Jump to content

Sign in to follow this  
Linea

Suggestions for content to improve the game in the long term

Recommended Posts

Some suggestions on things that could be add during Early Access besides balancing and bug fixing.

 

Ships:

Brig: The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it.

Frigats: A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side.

Ship of the Line: A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common.

Huge Sails: The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship.

Ship details:
besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships.
Also when placing walls inside a ship hull they should fill the gap to the hull.

Ship sinking:
Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them.
For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times.
If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed)

 

 

World:

Island diversity (and adding more Islands of course):
Free Islands – Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc.
Exploration Islands – Islands you cant build on for exploring and the real pirate feeling.
Claimable Islands  - Normal Islands to fight for.

Map rearrangement or special server:
All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First row are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands.

NPC Factions: Having some factions to liven up the world. (All using real ships/versions of the playerships)
Civilian – NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island.
Navy – Having forts and military ports. Guarding the sea from pirates and ships of the damned.
Pirates – NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods.
Damnation – ships of the damned turned into real ships and only appearing during night time

Faction Areas and settlements:
factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in vertain areas while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence.

 

 

 

Law System:
If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one.
Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can espace relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way.
Also include special starter islands/ pirate nests for players with a high bounty on their head.

 


Trading, crafting and resources:
crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood.
containers have a maximum weight limit so you actually cant throw everything into one container.
containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts.
renting and trading – allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest
trader counter – a counter where you can place items and set a price on them to buy or sell
npc settlements – liven up trade buy having npc cities with traders that buy and sell

 


Weapons:

Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature.

Job armor and clothes:

Every job should have appropriate clothing, light and warm version.
For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor.
Outfits give bonuses to the corresponding profession and liven up the world.

 

 

Edited by Linea
  • Like 4

Share this post


Link to post
Share on other sites

These are the kinds of things I hope to see over time in this game. As it is early access I try to give it extra leeway but I can't wait to see where they go with it! 

Share this post


Link to post
Share on other sites
3 hours ago, Linea said:

Some suggestions on things that could be add during Early Access besides balancing and bug fixing.

 

Ships:

Brig: The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it.

Frigats: A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side.

Ship of the Line: A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common.

Huge Sails: The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship.

Ship details:
besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships.
Also when placing walls inside a ship hull they should fill the gap to the hull.

Ship sinking:
Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them.
For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times.
If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed)

 

 

World:

Island diversity (and adding more Islands of course):
Free Islands – Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc.
Exploration Islands – Islands you cant build on for exploring and the real pirate feeling.
Claimable Islands  - Normal Islands to fight for.

Map rearrangement or special server:
All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First row are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands.

NPC Factions: Having some factions to liven up the world. (All using real ships/versions of the playerships)
Civilian – NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island.
Navy – Having forts and military ports. Guarding the sea from pirates and ships of the damned.
Pirates – NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods.
Damnation – ships of the damned turned into real ships and only appearing during night time

Faction Areas and settlements:
factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in vertain areas while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence.

 

 

 

Law System:
If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one.
Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can espace relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way.
Also include special starter islands/ pirate nests for players with a high bounty on their head.

 


Trading, crafting and resources:
crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood.
containers have a maximum weight limit so you actually cant throw everything into one container.
containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts.
renting and trading – allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest
trader counter – a counter where you can place items and set a price on them to buy or sell
npc settlements – liven up trade buy having npc cities with traders that buy and sell

 


Weapons:

Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature.

Job armor and clothes:

Every job should have appropriate clothing, light and warm version.
For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor.
Outfits give bonuses to the corresponding profession and liven up the world.

 

 

90% of that won’t happen. They would have to invest too much money into that

Share this post


Link to post
Share on other sites

Some more suggestions.

 

Quests and World Tasks:
Add NPC in Towns that give Quests for a Gold reward.

Exploration Quest: Visit a certain island and cartograph it. Return to Questgiver for reward.

Exploration Tasks: World tasks, pieces of a (exploration) treasure maps are appearing on one island. If you explore the island you will randomly find the pieces if you have enough pieces to combine into a map it will lead to a treasure chest on this island. If you picked up the treasure chest it will have a long cooldown but you can do the same on every island to encourage exploration.

Trading Quest: Deliver certain materials to a faraway NPC town for a Gold reward.

Special Trading Quest: Transport a certain item or person from one Port to another.

Salvage Quest: Bring certain item found on a shipwreck to questgiver.

Salvage Task: Find a treasure Map that points toward a shipwreck for salvage.

Rescue Task: find shipwrecked npcs and bring them to any town for a small reward, or enslave them and sell them in a pirate nest.

And many more like combat quests, creature hunt, boarding trader ships or capturing civilian/navy ships…
 



Weather forecast:
Give a warning a few minutes before the weather changes and add skills that increase the warning period.

 

 

Crafting skills:
Add crafting skills that slightly reduce the required mats. Maybe different skills for every kind of material like metal or wood.

 


NPC workforce:
Possibility to set hired npcs to slowly collect resources independently in a certain area around a collection box.
As long as you can protect them you will be able to skip on the most boring part of the game and get mats for a new ship with time.

 

 

Ship repair:
Allow us to use materials from the ship inventory for repair and add an option to repair everything at a very low speed if you hit it with a hammer it will increase the speed.

Visible damage:
Visible damage to planks so you can easily tell their conditions and damaged ships do look damaged.

Share this post


Link to post
Share on other sites

Some more ideas and a more in detail idea for the bounties and the law system aligned to them:

 

Flags (Yield mechanic)
You can raise a flag on your ship that also influences faction and pvp. It’s especially handy for pvp but also for pve server or areas. Flags have a cooldown before they can be changed again. Flags can also be applied to npc settlements and player claims and have the same rules.
Available flags are:

Trader Flag – Is a neutral flag and has no special effect. Hostiles like pirates or factions you have a bad reputation will target you.

Company Flag – You represent your company and your deeds will affect its reputation and the standing towards other companies, factions and players and their reputation towards your company if they that take actions against you. You can take actions against hostile companies (declared company war) without earning a bounty on your head.

Faction Flag – You represent an NPC faction and can sail their waters and use their ports but are hunted by their enemies. Flags of factions are only available if you have a good enough standing with that faction. (Your reputations with said faction will increase from doing quests for npcs in ports and your reputation will decline if attacking faction ships or npcs.)

Pirate Flag – You will go hostile to all around you including unallied pirates and can take pirate actions but will earn a bounty on your head if you do so. No one will get a bounty for attacking a pirate, you cannot lower the flag for a while after raising it. The pirate flag will be forced if your bounty is too high making you a well-known pirate.

Navy Flag – You will be hostile to pirates and players with bounties, while everyone can attack pirates without a penalty, pirates can fight of navy ships without a penalty. Navy ships have an escape blocking aura. If you die within the aura around a hostile navy ship you will be forced to respawn in a bed that is also within this aura if you don’t have a bed in range you will pass out and can be taken prisoner.

White Flag – Raising the white flag will yield to enemies, npcs and players alike. Your sails will be closed and all abroad will be forced to kneel down so you cannot fight. Attacking a ship or npc that has yielded and sinking it will have very high bounty penalty excluding pirate ships. A yielded ship will unlock all containers and doors and can be looted by player pirates as much as they like to. Hostile NPCs will come alongside yielded ships and transfer a part or all content of boxes and inventories depending on reputation and faction, npc pirates and the legion of the damned will also take your crew. Player pirates can take over yielded ships and enslave the crew but it will earn them a very high bounty that’s not worth the gain unless you are among the few most famous pirates that can keep fighting of everything that will be after you. (Ships should not be sunk for no reason, that very important to make the world evolve)

 

 

Option to set npc crew to man stations by demand.
If you anchor they should unman stations and repair if you issue orders to an unmanned sail or cannon they will man the station or switch from another station that has no orders issued right now.

Edited by Linea

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...