Guild Hideouts

  • An idea for an expansion on guilds in a future season I've had recently is guild Hideouts.

    Customization:
    Allow guilds to customize their hideouts to give them a unique and personal touch. This customization can include decorating the hideout with various items, banners, and even guild-specific cosmetic themes. It would foster a stronger sense of identity and belonging within the guild.

    Shared Resource Pool:
    Create a shared resource pool for guilds that can be used for hideout upgrades and maintenance. Guild members can contribute resources such as gold, doubloons, and supplies to improve the hideout's facilities. Upgrades could provide tangible benefits, like better defensive structures or additional vendors with unique items.

    Exclusive Guild Quests:
    Design special guild quests that can only be initiated from the guild hideout. These quests could be more challenging and offer greater rewards, encouraging guild members to work together and strengthen their bonds. Completing these quests could also contribute to the hideout's prestige.

    Interactive Activities:
    Incorporate interactive activities within the hideout, like mini-games or training areas. These activities can serve as both a fun diversion and a way for guild members to hone their skills together. Earning rewards from these activities could add to the overall guild progression.

    Guild Leaderboard:
    Implement a guild leaderboard system that tracks achievements and accomplishments of each guild. This can include stats like the number of successful raids, treasures acquired, or enemy ships sunk. Publicizing these achievements can fuel friendly competition between guilds and motivate them to strive for the top spot.

    Hideout Defense:
    Introduce the possibility of hideout attacks by other players via hourglass or NPC factions. This would require guilds to fortify their hideouts and defend them against invaders, adding an element of risk and excitement to guild hideouts.

    Overall, these improvements would not only enhance the upcoming guild hideout feature in Season 10 but also strengthen the social and cooperative aspects of Sea of Thieves, making it an even more engaging and immersive experience for players.

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  • Awesome idea, this could really improve on guilds feeling really bare bones at the moment.

  • Your hideout is your ship, landlubber.

  • I'md love a place to pregame with some minigames while I pregame.

    Instead of VR-Chat we got Pirate Chat.

  • @CliffItz3232
    There was a thread just like this like 3 days ago: https://www.seaofthieves.com/community/forums/topic/162020/guild-hideouts/7

    I give you points for your formatting though. Made your post very easy to read.

    Funnily enough I had some more thoughts I wanted to add to it so might I suggest we continue on the original thread?

  • I prefer a mechanic for guilds to capture ghost forts and use them as a base, obviously it must have some practical function such as increasing the value of the guild flag or providing better supplies...

  • I remeber having simillar ideas on this forum waaaay before eny Brave VanguardTM cloud sail the sea. In that time it feeled natural to have some kind of hideout on sea.

    But.

    Now I honestly can't imagine eny reason for hideout of eny kind (player, or guild) in game like Sea of Thives as it is seasion based game and our best homes are ships.

    From pure utilitarian point of view I would rather see resources needed to introducte hideouts used for qol, fixes, new voyages, new player cosmetics, etc.

    As for me hideouts wouldn't add much to game.

    Yep you cloud personalise it a little be, run a little bit around and thats all. Dead as sing board in few weaks and that board at least feat nicley to the dock.

    For chill time of browsing cosmetic or fooling around we will have Seafer Seas in few days.

    Also sharing resources like gold and dubloons is way for selling thise for real money.

    Nothing meaningfull should be exlusive for guilda like better quests.

  • I had an idea about ghost forts for this. In the other thread I figured forts suited the purpose well but to go into more detail about how I see these working...

    • Captured Ghost Forts become available as Guild Forts
      Probably should be using the guild emissary as you do so.
    • Anyone in the guild can start a private session at a chosen Guild Fort
      This session would only have the specific fort, surrounded by fog, no ship, just spawn on the fort.
    • Only one active Guild Fort at a time
      I mean this only within the context of a single guild. Just figured this would funnel guildies into the same fort to hangout.
    • A Guild Fort would ideally accommodate an entire guild
      Purely so full attendance guild meetings can happen.
    • Guild Forts are decorated with the guilds banners instead of the usual Ghost Fort ones
      I personally don't see any need for decoration beyond that but if Rare can do it I wouldn't complain.
    • A weekly Guild Raid available to vote for on the big round table in the map room
      With enough players voted for it, a raid would consist of wave after wave of Ghost Ships circling outside the fort, attacking the structure with cannon-fire while Ghosts and Ghost Captains, charge the fort itself in an attempt to reclaim the fort. Guildmates would then have to defend the fort by using the fort cannons on the ships or by fending off ghosts. Win or lose, a guild can only attempt a raid once per fort each week.
    • Raid failure results in loss of the Guild Fort
      Fail conditions I figure would be something like 10 lives/respawns. Would also suggest that the fort itself loses a life for every 1k damage it takes. If a fort is lost, it is unavailable for guild hangouts until a guild emissary recaptures said fort in the High Seas.
    • Fort supplies spawn normally, none of the regular loot
      This will provide food to scavenge and cook in prep for a raid as well as cannonballs to use against the Ghost Ships. Can't think of any decent uses for wooden planks though

    Not sure what's a decent reward to keep raids as something worth doing but I think they are a good thing to work towards, in addition to the idea of Fort hideouts should Rare end up considering it, as endgame guild content over the next few years.

    I am biased but I really like this idea and I hope it's something that could actually be viable on the development side.

  • ...the fort itself loses a life for every 1k damage it takes

    Full disclosure, I have no idea what actual damage numbers are so I have no idea how good a metric 1k actually is.

    Anyone in the guild can start a private session at a chosen Guild Fort

    For clarification, I meant to say create/join a private session at the chosen Guild Fort, just so people know that the option to do both would be located in the same place menu-wise.

  • @b4njax I think that would work better as a defense mechanic. Like making a captured fort have a fort flag for reapers like how your ship does or something.

    I also wouldn't really want a sea-fort for a guild hideout. I'd want a little island with a harbor and tavern.

  • I also wouldn't really want a sea-fort for a guild hideout.

    Why not? It's got plenty of space/seating, multiple floors, a fair few cannons, has a really big map to discuss locations on as well as possibly track active guild ships, a bunch of food, a 4 pan cooking station and infinite grog. Far more appropriate for a guild hideout.

    I'd want a little island with a harbor and tavern

    As cool as that sounds, it's probably far more practical to add more purpose to the already quite suitable sea-forts than to design a whole new private island.

  • Every part about this, I would love to see it!

    The only thing more piratey than your own ship is a secret island lair to sail away to. I especially love the idea of an island defence mode where you are trying to protect your loot from an invading crew.

    I think a good way to implement it would be to have the islands be part of the sea of the damned and make it so that they are paid for by the guild coffers.

    But there is so much potential here.

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