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  1. New Mechanic Suggestion: Sail Ships away if All Crew/Deck Hand Killed [15 Minutes] Why: Piracy revolved around stealing ship's w cargo Stolen ship's Should increase LVL cap of ship by a % of LVL cap this is due to LVL cap being determined by ship dock type Mythic dock would offer +15 LVL cap increase, Masterwork +12 LVL cap, and so on Diminishing returns of this too should be implemented, stealing a ship a second time would off less of a LVL cap increases & stolen ships should be harder (longer timer) to steal Stealing a ship BACK (from prior owned company) should have a shorter timer (both on Sailing AND Stealing back, This incentivizes Company’s doing raid missions to steal a boat back, Invulnerability should be turned off on doors and walls and any “deckhand” (IE killable) for a stolen boat from a Previously owned company) THIS IS A HUGE INCENTIVE to steal ship's (ship inventory should have Mechanic/Button to see stolen history (another reason to have company names binding)) Deckhand Status: If anyone in range of deck (fighting in water wont negate Deck hand), Deck hand status to boat. (Multiple boat deck hands can be applied as clustering boats in and of itself is a HUGE disadvantage to the boats being clustered) Who has been on deck in last 15 minutes (only in zone, cant bed-spawn, then bed-spawn to somewhere else will reset it) Making Landfall will also negate being a Deck hand -A deckhand who was killed in range of ship will not RESET deckhand timer unless alive past bed/PvP timer (IE Re-spawn timer is 3 minutes due to multiple PvP deaths, he will have to stay alive 3 minutes PAST re-spawn to Reset Deckhand Timer, Which would be at 12 minutes as he was dead for 3 minutes waiting on re-spawn) This forces people to GUT ship's and destroy beds. (so fighting will be extended, and should be rewarding) This will allow/force players to design better ship interior's as they will take consideration, (seen a lot of galley hallow, this mechanic will require them to build better) If Deck-hand Status alive to ship, Ship cannot be sailed away or NPC's snapped to sail Sailing: Sailing a ship away allows a Chase mechanic/Game Play, adds the option to request companies to help save ships (cross company support/help would be more wanted/requested) Ship cannot be anchored in Island invulnerability range, Sailing in a Free-port would be DETRIMENTAL to someone trying to steal. It would cancel the steal status/flag. It would allow the crew to come back to the ship and they couldn’t be killed, and those in range would reset the sailing ability of the boat. Ship owner can TRACK BOAT (still visible on map) until the boat is Claim flag’ed stolen. (allows them to chase it and have great time fighting to get it back) You will HAVE to have NPC's snap to each sail (2 per sail) during sailing/stolen process; Unfamiliar Sail/Knot/Rigging System of unfamiliar ship is a DISADVANTAGE and require more constant attention to work Allow/Require 2 players To operate a sail (2 players having to communicate (open to -65 degree 100% sail) and both having to get it correct, if either put different option sail has random negative effect, Random Rotate/Open Close) NPC's cannot man anything OUTSIDE OF SAILS; Players cannot man anything outside of SAILS and Helm (piracy skill for helm control? Disadvantage to DRIFT without this piracy skill, meaning any one can sail it away but a pirate would be BETTER at it and constant readjusting course) Reason, it will require players to DISADVANTAGE another ship to make this play (they weaken a boat by either having extra crew/NPC on it (less player/crew slots) or they have to remove gun NPC’s, Or 2 actual players NPC LVL must be above 20 (more experienced sailor right?) Mechanic / Game play I’m still concerned about: Parking ships in SUPER harbor’s (this takes all the fun out of rescue missions) maybe have a mechanic that the ship cannot be parked at/in range of Islands w a high/med value? And within a LARGE range of a foundation/building structure Of course people would just build SUPER LARGE structure/harbor in the middle of the ocean… but if they went through that much trouble to build it in the middle of the ocean and are that big of a target to be attacked and have a bounty placed on it… so IDK Suggestion and feedback are APPRECIATED A company Can only steal a CAPPED amount of ships from another company (avoids company stealing each other’s boats to get super fleets) (say 3 ships Company A can only steal 3 ships from Company B But can steal another 3 from company C ect ect ) I think this mechanic added to game play would: Incentivize people into NOT sinking Ship’s instead try and STEAL ships (reward system to not offline ) I think the GAME-PLAY would offer a Great Reason to use The Bounty systems and offer company's a reward to get boats back.
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