Seablip

Seablip

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New ships need a bigger crew
The new ships you added need a crew or 5 or preferably 6, never mind that they are crewed by 8-9 when you fight against them. It's almost a disadvantage to use one atm because you have whole floors unoccupied, fire and flooding is deadly under these circumstances.

I would suggest 6 and bumping up an existing ship to 5 so you have a chance to fight against and acquire them in the first place. It was very very hard to get one of these ships with a crew of 4 vs a crew of 8, especially without sinking it, and / or failing to salvage it. The undead version in fact you HAVE to sink since there is no way you can kill off the crew with 4-5 guns.

Either this or reduce the enemy crew size when they are manning the same ships.

It's not game breaking but it definitely needs a balance pass. Fun little game overall though.
Last edited by Abradolf Linkler; Nov 6, 2024 @ 10:58am
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Showing 1-5 of 5 comments
Abradolf Linkler Nov 6, 2024 @ 10:48am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3361182140

This fight was harder then this next fight, to give you an example of what I mean. By a huge amount, just because I cant repair / put out fires on the bigger ship due to lack of people to crew all those rooms.

https://steamcommunity.com/sharedfiles/filedetails/?id=3361181575

I realize there are different loadouts for enemy ships but this is pretty consistent, it's easier to win vs a crew of 9 using my smaller ship. The first ship also has an extra magma cannon and a trained eagle( automated) and a fire barrel monkey( automated) and still it's harder to win these fights.
Last edited by Abradolf Linkler; Nov 6, 2024 @ 10:57am
Abradolf Linkler Nov 6, 2024 @ 1:35pm 
I see patch notes that say you just updated this, time to go check that out. Also I usually don't buy early access games but I was bored and the price was right, your activity both on the forums and in pushing out fixes / additional content makes me glad I did though.

Also it has been entertaining.
jardar  [developer] Nov 6, 2024 @ 1:42pm 
Thanks! The new update gives a higher crew cap. It is still not as many as the enemy can get, but I think it is more fitting. I will constantly work on the balance to find a good mix of difficulty and feelings of mastering the Captain role, so I appreciate feedback like this! :steamhappy:
Abradolf Linkler Nov 6, 2024 @ 2:34pm 
Originally posted by jardar:
Thanks! The new update gives a higher crew cap. It is still not as many as the enemy can get, but I think it is more fitting. I will constantly work on the balance to find a good mix of difficulty and feelings of mastering the Captain role, so I appreciate feedback like this! :steamhappy:

The balance feels better without being overpowering in the players favor now against the big ships ( I still got sunk 3x ). way more acceptable.

Minor bug: you cant use #6 and #7 to select the new crew members ( #1-#5 button works for selecting the first 5) and using the tactic I was using before to "reorder" them in the lineup isn't working the same, the new crew members end up in the last 2 slots no matter what you do. The way I was changing order previously was by reviving them in a different order after they were killed.

If there is another way to change the order they are in on the bottom bar in combat I don't know what it is. it only matters if you have them learning specific skills and want them grouped up / in order by that. Since you can respec them though it's not a big issue, neither is but figured I'd let you know about it.
jardar  [developer] Nov 6, 2024 @ 2:37pm 
Thanks for the report. I will fix the quick buttons for the next update.
- Reordering crew buttons are something I want to add in the future so you don't need to use that smart way of yours that now doesn't work (sorry)
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