Adventurous Sea Dogs

  • My idea starts with the flagbox. In the place of the offer alliance pennant, you can instead raise a sea dog pennant. This will lock you out of alliances and you can't raise one while in an alliance. This pennant, sitting between your emissary pennant and cosmetic flag will work very similar to an emissary pennant but can be used along with the other emissaries. Ideally you would use reaper and sea dog for various reasons, but you could choose any other, or no emissary if you want.
    This will make your ship appear on the map for everyone, including showing what ship size you are and what grade sea dog emissary you have. In the pennant slot beneath the cosmetic flag that would normally show your alliance, you will have a pennant representing one of the teams from arena randomly assigned.

    Being a sea dog emissary, you will be able to earn silver similarly to arena. Hitting a ship with cannons will award the normal 40 silver. Killing a player will award 40 only once, and 40 more for sending them to the ferry, but again only once. Sinking a ship will award you 1000 silver and raise your sea dog emissary grade a full level.

    Imagine coming across a solo slooper you catch off guard. You kill him and he goes to the ferry. Meanwhile you mast him, and hit him with a full pocket of cannonballs. 11 hits and he sinks. That would add up to 1,520 silver. You could try to farm silver by continuously firing on his ship but cannonballs go fast. If you want to leave yourself with none, that's on you.

    Now imagine a fight with a sweaty galleon. Assuming all 4 crew died and went to the ferry at some point, that's 320 silver. Let's say you used around 100 cannonballs and maybe hit 80. That's 3200+320. And of course, they sank. +1000
    That puts your crew at grade three and 6,040 silver.

    If you sink as a sea dog, a sea dog chest appears. It is marked at all times just like the chest in arena. It's value in gold is equal to the amount of silver the crew had upon sinking. It can be sold to the reaper's, or to the sea dogs at the tavern.

    The emissary multiplier should be higher than the others. I like having 100% added for each grade, so at grade 5, it's a 5x multiplier. This will cause crews that are reaper and sea dog to actually take any sea dog chests they have to the tavern instead of just selling it to the reapers while they sell everything else they have.

    With those multipliers, this crew could go to sea dogs and vote down their emissary to cash in their silver, turning 6,040 into 18,120 gold. They could also sink two more ships, double their silver and cash in with 5x getting 60,400 gold. This would earn you rep and possibly even have new commendations and cosmetics, not bringing any cosmetics over from arena of course.

    I do like arena and despite not getting support anymore, I don't think it's going anywhere. Seeing sea dogs come to adventure is unlikely in my opinion but I did feel this could be a good fit for it while also giving us a more pvp focused faction. I respect reapers for what it has become. Above all else it gives us freedom, which includes everything from digging up chests to tucking forts, but at its core, it still promotes pvp even when undesired, which makes it the risk vs reward faction.

    Do you think this is a good idea? Are the multipliers too high or are they necessary to make it relevant? Are the silver earnings too unbalanced or exploitable? Does it create too much of a pvp environment for the game or does it give the pirates that revel in battle something to enjoy?

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  • Unfortunately, this would literally promote the same spawn camping it promotes in Arena. What would stop me and my crew from spawn camping a solo player, repairing their ship and farming cannon shots until I hit max rewards? I understand I'd only get rewarded once for killing the player, but I can farm everything else and really ruin that players day. Sure, they could leave or scuttle...but I can farm them until they do, which in some cases, could be a LONG time.

  • @sweetsandman said in Adventurous Sea Dogs:

    Unfortunately, this would literally promote the same spawn camping it promotes in Arena. What would stop me and my crew from spawn camping a solo player, repairing their ship and farming cannon shots until I hit max rewards? I understand I'd only get rewarded once for killing the player, but I can farm everything else and really ruin that players day. Sure, they could leave or scuttle...but I can farm them until they do, which in some cases, could be a LONG time.

    Agreed, any PvP focus in Adventure would HAVE to be focused around sinking a Ship and just that. This better promotes ending an engagement as quickly as possible in order to get your credit for it rather than having an encouragement towards camping. Since we'd be neglecting kills and cannon hits one could grant more value to sinking the Ship generally speaking.

    In this way you could still promote PvP situations, but in a much healthier manner than it would otherwise be. Keeping the Ship afloat in this case would be counter to the goals of the Faction.

    I'd also make it be encouraged to sinking Emissary Ships specifically, as opposed to those not running an Emissary. That is supposed to bring on the enhanced Risk/Reward factor of the game and it is intended to be optional. Those not running an Emissary need to be seen as the proverbial small fish (sure, they could still have value based on their Loot or Supplies, but otherwise they don't provide much of anything special for anyone engaged in Emissary stuff).

    That all said, I don't know if this is the best course of action, and it feels very similar to the Reapers actually with their encouragement to sink Emissary Ships in order to get Flags (though maybe the value of these could stand to be increased.).

    I think that it would be better, if, at the Sea Dog Tavern there would be a Table to Vote to Join the Arena that, if voted for, will trigger a Portal to open in the Arch of the Tavern that you can sail through and seamlessly transition from Adventure to Arena in the middle of a session without needing to back out to the Main Menu, load back in, select the Mode, reform the Crew, and then start sitting through the queue. Of course, inside the Sea Dog Tavern once your are in Arena there should be a Table to Vote to Return to Adventure and get ported back out to a random Adventure Server (maybe a Door opens inside with a Portal similar to the Ferry respawn system).

    The quick swap function, now that we have Portals, might actually make a healthy increase in Arena population actually (potentially better than trying to shoehorn Sea Dogs into Adventure Mode directly) as people would more easily be able to do mid session rounds in there and then get back to whatever else they want without waiting out a bunch of needless load screens. Of course, you can still have the option on the Main Menu to select to start at either point, but that seamless transition will also make all of it feel more connected like it is all one game rather than a game with different Modes (and perception can be one heck of a powerful tool in things).

    If you do see an increase in population of the Arena from something like this, it might even become worth investing into the development of the Mode again (such as different types of competition like TDM, Capture the Fort, or things of that nature). This could, long term, appeal to a lot of different playstyles and offer what I feel like the intent of Arena always was in having more micro session options available centered on a Competitive Faction gimmick.

    I think that this would at least be worth a shot as one final attempt to breath some life into the Arena, and this is coming from someone who has been against the idea of Arena since before it even launched.

  • @redeyesith For the OP's idea, I don't think there's any way that's good, for the health of the game, to put a bounty on all ships.

    The current Emissary mechanics work well to promote a risk/reward setup. The problem is that less and less people are running Emissaries at all because of server hoppers who bring nothing to the table other than a stockpile of chainshots and a wealth of PvP experience to make swift work of most crews out there.

    What we need to do is find a way to re-incentivize running an Emissary and decentivize server hopping.

    I do agree that your idea would be a unique way to attempt to breathe life back into Arena. Though, the best way to do that would be to make Arena Free 2 Play.

  • @sweetsandman
    Perhaps it can be exploited a little too easily. I imagined using up your cannonballs like that would be more risk/ reward. You can spend your ammo on more reward but leaving you defenseless. However with hundreds of cannonballs at your disposal, you could spend time farming and still be ok for later. That would be unpleasant and frustrating for the crew being farmed. Especially if they didn't want a fight.

    Changing the silver from 40 to 5 for each hit could deter farming like this since 100 cannonballs could eventually only earn you 2.5k gold at max, but the problem could still exist.

    Maybe if the system was changed to where you could only earn silver from fighting other sea dogs? This would make it more of an opt in thing. If you aren't running sea dogs, other sea dogs wouldn't benefit from attacking you. Maybe even have a notification appear to all sea dog crews when a new sea dog crew appears. This could lead to wanting a fight but never finding anyone else willing to fight, leading to a boring session. Lots of crews might see you and hop servers, or it could encourage healthy respectful battles between crews testing their mettle within the full sandbox.

    It's an exciting thought to easily find other crews willing to have a good sweaty fight with gg's at the end.

  • @sweetsandman indeed, why I specified that it would need to also be regulated to just Emissary Ships, which in turn makes it basically Reapers. So to bring Sea Dogs to Adventure you need a better connective thread between them really to make it feel like it is part of the whole thing rather than a side Mode. Free to Play Arena could also help.

    As for making it more worth it to run Emissary in general I also believe other Factions should be able to cash in a Reaper Flag to their Faction and get Emissary bonus (in fact, I would make it so you can only turn a Flag into a regular Faction if you have their Emissary raised, Reaper can still take whatever whenever). This way, taking down a Reaper always has some level of Value to it for Emissaries. Some will still run, sure, and that is fine, but it opens things up a little more and adds incentive to both sides of the coin to engage in the Risk.

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