Skellie Slave Fortress/Prison Mission

  • Since the Skellie Ship attacks have been on the increase, and are rumoured to be soon appearing anywhere in the Sea Of Thieves, there are rumours of an island Skellie Fort/prison that is full of human slaves being used for gruelling and cruel manual labour to serve the skellies bidding.

    Your mission will be to attack the Fortress/Prison and free the (NPC) slaves. This will require using both your Fort seiging skills, and corraling all the (NPC) human slaves onto your ships to transport them to safety and alive.

    The more slaves you free and transport to an outpost alive, the greater your rewards and commendations.

    The new Skellie Fortress/Prison will be part Fort, part prison, with underground caves and a mine shaft/tunnels.

    Thoughts?

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  • Sounds pretty cool, but its very similar to a skeleton fort. Unless this is another version of a skeleton fort I think it would be cool so that you aren't always clearing waves 24/7.

  • @xshaduh Yeah, the only issue I can see is how to transfer NPC's to and from your ship. Perhaps if the NPC is "carried" not unlike the way chests and Kegs are "carried" one at a time. Unless NPC's can be programmed to climb a ships ladder, that might be a difficult AI problem. Getting NPC's to follow you and react to certain external stimulai though shouldn't be a problem.

    Yes, it is a slightly different take on the Fort raids we have now. Only this "Fort" would be a Grand Fortress/Prison Camp perhaps double or triple the size of a standard Fort.

    Your crew would have to break into the Fortress, find the slaves, make them follow you, all while defending yourself and your freed captives from harm... while skellies do their damndest to stop you, or kill you and possibly the freed slaves. Needless to say a crew would really have to work together and do some careful planning and strategy work.

    I also like the idea of a Mining encampment within the fortress, where alot of slaves would be in prison cells, as well as in the mine tunnels underground working.

    A possible solution to the 'making an NPC board your ship' problem, might be a mechanic where the NPC follows you to your ship, then you press a "X" on your controller to "carry" them on board, and then "Y" to deposit them below deck where they wait until you arrive at an outpost.

    I'm trying to figure out simple yet doable ways for the devs to come up with more variety of interesting mission type scenarios without too much hassle or extra work.

  • @starship42 Maybe to get the npcs at the ship, when you arrive at the fort you can dock your boat and it puts a little plank bridge from the dock to your boat. This way they can just walk onto the boat, and all that really needs programming is the docking method.

  • @chewywarden said in Skellie Slave Fortress/Prison Mission:

    @starship42 Maybe to get the npcs at the ship, when you arrive at the fort you can dock your boat and it puts a little plank bridge from the dock to your boat. This way they can just walk onto the boat, and all that really needs programming is the docking method.

    I love that idea. The rowboat docking mechanic could be utilized to "nudge" a Sloop, Brig, or Gally, into a perfect docking position, if close enough, then a plank bridge can be activated... Great Idea! That would also help greatly with general loading and off loading of loot, cargo and supplies at docks everywhere. Really useful.

  • I find myself really liking the Follow Mechanic idea.
    Go to Island A, Find NPC B and lead he/she to Location C

    Getting near the boat could immediately "Load" them.

    There are ALL KINDS of possibilities!

    As far as the general prison break premise, I see it mostly easily being implemented where the prisoners are held in a mine underneath the existing forts. Though they could also be on the skelly galleons.

  • @starship42 Shame is it probably wont happen because "it will make it easier to dock and break immersion" or something like that

  • @captain-arcanic indeed. The simpler the better, without sacrificing on uniqueness and diversity - and doable for the Devs.

    Someone in a past post, maybe it was you, had suggested a while back the idea of carrying NPC passengers to various destinations as a mission/quest. Love the idea, but just concerned about NPC's getting in the way when you are trying to sail your ship, or if you get attacked, passengers could be annoying obstacles.

  • @starship42 said in Skellie Slave Fortress/Prison Mission:

    @captain-arcanic indeed. The simpler the better, without sacrificing on uniqueness and diversity - and doable for the Devs.

    Someone in a past post, maybe it was you, had suggested a while back the idea of carrying NPC passengers to various destinations as a mission/quest. Love the idea, but just concerned about NPC's getting in the way when you are trying to sail your ship, or if you get attacked, passengers could be annoying obstacles.

    Yep, that was me. The follow mechanic is a new one though. I like it a lot, and it seems like it would be a simple alteration to the skellie coding. I particularly like how this leaves them vulnerable to attack and death, so protecting them en route would be a thing.

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