Elaborating On Each Outpost's Identity

  • Long Post Warning

    Outposts are a key part of the sea of Thieves experience; they are where adventures begin and end.

    Whether you realize it or not, each outpost has its own unique "vibe." For example, Sanctuary Outpost feels like a quiet small town, while New Golden Sands is a bustling pirate port. Although the outposts have always had distinct atmospheres—Golden Sands has always been the pirate port, change my mind—nothing significant has been done to emphasize these differences. Sure, New Golden Sands received a complete overhaul, but there's no real reason to visit it beyond grabbing some screenshots.
    I imagine a Sea of Thieves where having a favorite outpost goes beyond the layout of the island, but the NPCs, Services, and "Feeling" offered there. As an overall update for each outpost though, I think more NPCs is a good idea.

    Allow Me to Elaborate by Talking about each Outpost, and how each should lean in to their "vibe" with different structures and services.
    Starting with everyone's favorite outpost...

    Dagger Tooth Outpost

    Dagger Tooth outpost feels to me like the "roughest" outpost. being located in the wilds, you can easily imagine the roughest and rowdiest to hang out in the tavern. Heck, the name of the tavern is "the Snake Pit".

    So Naturally, the main change to dagger tooth will be the tavern.

    The tavern should be a unique stone-brick space carved deep into Dagger Tooth Rock. Inside this dark, damp establishment, you'll find plenty of NPCs who are either drunks or rowdy tavern-goers. A full band plays all the classic tavern tunes, albeit slightly off-key. The tavernkeeper offers a variety of brews you can enjoy on-site or take with you on your voyages. These brews come in the form of the special Chest of a Thousand Grogs, which will not intoxicate you when the chest is held. the grog given from it will provide regenerative healing in exchange for making you very very drunk.

    Galleon's Grave Outpost

    Although Galleon's Grave is in the wilds just as much as Dagger Tooth, It is much more open and lighter in both layout and locals.
    it's streamlined design makes it the easiest outpost to sell loot and resupply, whether you are on a captained ship or not.

    The biggest update to Galleon's Grave is the new stone merchant-themed loading dock on the south-southeast side of the outpost, replacing the old dock on the island's south side. This new dock features a convenient merchant stock chart to simplify tracking commodities. Cargo pickups from Galleon's Grave now offer triple the usual load, and cross-region shipments to other outposts are occurring much more frequently. Additionally, a few cannons have been installed on the east and west sides of the island to protect approaching merchants from pursuing reapers.

    Morrow's Peak Outpost

    Although in the center of what was once, and soon to be again, Flameheart's home turf, Morrow's Peak outpost stands as a beacon of defiance to Flameheart's rule. we all know here how Grace has a bone to pick with Flameheart, so I think this outpost should reflect that as she was the one who founded it.

    The main update to Morrow's Peak introduces a forge built beneath the dormant volcano, utilizing lava to power mass production of munitions. The banner of the Forsaken Shores alliance proudly flies over the forge, symbolizing both Stitcher Jim's betrayal and Grace's unwavering determination. Cannonballs are available for purchase from the merchant, but you can also get MorrowForge brand cannonballs at discounted prices with bulk buying options! These cannonballs are incredibly cheap since they come straight from the manufacturer. Additionally, blunderbombs and firebombs are sold here in their respective crates. (seriously, when was the last time you saw a firebomb crate- and blunderbomb crates don't even exist yet!)

    Ancient Spire Outpost

    Ancient Spire Outpost is a place steeped in legendary tales, not only from the infamous Captain Briggsy but also involving THE ORB before it was taken by the Reapers. Even the tavern's name, "The Unicorn," pays homage to mythology. The outpost should embody the spirit of storytelling, with tales shared around a fire while enjoying a warm drink in hand.

    The main update to Ancient Spire introduces an upgraded Unicorn Tavern, complete with a new library crafted by Umbria and Tasha. New books and ancient tomes are scattered throughout the tavern. Some provide helpful tips, like "Bailing for Beginners," while others reveal money-making strategies, such as "Easy Money" by Robin Banks. A few even contain hints or riddles leading to hidden treasure caches or shipwrecks. Imagine uncovering a hoard of treasure based on clues from a loose-lipped pirate's autobiography!

    Plunder Outpost

    Plunder Outpost serves as the unofficial headquarters of the Order of Souls, led by Madame Olivia, who resides there. While other companies are present, the actions of the Order have clearly established them as the most active faction in the outpost.

    The Outpost's main update is the relocation of the Order of Souls shop. A large encampment has been established behind the tavern, where Madame Olivia now runs operations from her new headquarters. Here, you can buy magical artifacts like the Horn of Fair Winds, Tridents, or Obsidian Ashen Winds Skulls—though they come at a steep price. Additionally, a crypt entrance has been added against the mountain, serving as a storage depot for all the skulls collected by the Order.

    New Golden Sands/Port Merrick

    New Golden Sands is the Bustling Port town of the Sea of Thieves. with ships coming and going all the time. But as I have already Stated, there is no real reason to go there besides screenshots. If The sea of thieves was a nation, this would definitely be the capital.

    First off, let's propose a big change to the shipwright station: at New Golden Sands exclusively, players could talk to the shipwright and change ships mid-session! Since it’s a port, the ability to board different ships feels like a no-brainer. Essentially, this would involve your current ship being scuttled and another one of your ships spawning at the port. It might require some effort from Rare, but combining a quality-of-life update with giving the port a practical purpose seems like a win-win!

    Sanctuary Outpost

    Sanctuary outpost is the "quiet small town" of the outposts, so not much needs to change here.

    I think it would be great to emphasize this by adding more outdoor seating, a town notice board, a fresh water well, and other small details to make it feel more welcoming. My idea is that the sanctuary should stand out by staying relatively unchanged. In doing so, it becomes just as distinctive as the other outposts.

    Thank you so much for reading this extremely long post. I hope you enjoyed the concepts I presented here to make each outpost more unique.

    -Captain Thorn,
    assassin of the order of souls
    enjoyer of rare cheese
    and resident forum yapper

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  • These are all really cool ideas! I love the name "Robin Banks", I might steal it.

    Depending on how rapidly the fancy Chest of Thousand Grogs heals, it could be op, but not being able to use weapons while holding it is a nice balancer.

    The update to "The Unicorn" sounds especially cool. If Rare could make it work, maybe you could even add your own books to the library, discussing strategies for commendations or explaining a new exploit you discovered.

    I believe Captain Falcore on Youtube proposed the same idea you did for Port Merrick which would be convent, but it raises a few questions: would the supplies be automatically loaded onto the new boat? If so, what if all the barrels on a galleon were full, and then the supplies were loaded onto a sloop, which has less barrels? Would you keep the emissary flag when switching boats?

    I would love to hear your thoughts.

  • @ko-gamer462

    Well now that you ask...

    I'd imagine you could only swap ships when no other ships are nearby. That way, there wouldn't be scenarios where a sloop is chased by a brig to the port, and then the sloop switches to a galleon and turns the tables on the brig, lol.

    I think it should definitely reset your emissary multiplier to dampen the viability of a market forming where people pay real money for a spot on a sloop-turned-galleon just before they sell.

    As for supplies, you probably should have to carry them over manually, I think that would be easier on the dev team and also make switching ships more tedious, which is the way it should be for the sake of balance.

    Oh, and just to clarfy, it is the Grog drunken from the chest that gives the healing. you get a decent regen buff but it's a risky move mid-combat because you lose sure footing and the ability to aim properly. you could be mid fight, drink one of these grogs, then just fall off the ship XD

  • @craftergames706 That make sense. I would love it if these things were added! The risk vs reward of the grog is interesting and I would like to see how it effects PVP.

  • How much do you think such grog would cost? Also how steep are the prices of horns and such?

  • Giving each outpost individual things you cant do at any other outpost won't get more traffic to each of them, it'll ultimately make each place a point where someone can camp to stop you from doing what you want to do. Also if only place can be used to swap ships, then that's the place everyone who wants to swap ships will go and then no one will be able to swap ships. Outposts need to have all the same resources no matter where they are. It would give players an unfair advantage if they spawn at dagger tooth, since they would get an additional healing item. It would end up making the game loop more similar rather than more varied as players will take advantage of the new superpowers each outpost brings.

  • @potatosord I suppose thats true...

  • @potatosord

    You might have a point, but I still feel strongly that this would be a great addition to the game. Differentiating the outposts could make some more appealing than others, but it should ultimately come down to each pirate's preference, much like how the "best weapon" is based on personal choice. With this new dynamic, crewmates could have fun debates about whether to stop at Dagger Tooth for some grog, especially if the captain prefers to stay sober without health regeneration, while others on the crew think differently.

    and on the topic of some outposts being better than others, I'd say this has already happened on a lesser scale. if balanced correctly, I feel this could definitely work.

  • @ko-gamer462

    I'd leave the exact pricing of the grog up to Rare, but considering it's a healing item you can only get in one spot, I'd say somewhere around maybe 35,000 Gold?

    same with the order of souls shop, I'd leave the pricing up to rare, but if I were in charge
    The horn of fair winds and obsidian ashen winds skull would cost around 20,000 Gold
    A Trident would cost 2,500 Gold

    The prices are stupid steep honestly, but for the sake of balance I'd say they need to be this way.

  • @craftergames706 You are objectively better off by being able to have another healing item. It would make gameplay unbalanced, not better.

  • @PotatoSord

    I think we may have had a misunderstanding, So I edited the original post to be clearer on the topic of the healing grog. in short,

    • Carrying the chest does not make you drunk
    • Drinking the special grog from the chest makes you super drunk, maybe 3x the power of a normal grog
    • Drinking the special grog gives you a big regen buff, but it's basically useless in PvP scenarios
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