot would be available from players who manufacture them using a "workbench" using parts gathered in the wild (think 7 seas fishing game). These parts could also be traded. This opens up the possibility for bartering or outright trade of goods, and could be used to increase the value of the merchant trade which is already in development by another party. All of this is optional, of course, as round shot and basic powder would be included with the depot.
Musket balls should do no damage to ships or cannon. The fact that that some SPD compatible ships can be damaged by a flintlock pistol is a little odd, don't you think? :)
As for melee & small arms, there are a variety of ways to go about implementing health and weapon scripts. Health can be hud based, or based in a health meter worn like in SPD. The benefit of the hud system, is an easier to read display offering the potential for more information and integrated combat systems with the hud. With a single device, health, sailing, gunnery, and small arms systems could be controlled. Small arms, such as flintlock pistols and muskets, would work similarly to how they now function... except that they won't sink ships or damage cannon. ;) I haven't really fleshed out the best way to handle melee scripting yet. I had not yet pondered melee in my original concept, and I have heard conflicting opinions on the preference for scripted melee weapons, or scripted weapon sensor.
The overall plan here, would be to provide a dynamic combat system providing better reliability and honest gameplay, while introducing new elements of play for those who wish to do more than sail, shoot, and RP about it. The "crafter" style gamer would be welcomed into the fold, and a new value would be added to merchant trade. This opens up a whole new level of interaction between pirates and those protecting trade routes.
Another interesting idea which I think would be nice is the introduction of capture points. A scripted version of capture the flag, allowing various factions to fight for territory within Antiquity. I haven't really fleshed this idea out much yet, but it has potential. ;)
Anyway, I have run out of time for now, so I will take this opportunity to invite you all to comment. Thoughts? Suggestions? Let's here them!
* EDIT *
I can't believe I forgot to mention one of my favorite feature suggestions!
Grappling Hooks! That's right folks, with the introduction of this feature, incapacitating a ship as more meaning to it than simply turning a vessel into a sitting duck. Incapacitate a ship, and move in close. Throw a grappling hook and tie up with the target ship. Once the ships are bound, the ship being grappled automatically unsits the crew. Board the ship, and do combat! Once the captain of the vessel is either dead or more than a certain distance from the vessel, you can plunder its hold and/or scuttle the ship!