What if... There was a dynamic that allowed players to belong to either a good or bad pirate faction based on their actions... So lets say you have a player that does evil deeds. He or She could be listed as evil. Whereas a good pirate that helps others could be labelled as good. Each with their own perks. Unique items, and that would have an impact on a person's reputation. Right now, if a rookie sees a highly decorated boat, they know that the player in that boat is a high ranking player and that might scare them off. Make them think twice before laying siege to that ship. Might add a unique dynamic. I find that the "Mystic apprentice" and status things like that are kinda "Meh". Like, a player being a gold hoarder level 20 means little to me.
I think there are some great ideas from the animal kingdom that appeals to a player's nature that could make the game more interesting. Instead of thinking of players as pirates and the voyages as they are... Look at the nature of it. An animal finds a thing of value, and scurries off to store it away somewhere safe.
When another boat gets too close a player can act two ways... Aggressive in a territorial sort of way. Passive and even attempting friendship. This is how wolves became dogs. Some got scared off, those that were a bit more curious became man's best friend because they also got free food from the deal.
So animals and SoT...
We know that players can become predators and see a boat on the horizon and hunt it down. We know that when on a voyage, players are on the lookout for enemies. Just like a muskrat on the lookout.
When a treasure is found, players scurry to an outpost to cash it in. Being less likely to fight other players to avoid losing their goods.
Other behaviours include hiding treasure when under attack. I am about to upload a game video where a player takes out my boat and I run away with a captain's chest and hide it on Shark Bait Island. The video is a sequence involving me trying to recover my chest while avoiding attack and being looted.
I think players should have the ability to bury treasure. Create their own personal treasure maps. So lets say a player is under attack. No problem, they can bury their treasure, creating a map, and either sell that map or recover the treasure at a later date.
I think by researching animal behaviour, or understanding human nature, new challenges can be created that appeal to a player's nature.
