The Surrender System

  • I’ve long been thinking about ways to have pirate gameplay in SoT that’s more “true” to how real pirate dynamics worked.

    In other words, could it work so that there was a reason for Captain A to sail up on Captain B and come to some agreement where Captain A is taking Captain B’s stuff without combat engagement… just by fear or reputation.

    After listening to the awesome Captain Jay and Captain Logun chat it out this week on the podcast, I think I have an idea…

    The Surrender System!

    The idea is to be able to visually communicate a condition where ship B surrenders to ship A and triggers certain mechanics to facilitate “piracy” rather than just murder.

    How does it work?

    When one crew enters proximity of another (say, chat distance), they can vote to “Surrender.” Much like scuttling, all crew members must agree. When surrender is voted, the white flag would go up on the ship.

    When a crew is under surrender mode, then they cannot be attacked (or attack) the crew they surrendered to until no stolen loot remains in the world (it’s been sold, sinks, etc)

    Under a surrender condition, the aggressor crew can take what they like while sparing the lives of other pirates, and also not risking themselves or their resources in the process.

    When the aggressor crew goes to sell, they get a bonus (+25% rep and cold) for selling loot of a surrendered crew, and the victim crew still gets some of the benefit (25% rep and gold) from the sale for their compliance.

    Other miscellaneous thoughts to be fleshed out:

    • Aggressor crews would be required to fly one of the “black” flags to be surrendered to
    • Flying the White flag would auto surrender when aggressor ship comes in range
    • Flying the Reaper’s flag would let an aggressor override any Surrender from other crews
    • Jay and Logun had some good ideas about how to tie the Captaincy system into something like this

    There are obviously oodles more details that would have to be hashed out, but I wanted to float this out there for now and get some initial thoughts. Feel free to agree and add ideas, or poke holes in it :)

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  • Ah, but you see I am not offering you the option to surrender. I decline your surrender and subject you to my ruthless, you get nothing, option. If someone gives up they don't deserve anything, sorry. I don't see why anyone deserves a 25% of stuff they didn't turn in. I mean the statement has been shared around alot, "Its not your loot til you turn it in." Why do you get a 25% of my loot, its no longer yours, you gave up rights too it?

  • I have to oppose any idea that removes choices. No different then the alliance, a surrender would need to have the ability to betray or be betrayed.

    Neat thought pattern though. I would encourage further developing this idea. Maybe agreed upon terms rather then magical expansion of loot value

  • I value my resources more than treasure. I would rather go down fighting than sit idly by under a surrender condition and watch all my resources stripped from the barrels.
    Be better off with a new ship then to be left with nothing.

  • The problem with this idea, and others like it, is that it creates an artificial mechanic that imposes unrealistic restrictions upon the players. This doesn't sound even vaguely "fun" to me. The excitement of these sorts of situations is rooted in uncertainty. We're talking about pirates here. There must always be the possibility of deceit, betrayal, and general shenanigans. Without this, the gameplay is robotic and meaningless.

    The ideal situation would be if players in Sea of Thieves engaged in this type of action without artificial mechanics to "enforce" it. Unfortunately, this won't happen because our ships and our lives have no value. There are no consequences for dying. Without the fear of death, players have no motivation to "surrender." In the real world, pirates depended upon fear of death (and worse) to force their victims to comply. When a crew spotted the Jolly Roger bearing down on them, and heard the shot across the bow, they knew that if they didn't surrender they'd likely fall victim to a horrible fate. There is no such fear in Sea of Thieves.

    Besides, we're all pirates here. We may not all be aggressive, but we're all opportunistic scallywags sailing the seas in search of gold and glory. There are no innocents.

    I really wish this sort of situation happened more often on the Sea of Thieves, but I don't see how it would. In a world where death is meaningless and there's always a new ship waiting for us, surrender is never a viable option.

  • I have thought of this also in a different sense. A surrender option & Offer quarter option should be added to both the chat and emote radial Wheels. You get no special protection and can use these options as a decoy as much as a true surrender. If you stay in the surrender emote the enemy can offer you and your crew "Quarter".
    Quarter would be nothing more than an "alliance" with the exception that the balances are skewed differently. If you are the crew that surrenders you will only receive 50% of the gold you turn in from that point on while the other crew receives the other 50%. It will be a tax on your earnings for your cowardice ways. You will recieve nothing from the victors cash ins. The only way to remove the 50% penalty will be to sink your aggressors or quit the server. It's a different and more harsh surrender than yours but hey, to some it will be worth it.

  • @genuine-heather said in The Surrender System:

    The ideal situation would be if players in Sea of Thieves engaged in this type of action without artificial mechanics to "enforce" it. Unfortunately, this won't happen because our ships and our lives have no value. There are no consequences for dying. Without the fear of death, players have no motivation to "surrender." In the real world, pirates depended upon fear of death (and worse) to force their victims to comply. When a crew spotted the Jolly Roger bearing down on them, and heard the shot across the bow, they knew that if they didn't surrender they'd likely fall victim to a horrible fate. There is no such fear in Sea of Thieves.

    This is basically the reason systems like this won't work. Its also a main reason why I think that the "bounty" and "capture" systems that people continually propose on these forums is just a waste of time.

    You can die over and over and suffer no penalty for it, so there is very little incentive to stay alive when you could try to kill your attacker instead; if you die, nothing is lost.

    In order for surrender, capture, bounty, etc... systems to be worthwhile, your character's life needs to have meaning and persist between sessions. With the way the game is designed, it would be difficult to persist a lot of states between sessions that can be wildly different and lots of deaths are unavoidable. It's very unlikely that they would ever put in some kind of stat or bonus based on character lifetime to try to entice people to not die so all of these suggestions based around real life situations where people are going to choose life over death are doomed to fail.

  • You make the game what to want. You play how you want. Others play how they want.

    That's "more true" to how "real pirate dynamics worked".

    We have this playground of a sandbox to have fun. It blows my mind how some players would rather have the game give us options, which would result in us having less.

    We play SoT. It doesn't play us. WE make it. We're the creators of what happens.

    Don't ask for it to hold our hands and lock us into some average box, like most games do.

  • @d3adst1ck unless you did it as I proposed above. Tax the cowards a portion of their loot until the yellow bellied scallywags muster up enough courage to overthrow their oppressors!😂 Take their loot, give them quarter and let them work for you.

  • @duke-of-spire Most people will just quit and start on a new server which will reset everything and makes the sunk cost of developing a system like this a huge waste of development time.

  • @nabberwar said in The Surrender System:

    Ah, but you see I am not offering you the option to surrender. I decline your surrender and subject you to my ruthless, you get nothing, option. If someone gives up they don't deserve anything, sorry. I don't see why anyone deserves a 25% of stuff they didn't turn in. I mean the statement has been shared around alot, "Its not your loot til you turn it in." Why do you get a 25% of my loot, its no longer yours, you gave up rights too it?

    Then you best be flying the red... the Reapers mark. You can override my surrender if you are. Just read a little slower and not be so quick to hit "reply" next time :)

    The reason the surrender crew gets to keep something is that it mimics the idea that... they get to keep something. Something the aggressor crew didn't want, for whatever reason. That's the lore reason. The game reason is so that we can finally make some progress toward fixing the problem where other people can steal ALL of your time.

  • @omnipotence13 said in The Surrender System:

    I have to oppose any idea that removes choices. No different then the alliance, a surrender would need to have the ability to betray or be betrayed.

    Neat thought pattern though. I would encourage further developing this idea. Maybe agreed upon terms rather then magical expansion of loot value

    Yep, could add the ability to betray if you think it's a good idea... we're just discussing here. I like the idea also of agreed upon terms, but I'm trying to think of ways to keep the interaction and interface for all of this clean and minimal.

    I'd like to hear all of the strengths and weaknesses of the idea from others!

  • @needsmokes said in The Surrender System:

    I value my resources more than treasure. I would rather go down fighting than sit idly by under a surrender condition and watch all my resources stripped from the barrels.
    Be better off with a new ship then to be left with nothing.

    Then you sir are a candidate for NOT surrendering :)

  • @genuine-heather said in The Surrender System:

    The problem with this idea, and others like it, is that it creates an artificial mechanic that imposes unrealistic restrictions upon the players. This doesn't sound even vaguely "fun" to me. The excitement of these sorts of situations is rooted in uncertainty. We're talking about pirates here. There must always be the possibility of deceit, betrayal, and general shenanigans. Without this, the gameplay is robotic and meaningless.

    Real pirates didn't kill on sight all the time. I'm trying to create a scenario where theft is an option without engagement... which was far more often than not. We can keep betrayal in if it makes sense.

    Without the fear of death, players have no motivation to "surrender." In the real world, pirates depended upon fear of death (and worse) to force their victims to comply. When a crew spotted the Jolly Roger bearing down on them, and heard the shot across the bow, they knew that if they didn't surrender they'd likely fall victim to a horrible fate. There is no such fear in Sea of Thieves.

    I did add some possible motivations to comply, perhaps there are better ones? But we can never make death matter in video games, and certainly not this video game. So there has to be other gamey mechanics.

    I really wish this sort of situation happened more often on the Sea of Thieves, but I don't see how it would. In a world where death is meaningless and there's always a new ship waiting for us, surrender is never a viable option.

    That's all I'm really trying to do here, is hash it out in a public discussion... this is the same kind of scrutiny Rare or any game dev studio puts on their initial ideas even before prototypes.

  • @duke-of-spire said in The Surrender System:

    I have thought of this also in a different sense. A surrender option & Offer quarter option should be added to both the chat and emote radial Wheels. You get no special protection and can use these options as a decoy as much as a true surrender. If you stay in the surrender emote the enemy can offer you and your crew "Quarter".
    Quarter would be nothing more than an "alliance" with the exception that the balances are skewed differently. If you are the crew that surrenders you will only receive 50% of the gold you turn in from that point on while the other crew receives the other 50%. It will be a tax on your earnings for your cowardice ways. You will recieve nothing from the victors cash ins. The only way to remove the 25% penalty will be to sink your aggressors or quit the server. It's a different and more harsh surrender than yours but hey, to some it will be worth it.

    I like this line of thinking!

  • @d3adst1ck said in The Surrender System:

    In order for surrender, capture, bounty, etc... systems to be worthwhile, your character's life needs to have meaning and persist between sessions. With the way the game is designed, it would be difficult to persist a lot of states between sessions that can be wildly different and lots of deaths are unavoidable. It's very unlikely that they would ever put in some kind of stat or bonus based on character lifetime to try to entice people to not die so all of these suggestions based around real life situations where people are going to choose life over death are doomed to fail.

    I am certain that certain players, call them PvErs, Care Bears, people on Tall Tales, or whatever value their time so they would want to keep their pirate alive at all costs. I don't think persistent sessions enter the discussion. This is mostly about both sides of an engagement having multiple options to settling it.

  • @lethality1
    You can already surrender now. You just get nothing for doing so.

    Why should a player who surrenders or refuses to defend themselves get any gold or rep? This makes no sense at all.

  • @d3adst1ck That's a fair assumption but some will stick and maybe just maybe do enough work to earn their aggressors respect and gain alliance status and maybe better yet new friends. While others running Tall Tales or Reapers who don't care about monetary gain will gladly accept quarter. My crews have averaged 8 sinks a day since opening day. We've seen it all. About 30% of the players either scuttle or refuse to defend their ships. Let's give them another option.

  • @lethality1

    Then you best be flying the red... the Reapers mark. You can override my surrender if you are. Just read a little slower and not be so quick to hit "reply" next time :)

    Nah mate, it seems you didn't even read your own rules. I would be required to fly a flag that corresponds, but flying no flag exists. Even if they fly a white flag, your rule specifies "aggressors." You define aggressors as those who fly black flag(s) or Reaper's. If I don't fly a black flag or Reapers, I cannot be surrendered too. Hell, I can just remove the flag after the whole incident to avoid the stupid 25%, just like what I can do by the precedent that was set by the Alliance system. Might as well fly the Rodent flag too. Regardless, this whole system is stupid and breaks the whole notion of Tools not Rules.

    The reason the surrender crew gets to keep something is that it mimics the idea that... they get to keep something. Something the aggressor crew didn't want, for whatever reason. That's the lore reason. The game reason is so that we can finally make some progress toward fixing the problem where other people can steal ALL of your time.

    As others have said, the factions do not care who does what. They only care about the end product. The benefits go to who turn the item(s) in. They don't hand out Participation/You tried your best ribbons. No gold or rep for no results.

    Their is no problem to be fixed, your time wasn't stolen. Just to remind you, this is what Rare says about Sea of Thieves and stealing....

    Be a good sport. Sea of Thieves is a pirate game, and stealth, stealing and battles are all part of the fun. All pirates on the seas accept that, but be a good sportsman in both victory and loss.

    Playing the game in a normal capacity, isn't a problem that needs to be fixed.

  • @duke-of-spire said in The Surrender System:

    @d3adst1ck That's a fair assumption but some will stick and maybe just maybe do enough work to earn their aggressors respect and gain alliance status and maybe better yet new friends.

    No one is going to do that when they can just reform their crew on a new server for free, without penalty and with zero delay. This is already happening in the Arena. They can continue doing what they were doing before, without needing to be subjected to some other crew because of a poorly thought out surrender system.

  • @nwo-azcrack said in The Surrender System:

    @lethality1
    You can ready surrender now. You just get nothing for doing so.

    Why should a player who surrenders or refuses to defend themselves get any gold or rep? This makes no sense at all.

    I can't surrender. I try repeatedly. Players just want to kill.

    This is to introduce a mechanic whereby they CANNOT kill if I surrender.

    The loot percentage is negotiable.

    Do you know how to even have a rational adult discussion or no?

  • @d3adst1ck So abort a Tall Tale you're 50-75% done with? Abort an Athena that you only have two stops left to do? I think you're over estimating those who will quit. As of now they have no options other than to fight,quit or be harassed. Quarter gives them an option.

  • @nabberwar said in The Surrender System:

    Be a good sport. Sea of Thieves is a pirate game, and stealth, stealing and battles are all part of the fun. All pirates on the seas accept that, but be a good sportsman in both victory and loss.

    Playing the game in a normal capacity, isn't a problem that needs to be fixed.

    I didn't see killing without consequence anywhere on that list. And that is ultimately will kill the game.

    I am trying to find a middle ground where it would make a) much more interesting gameplay options b) more interesting social interactions c) more player choices...

    ... and at the same time, try to stop bleeding players and attract new ones who might stick around for a pirate game, but not a murder box.

  • @lethality1

    I didn't see killing without consequence anywhere on that list. And that is ultimately will kill the game.

    Sea of Thieves is a pirate game, and stealth, stealing and battles are all part of the fun.

    Your choice to not fight back. However, its right there, in black and white. Your lack of participation doesn't stop it from being a fight/battle. What no consequences? I risk my ship, supplies, and potential already acquired loot in every single engagement. Just because you think their isn't consequences doesn't mean their isn't any.

  • @duke-of-spire said in The Surrender System:

    @d3adst1ck So abort a Tall Tale you're 50-75% done with? Abort an Athena that you only have two stops left to do? I think you're over estimating those who will quit. As of now they have no options other than to fight,quit or be harassed. Quarter gives them an option.

    Why would either of those two ships choose quarter?

    Tall tales generally have no loot, so them choosing quarter will allow them to continue doing the tall tale (assuming the attacking ship doesn't just take their stuff anyways) and the ship that made them surrender essentially gets nothing. After the tale is done, they can just quit and join a new server. This is just the same scenario that we currently have with a different name on it.

    A ship on an Athena that is two steps from completion has less incentive to choose quarter because they can sink all they want before the final step, the Chest of Legends, which is the only part that matters. They can just fight it out and win or lose, continue on with their Athena and get 100% of the value.

    You can take loot from any ship you want without sinking them if you want to because that is up to you. Its also up to the other ship to comply or not. Its basically this exact system being proposed except without all the loophole prone rules.

  • I think the issue with this idea lies in what was stated a few times. That death and your ship sinking mean nothing.

    Why surrender when you get a new life and a new ship?

    They were going to impose a gold to respawn penalty but that was quickly shot down.

    Maybe they could add a bonus for staying alive instead. The longer your alive a Good Fortune value builds. The higher the value the more you get when turning things in. The voyages keep the maps close together. You do more damage to Skeletons. You find more rare type items.

  • @d3adst1ck That's the point! They would have a choice! The Tall Tales rewards money as does the Athena. Most players incentive is to finish those quests. The money is secondary. Having the ability to offer quarter to a crew that surrenders opens correspondence between two otherwise hostile groups of players. That correspondence can take the sessions down many paths. Revenge, redemption, alliances, friendships & mortal enemies all come to mind. As it stands now we catch, kill & sink our opponets because they literally have no option other than engage us, scuttle or sit on their ship waving as we take their loot & supplies. I think an option of giving quarter would get used and be a very viable part of the game. Sure you'd have the Salty players that jump servers (which is an action that already happens currently) but with "quarter"those numbers will decrease substantially. Any options that further advance player interactions can be nothing but good for the game.

  • @duke-of-spire said in The Surrender System:

    @d3adst1ck That's the point! They would have a choice! The Tall Tales rewards money as does the Athena. Most players incentive is to finish those quests. The money is secondary. Having the ability to offer quarter to a crew that surrenders opens correspondence between two otherwise hostile groups of players. That correspondence can take the sessions down many paths. Revenge, redemption, alliances, friendships & mortal enemies all come to mind. As it stands now we catch, kill & sink our opponets because they literally have no option other than engage us, scuttle or sit on their ship waving as we take their loot & supplies. I think an option of giving quarter would get used and be a very viable part of the game. Sure you'd have the Salty players that jump servers (which is an action that already happens currently) but with "quarter"those numbers will decrease substantially. Any options that further advance player interactions can be nothing but good for the game.

    This system reduces player interactions, because once surrendered you never have to interact with them again.

    You can already do everything this system proposes without having to rely on exploitable rules, messing with flags or finicky status settings. If you want to make a player surrender, you can offer them the option to hand over loot and continue on unharmed. If they want to do that, they can; or not.

    No need to put a pointless status system on top of this, which will actually get in the way of natural player interaction.

  • @lethality1 said in The Surrender System:

    until no stolen loot remains in the world

    This, right here, is the reason this whole idea is the worst idea in the history of worst ideas. You're telling me that if ship B surrenders to ship A, then ship A gets all of the stolen loot in the entire world (from ships B, C, D, E, and F) - and with a 25% bonus (while ship B gets 25% back)!?

    This sounds like the world's biggest scam! What are you? A bank?

    NO!

  • @d3adst1ck To answer your question of why? Someone offering Quarter is more than likely leaving you with your relics! Refusing Quarter is a sure 🔥fire way of getting your Athena Stolen! That's why you accept it. So you lose 50% of your cash but your completing commendations.
    Scenario: So you jump to the next server and you get sunk in the middle of a tall tale. So you quit and jump yo the next one and it happens again. With "Quarter" you know your poison. You might not like it but at least you know you're finishing quests.

  • @lethality1 said in The Surrender System:

    @nwo-azcrack said in The Surrender System:

    @lethality1
    You can ready surrender now. You just get nothing for doing so.

    Why should a player who surrenders or refuses to defend themselves get any gold or rep? This makes no sense at all.

    I can't surrender. I try repeatedly. Players just want to kill.

    This is to introduce a mechanic whereby they CANNOT kill if I surrender.

    The loot percentage is negotiable.

    Do you know how to even have a rational adult discussion or no?

    Mate this is just a crutch mechanic for lazy or pve players to still gain rep or gold that they dont deserve. Why would you gain any rep or gold for surrendering?

    Again you are just looking for a way to progress without puttin in the work of defending your loot. You dont wanna defend yourself then why should you get anything.

    There are more holes in this idea than a sinking ship

  • @nabberwar said in The Surrender System:

    I don't see why anyone deserves a 25% of stuff they didn't turn in. I mean the statement has been shared around alot, "Its not your loot til you turn it in."

    I agree with you 100%, but that wouldn't be too far fetched from Rare.. as they already have that in the game in a form of alliances. This is why alliances were one of the worst things that they added to the game imo.

  • @duke-of-spire said in The Surrender System:

    @d3adst1ck To answer your question of why? Someone offering Quarter is more than likely leaving you with your relics! Refusing Quarter is a sure 🔥fire way of getting your Athena Stolen! That's why you accept it. So you lose 50% of your cash but your completing commendations.
    Scenario: So you jump to the next server and you get sunk in the middle of a tall tale. So you quit and jump yo the next one and it happens again. With "Quarter" you know your poison. You might not like it but at least you know you're finishing quests.

    You make it sound like that is a 100% certainty, but it's not.

    Surrendering doesn't guarantee you get to keep anything.
    Refusing quarter doesn't guarantee you get your Athena stolen.

    This system doesn't improve anything.

  • @d3adst1ck "Natural player interaction"? Oh gawd you got me laughing now! The most worthy crews are in party chat and could care less about the pleas of their respective victims!😂 Adding the emote might reach them visually where audible communication fails. Enslaving an opponent and having them work for you while on your server seems pretty "piratey" to me! So they get a 50% cut of their own money while you get the other 50% (equal to alliances for the aggressors). Add the emote!

  • "Flying the Reaper’s flag would let an aggressor override any Surrender from other crews"

    This is how it's going to go 90% of the time, ship A will pursue and attack ship B till surrender, go aboard, take the loot they see. Pop that flag and sink you. This is nothing but a way for more experienced crews and crews of larger numbers to pick and choose whoever crosses their line of sight to immediately rob, sink, then turn in the loot at the outpost they are sitting 200 meters from at all times. Besides, with options such as gunpowder barrels, you don't have to aim and pull the trigger on a cannon to sink a ship. One barrel and your ship is sinking already while you attempt to repair and they sail off with your chests. This would make it obscenely easy to rob newcomers or smaller ships. Good thought, but impossible execution.

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