After playing some SoT for a while, two ideas somewhat sprung to mind. Outside just hauling in some loot, there's nothing really interacting with killing players / sinking ships, be it a score, or some kind of 'hunt' for those who get out of line (Though, yes I know about getting certain Reaper flag grades).
So I would like to suggest some features;
- An "Infamy" score + ranks, with its rank reflected by a skull above your name. Above a certain positive infamy score (obtained from collecting bounties, killing skeleton ships, etc), you get access to a market, selling cosmetics themed naval 'militia' cosmetics, while below a certain negative Infamy score (obtained from killing players, sinking player ships, damaging/attacking player ships, etc), you gain access to a more dark Pirate/Pillager cosmetics theme. (Alternate idea in conjunction to below; These cosmetics are purchased with Blood Money, a currency obtained from killing players and ships, including skeleton and phantom ones)
- Secondly, a Bounty system. If a player is being a butt to you, spawncamping you or well-fare harassing you, or otherwise did a heineous deed you don't want them to get away with, you can put a bounty on them with your own gold (you have to pay to set the bounty, meaning that gold is lost without someone already having to claim it). You can only do so at the Ferryman, where a small "tip jar" will be, with the name of the player who killed you last.
For as long that player has a bounty on it, any player (that isn't within their party) killing them will be awarded all the bounty that has been placed on them, and the bounty persists if they log off the server and rejoin a new one (-later). Depending on the height of the bounty, information will be sporadically revealed about their location in a map; - At X bounty, any time that player is near an outpost, a "snitch" will bust their location and mark their presence on the map.
- At Y bounty, the player will be revealed as soon as they visit any Island that has an NPC on it (including Vault islands).
- At Z bounty, the player's location is at all times revealed, even on sea, but no information on threat or direction.
(In conjunction to the idea above, instead of Gold being used to create/harvest bounties, you pay and are rewarded Blood Money.)
