Capture a captain

  • With captaincy, you now see who "The captain" of each ship is.

    Which gets me thinking: it'd be fun if you could capture a crew's captain and put them in jail.

    I don't think this needs complicated mechanics—just provide an incentive for crews to do this. Give them gold and a trinket for handing in another crew's captain, and then if they have a ship at their mercy, they might decide to accept surrender instead of sinking. Then the defeated crew's captain could decide to turn themselves in, instead of having their ship sunk and treasure stolen.

    Once a captain turns themselves in, the other crew can teleport that captain to a jail cell at the nearest Sea Fort to receive their money / trinket.

    This adds a new potential gameplay / roleplay scenario for the remaining crew that survived—a stealth PvE jailbreak scenario to get their captain out.

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  • I had a similar idea a long time ago (before forts were a thing) and I agree with some of the comments on my post about the potential of it being exploited and being rather boring to be captured.

    What if like to see is NPCs, either already existing or brand new ones that appear in a fort/fortress jail and the player has to free them, pick them up (maybe they have a broken leg) and sail them to wherever they ask for a generous sum of money or some loot.

  • The ability to just take a captain and choose to "turn them in" seems like an easily abusable mechanic for trolling, some one could take a captain hostage and never turn them in, forcing them to quit.

    The ability to trap random players in games always annoys me because people love using it to just exploit or trap people indefinitely... ark survival evolved, rust, and a number of gmod servers spring to mind.

  • @prescafatty
    ...Does the captain just rot in a cell forever then?

  • Sounds fun until it happens to you.

    If I kill a captain the crew dies with him and all of their spawn timers are set to 3 minutes instead.

  • @mr-whaletoes said in Capture a captain:

    @prescafatty
    ...Does the captain just rot in a cell forever then?

    No, I don't imagine that would be good game design.

    The captain must stealth their way out. Pick the cell door, sneak past guards, make it to the water and catch a mermaid. If they're caught, they're returned to jail.

    Or they can wait til their crew comes to bust them out.

    Maybe it would be fun first as a seasonal adventure, to just try the new gameplay mechanic out.

  • One does not seem to see the sea for its salt.

  • @mr-whaletoes exactly, imagine spending a short session in another crew's brig waiting on being turned in. As if solo slooping wasn't punitive enough, someone comes up with another way to punish us. Dislike.

  • Just another RDR2 lasso situation.

  • These types of features don't work in games where your life has very little value. They work in games like DayZ where you could be several hours into a character and dying means restarting from scratch. In Sea of Thieves, death is inconsequential.

    Why would I "stealth [my] way out. Pick the cell door, sneak past guards, make it to the water and catch a mermaid" when I could just ALT-F4 and get back on my ship much quicker or just switch servers entirely if I don't have anything of value on my ship or it was sunk.

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