The Grand Maritime Union is slowly making its way into the Sea of Thieves. Here's my idea of how it could work. I can already tell you won't read all this.
GENERAL IDEA
My idea is that we have a Lords of the Sea - style world event, where the GMU have taken over a group of islands, calling it "The Isles of Trade" or something. It's up to the players to destroy the stone buildings and fight the GMU representatives as mini - bosses. There will be a final boss, then a bunch of treasure. The islands return to normal after 30 - 45 minutes.
PHASE ONE
Players go to a blue ship - cloud in the sky to start the event. Also, there will be a blue circle around the "Isles of Trade" area on the map. It can be in seven locations:
1 - Smuggler's Bay, Sailor's Bounty, Keel Haul Fort, Salty Sands and Boulder Cay.
2 - Old Faithful Isle, Marauder's Arch, Shark Fin Camp, Black Sand Atoll and Scurvy Isley.
3 - Thieves Haven, Devil's Ridge, Mutineer Rock, The Crow's Nest Fortress and Cutlass Cay.
4 - Shark Bait Cove, Discovery Ridge, Old Salts Atoll, Lost Gold Fort and Lookout Point.
5 - Mermaid's Hideaway, Wanderer's Refuge, Sea Dog's Rest, Lagoon of Whispers and Sailor's Knot Stronghold.
6 - Kraken's Fall, The Sunken Grove, Shark Tooth Key, Skull Keep and Shiver Retreat.
7 - Flintlock Peninsula, Ruby's Fall, Cursewater Shores, Scorched Pass and Molten Sands Fortress. More on this later.
Each area has a primary island, where most the action is. Smuggler's bay, Old faithful, Thieves haven, Shark bait cove, Mermaid's hideaway, Kraken's fall and Molten Sands, to their respective areas. All the large islands have full Tortuga - style towns (10, or 25 for a primary island) built on them, and the small islands have only one building on them. Forts have three, except for Molten Sands, which has 25 like all the other main islands.
The islands have force fields around them. Can't go in, can't shoot them. There are many GMU galleons circling them, but to progress further, it is required to sink 3 GMU Man 'o' Wars, acting as a nerfed Flying Dutchman without the anchor attack. All ships can be boarded or rammed, and there are supplies, ammo and enemies (act like skellies) that attack you. Each Man 'o' War drops one stronghold chest, three villainous bounty skulls and two crates of precious gemstones. The forcefield disappears once the ships are sunk.
PHASE TWO
The islands can now be attacked! The forcefield disappears all islands other than the primary one. The goal is to cannon over and fight a GMU general guarding each building. They work like a skeleton captain, but they can also bring forth more GMU representatives (the same ones that were on the ships). Each general drops a gold hoarder trinket. After a general is defeated, the building opens and a lever can be pulled to send it into a "Vulnerable" state. Two cannonballs will destroy the building, and once all buildings on an island have been destroyed, a storage crate spawns. Destroying everything on all islands will initiate the final phase.
PHASE THREE
The forcefield dissipates around the primary island! Every three buildings is guarded by a general, acting the same as before. The 21 ordinary buildings all have levers in them, too. Here's the difference - there is a dock building on the primary island that must be destroyed before any of the generals spawn. It is guarded by a "Placeholder name, I can't think of one", which has the health of just under a skeleton lord. It is bound to a cannon rowie, which fires cursed cannonballs. It uses an eye of reach (50 damage) and a pistol (20 damage). Once it dies, the generals spawn. Once all the levers have been pulled, two more buildings become accessible, each guarded by - take a guess - more generals. Both drop an item which is required to open the final room. The final room has a Grand Maritime Union Commander, with the health of an ashen lord. It has a cutlass (15 damage, 50 for a lunge), blunderbuss (skele lord strength) and pistol (40 damage). It can also summon GMU representatives, and a general too. Finally, it can activate swinging log, fire and spike traps. Once it is defeated, a lever spawns. Once it's pulled, it blows up every single building on the island, and the event ends. A vault also opens beneath the main room.
LOOT
If the area was in the Devil's Roar, all loot becomes ashen, if it can. This is the loot gained:
- 2 Athena chests
- 6 stronghold chests
- 5 stronghold skulls
- 4 crates of ancient bone dust
- 8 ruby mermaid gems
- 8 villainous bounty skulls
- 8 captain's chests
- 4 crates of exquisite spices
- 10 gold hoarder trinkets
- 6 chests of the damned
- 6 skulls of the damned
- 4 ashes of the damned
- 4 stronghold kegs
- 2 Athena kegs
- 2 ashen winds skulls
- 1 cursed chest
WHY IT WON'T WORK
Servers. It's obvious.
CONCLUSION
Well, I'm off. See ya.