After reading one recent post by @lopasi titled "contractable cabin boy" I had a few idea of my own but felt it was unique and fleshed-out enough to warrant my own post on the topic. I understand people's reservation (or out-right, unconstructive, dismissal) about having AI aboard ships completely and so have tried to come up with a way that still acts as fair and balanced.
TLDR? no.. if you're not willing to read why join the forums? Just read the Bolded parts if you must
INTRODUCTING:
GUARDIANS and SERVANTS
Concept
Now on the Athena and Reaper Tables there will be a new option in which players can purchase (2-10k gold) an AI to assist them, Guardians are Phantoms and Servants are Skeletons as such an Athena emissary/ player with an active Athena Hourglass cannot have a skeleton AI and vice versa. These AI will be bound to your ship, never able to leave, but are able to be slain
Utility
These AI are only available if there are open slots on your crew, as such Sloops may only have one, brigantines may only have 2 and Galleons can have 3. Once another player joins the crew one AI is lost until another spot opens again (this is so you dont end up with 3 man sloops or 5 man galleons)
However, after purchasing these AI they will be of no assistance until you assign them roles. To give them a role, you must give them a wood or cannonball crate, gifting them a wood crate would rename them "Bilge Rat Guardian/Servant" and gifting them a cannonball crate will rename them "Powder Monkey Guardian/Servant". Depending on how many resources were inside the crate will determine their "ammo" and a (X/50) will also appear in their name to indicate this.
AI will not restock themselves, players must actively resupply their "ammo" , however, this can be done very easily by walking up to the AI with the correct resource crate and storing them inside as if they were a barrel. It may also be done by hand though this of course is more time consuming (perhaps more balanced that way?)
Players may also change the roles of the AI by removing their crate at any time and giving them the opposite kind, removing the crate however will revert them back to a neutral state until you give them another.
On-board Combat
The AI will never instigate a fight only once combat begins will they kick into life, the only exceptions being Guardian AI will always attack a player with a skeleton curse and Servant AI will always attack players with Athena Curses as well as anyone from the opposing crew in a hourglass of fate battle (though they will already be engaged in battle as soon as the ship appears) as such, an enemy player who has snuck on board will not be bothered by the AI, they will think you are just an acquaintance of the captain who has not yet formed an alliance.
The AI will only have one weapon type either assigned at random or selected by the player by first talking to them like any regular NPC
The AI are able to be killed by enemies and they do respawn however the rate of respawn would have to be tested, as a best guess I would say the AI can respawn in no less than 2 minutes after death, this is 4 times longer than that of players on a Galleon (average respawn time is 30 seconds)
Powder Monkeys
Once again, the AI that assist with cannons will never instigate a fight only once combat begins will they kick into life, nor will they be hitting every shot, quite the opposite, instead they will act more as suppressive fire whilst you are otherwise occupied. Players can always take over the cannon the AI are using which will kick them off as they find their way to another unused cannon. They will only ever fire cannonballs, no firebombs, blunder bombs, cursed or phantom cannonballs. Nor can the player load the cannon for them to counter this.
Bilge Rats
The AI that assist with repairs will do just this, repair the ship. They do not own buckets so bailing water will be left to the player however they can repair all parts of the ship meaning hull, helm, mast and anchor are AI repairable. However, the AI can only repair the mast if the player has raised it back up, AI cannot use the sails in any way.
Downtime
When not busy at work the AI will act much like pets, sitting in various spots around the ship, dancing and/or playing instruments by themselves and joining in on your own shanties and occasionally visiting the grog barrel for some well earned rations
Final Ramblings
A feature like this isn't essential to the game but so were many features when they were first brought in, however, I feel it would give incentive to players to play the High Seas more if they tend to be afraid of sailing alone and unwilling to sift through open crews and LFGs. It also gives reason for a player to continue sailing when their crew leaves and they might be able to find more friends to play with that evening, maybe your ship is nicely stacked with rare supplies like cursed cannonballs and such and feel it would be a shame to leave to make a new ship in a short while or AFK and risk lazybeard. The crew may also have had to leave before finishing a tall tale or quest leaving one person alone on a ship they cant handle, leaving them very exposed and perhaps unwilling to keep going.
Beyond this, there are many instances in the game where players have to leave their ships unattended for long periods of time such as Tall Tales and sunken kingdoms, having an AI work to repair ships might just be the thing that saves your ship whilst you make your way back to the ship.
Pre-emptive counter arguments;
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"Just go on the official discord and find someone to play with there"
This is not meant to be a replacement for player controlled crews, merely a temporary measure to ensure your ship is not left with a skeleton crew, sometimes friends have to go and get lazy-bearded or leave altogether and your left on a galleon alone, you have 3 friends willing to play but they need 30 minutes to wrap up their current session or whatever they're doing.
Having some hired, somewhat useless help, in the meantime can mean a world of difference depending on the situation. It wont necessarily win you any fights but it might just save you from that skeleton ship that came by and began to attack or the kraken that came out of nowhere as you were heading to the outpost to wait for more crewmates. -
"Bilge rat AI wont prioritise larger holes"
Correct, they will act much like the skeletons do on the skeleton ships, repairing at random, if you want competency you need players, this isn't meant as a pay to win feature by any means, merely a temporary stop gap for an undermanned vessel. also some non animal company that knows how to be quiet from time to time -
"It wouldn't be fair against players that dont use it"
Okay? That's on them really, just because one player is stubborn enough not to use a feature doesn't mean no one should be able to. Players seeking PvP aren't forced into running reaper mark, emissaries or hourglasses but these things improve the experiences in their own way.
It is like saying "I'm not going to buy resource crates/ captain supplies to help me start my journey quicker." You dont have to, but don't complain when someone else does. -
This concept removes the point of multiplayer
No more so than the recently announced "safer seas", using this feature or not, High seas is a multiplayer mode whether your solo slooping or soloing with an AI or two, there is always another crew which may attack you on the server therefore you are always at risk of multiplayer engagements, having a glorified, more useful pet on board your ship does not change that. -
No one will play solo sloop anymore
Says who? You? Personally I wouldn't use such a feature all the time as would other people. Players who refuse the concept of AI assist altogether wouldn't use it and a solo slooper would more than likely still be more of a threat than the players who accept a bit of help from AI.
Also, maybe that adds incentive for a true, solo player ship like a slightly larger rowboat with 1 cannon, 1 harpoon and a tiny sail which wouldn't be able to use such a feature (one can wish for such things anyway)
