OLD
So currently pirates have maps to treasure, they dig up treasure with shovels, then sell loot.
It'd be cool to do the opposite. Pirates dig holes to bury their own loot and this generates a map for them to claim it later.
If your ship is sunk or you log off pirates get a copy of your map. So it's a race to the island to extract the loot or defend your cache.
Be cool if players could set up boo6y traps. That way islands become like PvP maps where the objective is to find loot and extract it.
UPDATED.
Am updating the body with a better proposition of the idea after discussion and resistance due very valid arguements.
At current play sessions take a lot of time to do the sail, loot, and sell, game-loop (2-4hrs). So players with only 30 min to 2 hr game time find it hard to do stuff that feels satisfying and rewarding (at least as signalled by the game's reward systems, i.e. getting gold and reputation)
So if players could break up play sessions by saving loot temporarily into a stash, they could log on later to dig it up and sell it or add to it. The player thus saves progress and has a motivation to return next day.
This could easily be done by reversing the current random dig site map quests. Burying treasure on an island generates a stash map that is stored in player data. Next log in a vendor generates the map giving the illusion of world constancy.
To prevent this breaking the loot economy and also expand the play possibilities in the game. These stash maps could be intercepted by other pirates via a vendor, but only random points on the map are shown so the total stash has some protection.
This way if multiple pirate crews purchase a stash map voyage it means islands can become interesting arenas for player interaction.
Do you allow the other crew to dig up their unique points you don't know about, do you dig yours up and leave quickly, do you ally and share the larger escavated loot. Be careful, maybe some precious loot might temp your ally to betray you. Interesting pirate island encounters right out of Treasure island.
This way small caches are left alone till they get replete, giving new players respite from reaper savagery and trolling for ship-masts. Reapers get bored not finding replete emissaries to raid so unfortunately they start targeting the small baby fish (I.e. new solo players, tall tale pursuers)
Larger stashes can be competed for by other players but since everyone could acquire a stash map voyage if you lose loot next login from your stash you can steal it back from other stadhes. Small stashes pool, large stashes split. Players drive the stochastic cycle.
It would be unfeasible to stash Athena voyage and skeleton fort loot so stashes should have a maximum loot capacity.
Loot could also be strategically swapped over time for similar value items to reduce item spawning costs. I.e. burying 3 trinket could pool into one chest. A lore explanation could be easily used to explain it. The crab cachers did it. Sometimes you may get lucky with an upgrade, other times you may get a downgrade. It makes stashes as exciting as finding buried treasure.
A nice touch would be players could bury special items like green cursed cannon balls and kegs to create traps for stash looters. Be funny digging a point and activating a jig ball on an island or a skele a ambush. Or a snake pit... Etc.
Always interested in hearing thoughts and reinterpretations.
