Had a great idea for a new faction centered around a group of alchemist scientists that use plants to create medicines and potions. The voyages for this faction could be centered around two main activities, growing and scavenging.
Scavenging would be more or less similar to voyages from other companies: receive a major island where a mysterious plant has been rumored to grow. After using audio and visual cues to locate and acquire three mysterious plants (minor loot) on the island, a boss will appear. Something like a giant flaming venus fly trap or a giant poisonous jungle night flower. The battle here would give the primary quest loot and a special seed that can be used in the secondary set of activities in this faction.
At the faction headquarters at any Outpost, one can sell alchemist loot, purchase minor potions health regen, ammo regen?, skeleton repellent, mermaid repellent, etc) and hire a botanist. (One or two per crew)
Once your crew hires a botanist, you can bring him or her to any major island and along with a seed from one of the major voyages your crew can set up a small parcel that passively grows loot to be sold back to the alchemists, but also generate a small amount of major potions that could add elemental damage to weapons for a duration, stealth, double jump, etc.
Crews would have to be careful though, as soon as your botany farm is active a rumor will be accessible from reapers hideout that will lead them on an opposing quest to learn the location of your lucrative farm from an informant, and to acquire an item to destroy and convert the energy of that farm into unique reaper loot. So they can either set up the drop on you coming and going in hopes you are carrying other loot, they can steal the loot that’s already been generated, or they could destroy that base with the item acquired from their earlier quest phase.
Anyway, just a thought. Love the new Hunters Call stuff and can’t wait to see you expand on the gameplay loops there!
