Wealth‑Scaled Salvage System - Increase the Amount of Gold Destroyed In-Game

  • Sea of Thieves currently removes gold from the economy only through cosmetics, supplies, and ship purchases - none of which scale with player wealth. As a result, long‑term players accumulate vast amounts of gold with no meaningful sinks, leading to ultra‑rich pirates and a devalued currency. To address this, the game needs natural, repeatable, and immersive ways for gold to leave the economy. A salvage system tied to ship value provides a gold sink that scales automatically with player wealth while leaving new players untouched.

    ⚓ Proposal: Wealth‑Scaled Ship Salvage System
    Introduce a salvage mechanic that allows crews to recover their sunken ship at a cost proportional to the ship’s total value. This creates a progressive gold sink that grows with cosmetic investment and player experience.

    ⚓ Ship Salvage Options
    After sinking, the Captain choose how to respawn:
    a. Free Respawn at a random island | Default ship | Default supplies | No cost
    b. Salvage to at random island | Cosmetic damage | Default supplies | Lowest salvage cost
    b. Salvage to Nearest Seapost | Cosmetic damage | 50% of supplies recovered (no cursed items) | Low salvage cost
    c. Salvage to K9 Sea Dog's Tavern or Reaper’s Hideout | Cosmetic damage | Default supplies | Requires Legendary or Reaper's Level 100 for Reaper’s Hideout | Higher salvage cost
    d. Salvage to Nearest Outpost | Cosmetic damage | Default supplies | Convenient resupply location | Highest salvage cost

    ⚓ Salvage Cost Formula
    When a ship sinks, the captain may choose to salvage it rather than accept the free respawn.
    Salvaging restores the ship’s cosmetics, trinkets, and identity at a cost that scales with its total value.
    Salvaging does not restore damage.

    The salvage cost is calculated from:

    • 80% of the base ship value (sloop, brigantine, galleon)
    • 50% of the value of applied cosmetics (hull, sails, wheel, cannons, capstan, figurehead, etc.)
    • 5% of the value of placed trinkets and cabin decorations

    Respawn location premiums:

    • 10,000 — Island
    • 20,000 — Seapost
    • 50,000 — K9 or Reaper’s Hideout
    • 100,000 — Outpost

    This creates a progressive, wealth‑scaled gold sink: the more valuable the ship loadout, the more expensive it is to recover.

    ⚓ Ship Status After Sinking
    If a crew does not pay for salvage:

    • The ship remains sunken and cannot be sailed until salvaged (via a Shipwright or the Captained Ships menu).
    • All cosmetics applied to that ship become locked to the sunken vessel.
    • These cosmetics cannot be applied to another ship until the original ship is salvaged.

    The free respawn option still exists, but without access to the captained ship.
    This preserves the current gameplay loop for new players while giving veteran captains meaningful economic decisions.
    Low gold players can salvage their sunk captained ship by accumulating gold sailing a chartered ship.

    ⚓ Salvage Experience & World Interaction
    Until the captain salvages the ship, the crew respawns on the nearest island with a rowboat.
    They may row back into the action or mermaid to their ship when it is available.
    Salvaged ships rise from the water near the Shipwright or Seapost, not docked.
    Sails are raised and the ship is anchored.
    A horn sounds in the area to signal that a salvage is occurring, giving nearby crews time to clear out, make friends, or contest the recovery.

    ⚓ Impact
    Creates a repeatable, meaningful gold sink that scales with player wealth.
    Adds strategic decision‑making after sinking, especially in PvP or emissary play.
    Makes ship loss matter in new ways without punishing new players.
    High‑level players naturally burn gold during PvP‑heavy sessions.
    Cosmetic inflation becomes self‑balancing as salvage costs rise with cosmetic value.

    ⚓ Lore‑Friendly Justification
    Shipwrights charge more to recover and restore ships built with rare materials, ornate decorations, and premium craftsmanship.
    A fancy ship costs more to salvage.

    This system functions similarly to insurance in Elite Dangerous: The more valuable your ship loadout, the more expensive it is to recover.

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  • another perk for Captain ships players will complain isn’t allowed in SS. Yet have it :)

    Actually I like this idea. Good gold sink.

  • I actually really like this concept, it’s both immersive and a solid gold sink. I have one issue with the feasibility of the idea I might have missed.

    What’s stopping players from just closing out of the session and restarting the boat to get it back with the bare minimum supplies? Is it destroyed outside of the server as well?

  • Interesting, but I have a couple of issues.

    Possibility to fast travel to Reaper's Hideout. E.g. you're in The Roar and you can just scuttle and pay some gold and you can beat the Burning Blade that's making a bee-line to the Hideout.

    Duplication of supplies and less downside in losing a battle;
    If you sink, the spoils (loot and supplies) go to the victor (or the bottom of the sea). If you get sunk while having a nice amount of supplies on board, you should not have the ability to use those supplies in your second or third attempt just because you spend some gold.

  • If you want to players to stop using trinkets and ship customization, this is a good way to do it.

  • Personally, I’m against this idea, for several reasons:

    • It’s incredibly complicated to understand, because don’t forget that the developers are thinking primarily – and above all – of casual players.
    • There is a risk of abuse, as mentioned in a post here.
    • The current economic problem stems primarily from the lack of cosmetics in the outposts versus the ever-increasing cost of loot, which inevitably leads to an imbalance.
      When the game was released, loot was worth much less – the price was quite close to that in Safers Seas at launch (30% of the current price).

    I’m a multi-millionaire in this game, I have over 350 million gold, and having bought all the cosmetics I’ve unlocked (I don’t have many left), I understand the issue very well.

    In fact, I think we absolutely need to review the entire current economy before changing or adding anything.
    As I mentioned earlier, when Captaincy was first released, there were already ways to ‘squander’ your gold: repairing your ship, buying voyages, buying trinkets and other cosmetic items… Except that, as it happens, the developers removed these options (buying voyages, for example) as soon as Season 11 was released, a season that further exacerbated the economic issues with numerous treasures worth at least 1,000 gold coins.

    I think the developers would make very poor economists LOL.

    As for the captaincy trinkets, not only have very few been added in recent updates, but their prices and requirements have also been changed...
    And as for cosmetics other than trinkets, well, we haven’t had any for several seasons now.
    The developers prefer to handle Captaincy cosmetics through the Emporium, but as for the game’s internal economy, it’s a complete void...

    I’ll add a point that may well be unpopular, and rightly so, but given the current issues, I could well see a total reset of all players’ gold + a significant number of new cosmetics – at varying prices – available to purchase at the outposts.
    But I don’t believe it will happen, and so the economic problem will drag on for years to come...

  • I think buying shipcosmetics per shiptype would help more (at least for those that use multiple types).

    Increasing the price of emissary flags significantly (20k to buy one that gives you that much bonus is ridiculous) and they should be bought per Season.

  • Personally, i find the Idea terrible.
    I am a Casual after Work Player that mostly is forced to either join Randoms or Solo Sloop, and with that its quite easy to get Sunk.
    It is hard enough to get anything done that way already, and i should not have the Fear of loosing my Ship, a Ship of Legends, for good just because of being defeated by a bigger Crew.
    More Valuable would be the addition of more pricey in Game cosmetics n Captaincy stuff bought by Gold, Not ancient coins.

  • I think the idea's neat, but I'm just not sure how or why you'd value a ship as more expensive, purely due to the trinkets and such the player displays.

    That would make more sense if the equipped trinkets and etc actually had some sort of impact on your gameplay, but they don't. So why charge more for it?

  • Eh. There's ways to introduce more gold sinks for convenience based things without introducing penalties.

  • I'm glad some other people said it first because on the one hand this is a genuinely well thought out idea and well written post, and is so much more of a constructive contribution to this forum than a lot of the other posts on here (including my own), so I really don't want to dump on it. But also, as others have said above I don't like this idea at all and it would probably put me off the game, maybe permanently.

    Pros:
    I definitely think you've raised an important point about the need for a wealth scaled gold sink, and just because I'm firmly against the specifics of your proposed solution, I still really hope this point doesn't get lost in the noise, and the devs take note and look into ideas to fix this.

    Cons:
    Part of what makes this game so easy and fun to keep playing, is how non-punishing sinking is. You get sunk, you're immediately back on your ship and ready to get going again. Some of the most fun I've had playing this game is in doing things that I know full well will get me sunk. I will regularly pick fights I know I'm going to lose. I'll load my ship up with kegs and ram a galleon. I'll pick a fight with a Burning Blade that's sunk me twice already. Not to mention my tradition of ending a session by setting my boat on fire and watching it sail off into the sunset, or diving to an hourglass fight just to pass on my resources. If I've understood your idea correctly, it would discourage this kind of reckless nonsense and encourage everyone to be a bit more cautious and less willing to pick fights or engage with other ships at all. I don't think that's a good thing, and I don't think it's what the team wants for their game.

    Idea:
    Honestly I think a possible solution would be to just allow pirates to buy some kind of very simple, graded cosmetic for their ship, which gets exponentially more expensive. Even something as simple as just a stripe on the hull of your ship. First stripe costs 500, 000, second costs 5 million, third costs 20 million etc. (just an example. I would leave it up to the devs to choose the actual prices)

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