Spice up PvP ship battles with this idea

  • Players want a bounty system, but as discussed many times before it could possibly be abused. My suggestion (which may have been discussed before, I'm not sure) would be similar but a bit simpler

    When you sink another ship, your own ship is given a variation of the Reaper's Flag: You show up on the map of all other ships, but with this flag you can only remove it by paying a fee at one of the outposts, or if your ship sinks (scuttling wouldn't count). The bounty part is simple: if you get sunk by another ship whilst you have this flag (which includes scuttling after they've hit you with cannonballs), they earn a bonus commendation (perhaps) or other reward

    As a counter, you could also earn extra loot that is stolen from others, so long as your ship is active and has this mark.

    Thoughts?

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  • @wildbloodoz I get attacked, and successfully defend my ship by sinking theirs and all of a sudden every other ship in the SoT now knows where I am AND has more incentive to sink me?

    Yeah, no thanks.

  • @galactic-geek Nah, what I meant to add before but forgot - it only applies to the person who attacked first. Defending your ship and sinking the attacker, would not earn the mark

  • I think you're onto something but instead of using the flag system I think it'd be better to add a jailor shack at each outpost and post wanted posters on the porch for aggressive ships. If you want to hunt an vile pirate ship just take the poster and be on your way. You might be able to talk to the new waitress' at the bars for a clue to their direction but it'll cost you some coin. If a ship sinks 2 other ships the bounty starts at 1000. Then works it's way up. 3 is 2,000, 4 is 4,000, 5 is 8,000 and so on all the way to 32,000 where the cap is set. To stop farming the sinks must be on different ships as multiple sinks on one ship won't register. Proof of the sink will be the ships name plate which will float up in the water. You'll need to turn it in to reap your reward!
    RARE will need to add:
    Jail & Jailor
    Wanted posters
    Waitress
    Name plates
    Once the name plate of a wanted ship is turned in, it resets to zero.
    Sinking a wanted ship will not register as a pirate sink against you if you have taken a poster.

  • @galactic-geek sagte in Spice up PvP ship battles with this idea:

    @wildbloodoz I get attacked, and successfully defend my ship by sinking theirs and all of a sudden every other ship in the SoT now knows where I am AND has more incentive to sink me?

    Yeah, no thanks.

    This

  • @wildbloodoz and how is the game suppose to know who attacked first, when the attacker has bad aim and didn't hit you first?

  • @schwammlgott that is a good question, and I have no answer. I had an idea, not a plan.

    The essence of the idea is to have a bounty-like system that is rule based by the game. Similar to GTA-like 'wanted' levels that escalate as you sink more ships. The pursuer will be another crew, if they choose to sink you for a reward, or they could try and avoid you because they will see your ship appear on their map, so they know you have a 'reputation'.

  • I'm with @Galactic-Geek and @Schwammlgott on this topic.

    Also think that for Adventure mode nothing is neccessary to do about PvP.
    Designed as a social experience it should and will regulate itself.

    People are free to do what they want. We have tools to use like the Reaper Flag encourages encounters and we have tools like the alliance system and are free to betray and do false flag operations.
    Make it a system and people find ways to exploit it, circumvent it, endlessly complain about it or whatever.

    Edit @WildBloodOz what do you think about encouraging to have people communicate and interact more.
    Like doing some parlay and such.
    What i think is cool is people slightly roleplaying and have things established like people protecting other ships for the 50% of the loot they get on their journey.
    More meta gameplay and such.
    But i see there are flaws because of the randomness about players in servers.

  • @wildbloodoz I don't know, how many players are there on a server in GTA online?...I'm asking that, because I don't think there are enough ships on a SoT server (6 at max) so this feature is justified...
    For example there are 5 ships doing just PvE, maybe all solo sloops and a 3-man brigantine that just wants to sink others...let's say these sloops are not interested in PvP, no matter how big the bounty is...that's also unsatisfying for the brig then...

  • @bugaboo-bill said

    Edit @WildBloodOz what do you think about encouraging to have people communicate and interact more.
    Like doing some parlay and such.
    What i think is cool is people slightly roleplaying and have things established like people protecting other ships for the 50% of the loot they get on their journey.
    More meta gameplay and such.
    But i see there are flaws because of the randomness about players in servers.

    The meta-game is something that will emerge with certain groups and I like that. Player created rules work well when you have other players willing to participate. The randomness of players does make it more difficult to have this happen regularly

    @schwammlgott said

    @wildbloodoz I don't know, how many players are there on a server in GTA online?...I'm asking that, because I don't think there are enough ships on a SoT server (6 at max) so this feature is justified...

    Good point. And sometimes you don't have many crews on a given night

    For example there are 5 ships doing just PvE, maybe all solo sloops and a 3-man brigantine that just wants to sink others...let's say these sloops are not interested in PvP, no matter how big the bounty is...that's also unsatisfying for the brig then...

    True. But that already happens anyway. With a wanted/bounty-like system, there might be somebody who is willing to hunt you down when your ship appears on their map. Maybe the defeated crew will form an alliance with another crew.

    If you are beaten then perhaps someone has to turn in a piece of your ship (it will drop like treasure does) to claim the bounty. This would add another layer because if you didn't die you could steal it back (you can't claim it but you could try and escape with it). Or perhaps other players will now try and steal the bounty from another player if they know they have it etc

    The more I think about it the more complex it gets so Imma leave it there lol. Just seeing if there was another way to add layers to the PvP

  • If you want to encourage people attack you, get an Athena place it on your bowsprit, hoist Reaper Flag and sail around using the speaking trumpet and offer everybody to attack to get the booty :D

    I am sure this would encourage people to PvP :-)

  • @bugaboo-bill lol. I might try that technique tonight. Except instead of an Athena chest, it'll be a Castaway chest. On my sloop, default everything :D

  • I think that one big problem is for the game to objectively know who the "agressor" is.

    I've been harassed, chased and shot at numerous times while just minding my own business. I then was forced to sink my "assailant". But totally against my wishes. And purely out of self-defence.

    Why should I be marked?

  • @wildbloodoz sagte in Spice up PvP ship battles with this idea:

    @bugaboo-bill lol. I might try that technique tonight. Except instead of an Athena chest, it'll be a Castaway chest. On my sloop, default everything :D

    Use one of those "new" chests you can open...they shine more than all the other stuff, maybe this helps...

  • I think the biggest "problem"
    we, some, others? have is to not get exactly what the whole Design is about.

    1st of all i dont know if there are open sandbox PvP with full loot games on xbox.
    PC players, but for sure not all and also just a fraction may know UO, Darkfall, LoA or played on Conan Exile PvP servers, Ark or whatever.
    Rare did all right and - depending on personal taste - even better like these games, because of having no vertical progression and therefore a guaranteed gamemechanically even playing field.
    Sandbox PvP is and need not be perfectly balanced. Like zergs doing PvP or having the imbalanced of Galleon versus Sloop etc.
    It's all about the players to organize themself etc...
    And sandbox PvP is an open to everyone party.
    If you login to Adventure mode you agree to be exposed to PvP and to be able to attack others.
    No guarantee PvP will happen or PvP wont happen.
    Players can do a lot to avoid PvP if they dont want to.
    Needs some knowledge about the Map and all plus beeing cautios as hell and better be not alone.
    It's a Multiplayer game and a sandbox more or less, so this is all up to the player.
    I'd say you cannot 100% avoid PvP if you dont want, but if you organize yourself you can avoid PvP nearly up to 90%.
    Scuttle would be 100%, but i'm talking about a way without giving up your ship and loot.
    It highly depends on the players and their chosen ship, their knowledge about the Map and the gsme in general and for sure what they want to do etc...

    People who want to PvP in the Adventure mode have a much harder time and zero guarantee they will find other players to attack.
    That's also a significant fact about every other open sandbox PvP game.
    I was out to pk in other games for hours to find someone, searching the generous farm spots, for SoT this is Forts i'd say, and anyway didn't find someone to kill and rob or they were just too many to attack.
    You also need to think about this.
    In SoT a "Pirate" who set sail to plunder others only has absolutely no downsides other than that it's not guaranteed you find someone who has booty.

    Therefore we got the Arena.
    That's for sure not what sandbox pvpers want.
    Bit sandbox pvpers should know what it is about their playstyle.
    And it is not guaranteed PvP or loot.

    If Rare would incentivice it or change something about it, the whole thing about players would run out of balance imho.
    What you want more as a sandbox pvper who want to get loot from other players is PvE Spots like Forts that these players do and you then can compete over.
    Sandbox PvP is also to roam around, prepare ambushes, lay traps etc... and a good amount of time is lurking and no instant action.

  • @wildbloodoz I don't want an involuntary way of being tagged on the map for all to know.

    Why this is undesirable:

    1. I am a proficient pirate and sink my attackers that are hyper aggressive and now they can permanently track me down to keep harassing me. Btw. I tend to shoot first if I see a ship heading straight at my broadside at full speed to do a ram (horrible tactic in my opinion but common amongst those just out for blood).
    2. How do you determine I sink a ship by boarding it and ramming it into a shore line or they ram their ship into the shore and I board them and prevent them from repairing. I have done this myself before and isn't an uncommon practice. Or a barrel being released in front of a ship and it sails over it? Etc. Water is what makes ships sink not pirates.
    3. Payments in gold provide older pirates with a easier way to deal with the cost as we have tons of gold, while a new player has barely any... just spent it on cosmetics or they are trying to save up for something. There people like me that own almost everything or actually own everything and have 100s of thousands to spare and money has nearly no real value.

    For me this is a clear no.

  • @schwammlgott said in Spice up PvP ship battles with this idea:

    @wildbloodoz sagte in Spice up PvP ship battles with this idea:

    @bugaboo-bill lol. I might try that technique tonight. Except instead of an Athena chest, it'll be a Castaway chest. On my sloop, default everything :D

    Use one of those "new" chests you can open...they shine more than all the other stuff, maybe this helps...

    We ended up with about 10 of these (just found them here and there) and put them all at the end of the dock at Plunder Outpost. In no time ships were showing up and fighting over all the worthless "shiny stuff". We hid in the bushes and laughed...... maybe you had to be there.

  • There is no reason that every ship in the game should be able to see someone just because they played the game in one of the intended ways. However, it could be fun if they added notes on charts noting where and when one ship sank another, with a discription of the victors ship cosmetics. This would allow players to attempt to hunt down or avoid them without arbitrarily giving everyone radar 200 years early.

  • @bugaboo-bill Critique my adjusted idea please.

  • @wildbloodoz I love this creative idea! Don't have anything to add.

  • @Duke-of-Spire

    I like the base idea, but because of reasons @CotU42 mentioned about gold and oldtime sailors like us and new ones i'd like it if we just get something like a messageboard at Outposts what have the most fearsome pirate of the server on a wanted Poster.
    People know then there is someone on the Sea who is well known ad someone who has killed other players. To get on a wanted poster kill 10 players on that server. If someone killed 11 he will be on that poster until they logg off.
    When someone kills the most wanted Pirate, the counter reset and show the one who killed the most wanted Pirate.
    X Killed the most wanted Pirate Y on day ... at... 4 o'clock.
    Until nobody has 10 kills again this "reward" Poster will be in place until they logg out.

    I would like it as some sort of immersion feature.
    Nothing really gamechanging.
    But if you see a wanted or a reward poster at an outpost you at least know there are people out killing others or hunting others, because they killed at least 10 other players.
    Or 10 times the same player.

    Can be also exploited and such, but as long as it has only immersion meaning, i think that's fine.

  • @bugaboo-bill I'd rather it be tagged to sinks than kills. Kills would be so easy to farm. Sinks would be a little harder.

  • There's only 2 ways a bounty system works, and believe it or not, both are already in the game.

    1. Bounties against NPCs - a.k.a. The Order of Souls. They ask you to hunt skeletons for a reward. Maybe they could send us after cursed ships?

    2. Self-promotion - it's a sandbox game so do it yourself. After being attacked and/or sunk, get revenge by offering every other ship in the server a huge reward of hidden loot to whomever takes them down first. Watch and observe for confirmation as you take your righteous revenge, then pony up the dough.

  • @duke-of-spire sagte in Spice up PvP ship battles with this idea:

    @bugaboo-bill I'd rather it be tagged to sinks than kills. Kills would be so easy to farm. Sinks would be a little harder.

    Thought about this, but it's hard to say someone sunk by xy exactly.

    Sometimes they sunk because of getting a Meg or Kraken additionally or they sunk because they did a bad maneuver in PvP and it wasnt the other crew who sunk them, but had some luck and help of the environment.
    And it would be hard to track it accurately, but sure, if they can do this it would be better.

  • The only think that actually sinks ships is water. Everything else is just a cause of that.

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