Additional Content: A.I. & NPCs (Non-Player Characters) - Last Updated 05/01/2018

  • Please Note: I encountered an error advising that I had reached the max amount of characters allowed in a single post "32,767". My crew and I have been working diligently on a master thread of feedback, suggestions, and ideas. Every day, I try to log on and add more to the original thread-post we made; however, now that we've reached the limit of what we can type in a single post, I figure we should probably try to break down our master-post into multiple threads per item of discussion.

    The master thread can be found here: https://www.seaofthieves.com/forum/topic/54668/suggestions-for-new-content-game-mechanics-revised-on-04-30-2018?page=1


    Additional Content: A.I. & NPCs (Non-Player Characters)


    • Port Authority Mercenaries - These armed guards protect the shores and buildings of most Ports. Their purpose is to keep some order to the chaos of the seas by insuring the locals of each Port under their hire are protected from violence. After all, even in the pirate world, violence in the lobby of a shop is bad for business. Port Authority Mercenaries aren't too picky on most rules, as long as visitors keep their weapons holstered. Anyone swinging a blade or firing a pistol within a Port under their watch will be promptly met with lethal force. Any pirate bold enough to start a fight with the locals under the Port Authority Mercenaries' protection will equally doom the rest of their crew. A single ship run by the Port Authority Mercenaries circles the island, and in the event of an attack, will pursue, engage, and sink any hostiles that initiated violence on Port sand. Although Port Authority ships will chase a fleeing ship, they will break off their chase not far from their assigned Port and return to nearby waters. NOT EVERY PORT has Port Authority Mercenaries; however, the ones that do pose some protection to the ships attempting to sell cargo peacefully. Port Authority Mercenaries aren't invincible. Once their patrolling ship has been sunk and the units on land defeated, a new one wont re-spawn for some time. Perhaps, being that they are mercenaries, players wanting to drop off loot in need of protection, could pay a recruiter to dispatch (respawn) a new squad of Port Authority Mercenaries at the same port!
    • Ghosts - These monsters sometimes spawn randomly around graves and remains of deceased pirates on most of the islands across the sea. They drift slowly around, haunting the area and attack players who get too close. Ghosts can't be harmed with normal blades or weapons; however, they de-spawn in Daylight or when a player lights a lantern within close proximity of them.
    • Sirens - These mystical beings sing beautiful songs alerting players when they are within close proximity. If a player gets too close to a Siren, and looks at one, they will be hypnotized. Although being hypnotized does not directly cause a player harm it does cause the player to drop their loot, lower weapons, slouch, and drool while following the Siren's around for a brief amount of time. The Siren will giggle frequently while teasingly wonder around randomly, causing the hypnotized player to temporarily loose control of their wondering character for a short time until they come to their senses. Other threatening NPCs or Players could take a major opportunity to attack the player while they are effectively stunned, of course other players also run the risk of being hyponotized too. Sirens can only use this ability periodically, as to give players the chance to fight back. Usually they sing a magical song that stuns a player within a close enough rang to hear it clearly (close), then once a player is hypnotized for a brief time and drifts close to the siren, the Siren chuckles and floats away at a fast pace to repeat the process. Most players will take the opportunity to run; however, with loot this may prove to be difficult. A fight with a Siren is not impossible, it will just require the player strike them when the spell fizzles and the Siren chuckles. Defeating a Siren may take several hits, therefore a player intent on defeating one should prepare to be dazed several times before vanquishing them. The best strategy to defeat a Siren is to keep your distance and avoid them when you think you hear the faint echo of their song. Or, if you must engage in combat with one, try to do so at a distance. Besides, its easier to fight them when you can't hear their charming song over the roar of gunpowder, muskets, and cannon fire.
    • Cannibals - These marauded crewmen have had one too many days stranded under the palm leaf. These outcasts lost their minds to Cabin Fever at sea, and were tossed overboard for loosing their head and attacking the crew. Deranged, crazy, and hungry - they are best avoided. They can be seen skulking around islands periodically across the seas. They will chase and eat chickens, pigs, and other harmless food sources nearby, so if you need to gather some animals and see one, you may want to engage them quickly! Cannibals can't be talked to, reasoned with, or bought - as they have gone nuts a long time ago. On the bright side, they're so shaky from eating the forbidden flesh, that they aren't much good with weapons and prefer to attack players like a rabid animal, with their hands and teeth. Although not much of a tough guy when they get hit, as they are struck down easily, they make up for it with long, quick bursts of speed. They mumble, laugh, and grit their teeth pretty loudly, so you can typically hear them coming before they can reach you in melee.
    • Witch Doctors - These magical NPCs tend to keep to themselves; however, a player that gets within too close a proximity of their hut or area will be perceived as a threat and attacked. Witch Doctors cast spells, that turn targeted players into a random animal for a short amount of time. Once turned into an Animal, the player will automatically flea, running the most direct route away from the Witch Doctor. Once the player has run, after a short period of time, they will turn back into their proper form. Witch Doctor's typically protect certain areas of importance on an island (Such as shrines). They have to be dealt with at a range, as any close proximity to them will result in being turned into a chicken or pig. If a player fires at one from a distance, the Witch Doctor will turn himself into a tiger or bear, and run to engage the player up close. They are tough to fight and combat with them could be costly and time consuming - not to mention dangerous! Witch Doctor's will not engage the player if they approach with a magical skull of any kind. In fact, if a player approaches a Witch Doctor, with one in hand, they will be given the option to give the skull to the Witch Doctor. If they do, the Witch Doctor will dance and spend their time chanting - ignoring the player for a lengthy amount of time. Unless the player hangs around for several minutes, the chant shouldn't end, allowing for any and all players the opportunity to walk around and by the Witch Doctor without the threat of having to fight.
    • Native Islanders - Native Islanders spawn randomly solo or in small groups. They are friendly, and may offer to trade players for supplies, as in One Cannon Ball for One Banana - or other similar trade. Native Islanders don't engage in combat, and avoid monsters and threats. They don't take damage from players nor attract the hostility of monsters, as they jog away whenever monsters are in the area.
    • Davie Jones & Crew - A single black sailed Man O' War sails around the seas slowly, looking to hunt for loot. Completely under NPC control, this AI ship is a menace to all players as once within a certain range, the ship will chase, engage, and sink other pirates for their loot! It is a tough fight, and although the ship can be outrun, it is difficult to outgun, especially solo. Most of the time, the best option when seen, is to flee and hope it'll give up chase when you sail far enough out of its reach. However, braver pirates can attempt to attack the Ship and sink it for a good haul of loot. Mysteriously, upon sinking, the Davie Jones will laugh and vanish, just to re-spawn again some game-days later to harass and loot the seas once more. All crewmen on the Ship aren't exactly living, including Davie Jones.
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