An update for Sea Forts

  • I've been thinking about how sea forts are some of the best content available. They're not only fun, replayable, and rewarding but also play a significant role in live events! From Forts of the Forgotten and Fate of the Damned to Dark Fortress raids and now the Smuggler's Heist. And let's not forget all the chaos pirates have caused by turning "a sea fort" into "their sea fort."

    Sea forts succeeded where Siren shrines fell short, primarily because they don’t require leaving your ship behind, and they remain fantastic content to this day.

    But, like everything, they can always improve. So I came up with an idea inspired by past events.

    Taking Over Your Own Sea Fort... Improved!

    After defeating a Sea Fort Captain, you can raise your own flag at the fort's flagpole. This triggers dramatic changes to the sea fort, such as:

    • The Sea Fort becomes visible on the map.
    • Sea Fort phantoms respawn as your allies and won’t attack your crew—they’ll fight for you instead!
    • The treasury door locks again, but your crew can open and close it freely. Other crews must conquer the fortified Sea Fort and defeat the captain to obtain the key and access the treasury.
    • The Sea Fort’s appearance changes, with banners and flags shifting colors, and trinkets and paintings reappearing exactly as they were left at another Sea Fort previously captured with the same ship. This data transfers similarly to how on-ship trinkets carry over.

    This update could help solve the issue of constant server hopping by encouraging pirates to establish long-term bases for securely storing treasure. More players would stay on the same server, clustering around sea forts. Imagine a brigantine taking over a fortress in the Ancient Isles, leaving one crewmate behind to guard it while the others gather treasures to deposit at the fort. This would introduce thrilling attack-and-defend gameplay, sparking exciting new dynamics.

    a few things to note

    • Taking over a sea fort is not always the best idea; smaller crews may find the added attention not worth the risk of extra security
    • The Player-allegiant fort phantoms lose their stormtrooper aim on cannons, and deal a bit more damage with their normal weapons.
    • You get no notification that your fort is under attack, so either staying in the area or leaving a player behind are both good ideas.
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  • Why would a crew take the effort to deposit their treasure on a sea fort instead of just turning it in ?

    How would another crew know there is actually loot worthwhile on the sea fort ?

  • Why would you deposit it at the fort? Does it give you some sort of bonus to the value? Does it count as selling it if you bring it there? What if no one comes ever? I've done 6 of the new painting heist and have literally not once seen another ship. I have never been contested. I could probably swim the painting to a smuggler island.

    Also, how do you end the encounter? If you wanna end your session for the day, do you just leave and get what was there cashed in? Do you choose a sell option that allows you to sell the treasure room contents? Do you have to manually bring it to an outpost because maybe you gained some sort of self defended emissary or something?

  • I never understand this.
    Sea Forts were created for the short timer players, quick cash grabs.
    Why are you wanting to Lock them away behind player control?

    This update could help solve the issue of constant server hopping by encouraging pirates to establish long-term bases for securely storing treasure.

    Not really. I mean, who still server hops? What you looking for? PvP? Last I checked..nobody likes pvp outside hourglass.

    More players would stay on the same server, clustering around sea forts.

    and there goes my quick cash grab...the one near my spawn at outpost. Sigh...

    Taking over a sea fort is not always the best idea; smaller crews may find the added attention not worth the risk of extra security

    Yup, which is good chuck of players.

    You get no notification that your fort is under attack

    so...Capture, leave, collect loot, come back after hours and discover your fort is no longer yours. "wasted time" BUT as above said...Why are we hoarding loot instead turning in??

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