I believe the concept of Reaper's Bones is a faction dedicated to causing chaos within the Trading companies as they dislike how it takes away from piracy. You wouldn't know that from how the Reapers currently work in the game. The most efficient way to level up or gain money as a Reaper as of right now is to do world events to gain loot that is NOT stolen, quickly get to grade 5 from it, then sell to reapers and carry on. This does not fall in line with the ideology of the faction.
I understand that if Reapers is purely a PvP faction, it would be locking this part of the game away from certain playstyles that tend to avoid PvP, however I do think PvP, or at least fighting against the factions, should still remain the core principle of the faction regardless. So heres a few ways I thought of to change reapers into a move fighting-oriented faction, not all of these ideas need to be added, you may like some and dislike others, feel free to comment on your thoughts.
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Stolen Loot/Personal loot:
If a Reaper finds loot on an island and sells it to reapers, they did not aid in disrupting the Trading Companies, as such I think Loot that is NOT Stolen should be sold at a lower value, similar to Alliance selling, at a 50% reduction for Gold/Rep/Emissary Grade value. This would mean that it takes them longer to reach grade 5 purely from doing world events, and when they do sell these world event pieces, they are not worth nearly as much. If you're wondering if the game will be able to tell what is/isn't stolen, they can, as they already have systems such as commendations that require specifically stolen loot, and the fact that you wont receive emissary grade for items you've already touched. -
Reapers Bones Voyages:
If we're going to flesh out Reapers to be a faction that players can represent to do both PvP and PvE, while still keeping inline with the factions ideology, then I think new voyage types would be a good way to do it. Heres an example of a voyage; ''Head to Smugglers bay to interrupt a trade deal between Merchant Alliance Representatives''. Once arriving at Smugglers bay, you will notice an AI ship parked inside of the bay. If you park your ship too close or attack it with cannonfire, it will fight back and attempt to sink you. If you are able to sink it then you will be able to claim a small amount of loot, but your voyage will stop there abruptly. Park your ship on the outskirts of the island and sneak onto the island and go near the boat. Once on the beach nearest to the boat, you will be able to follow footprints in the sand leading to some AI Merchant characters, talking to each other in front of two piles of loot. Similarly to some talltales, you can stay back and listen on their conversation to learn information that may be useful towards the end of your voyage. Once you get close enough, they will realise you are there and try and fend you off, once defeating them you will be able to take their treasure. After defeating them, the Merchant ship will sail away. The last Merchant you defeat will drop a note detailing the next rendezvous point. You can head there and do basically the same thing, listening in again to find information. On the third Island, the Merchant ship will no longer flee, but instead fight back, once sunk you will be able to claim a large amount of loot it was holding. in this loot pile you will find Merchant Loot, as well as a Merchant Alliance Flag (Grade 1-5 depending on your Reaper Level as well as some rng). You will also discover a note with the final clue that can be used alongside the information you discovered listening to the AI, you will be able to sail to a different island to find the last set of loot, which also features a treasure item unique to the voyage, similarly to a Chest of Ancient Tributes. This last set of loot will be optional, similarly to how you are not required to find the Captains Key in a Merchant Alliance Manifest Voyage, or how you could choose to sell the Vault Key in a Gold Hoarder Vault Voyage. If you did not get all of the clues during the voyage, you won't be getting that last set of loot, so be careful.
I'd imagine similar voyages could be created themed around the Gold Hoarders, Order of Soul, and maybe even Athena's Fortune (accessible only to Level 10 Athena Fortune players). Each of these voyages would only be playable by Reapers Bones Emissaries, If you lower your Emissary while on a voyage, the voyage immediately ends. When it comes to the value of these voyages, I would consider them to be of the same strength as Merchant Alliance Manifest Voyages, or Gold Hoarder Vault voyages. They are lengthy voyages with unique aspects, that dwarf the standard voyage types such as regular Gold Hoarder Treasure Digging, Order of Souls Bounty Hunting, or Merchant Alliance Cargo delivering.
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Marked Loot:
Loot that is Stolen by a Reapers Bones Emissary and placed on their ship will be converted into a Marked Variant of the loot type, Visually it will look the same but have some Red Spray Paint on it, maybe with the initials RB on the side, and the Reapers Bones Logo on top. This helps the player figure out which loot they have is Considered stolen, and which isn't. If an enemy player is able to recover their loot that a Reaper has Marked, it will still be sellable, but only at either 50% or 75% of the value it normally has. To re-emphasise, you have to place the loot on your ship in order to mark it, you can't just troll an enemy by sneaking aboard and touching all their loot and marking it. Potentially you may only mark loot once the player that it it belonged to has had their ship sunk. This would mean that you can't just quickly ruin their Chest of Legends after getting it on your boat and then they immediately take it back. If they are able to defeat you, their loot remains pure. Loot accquired during Reapers Bones voyages would not receive a Mark, but would sell at regular value, not the reduced value for Non-stolen loot. When it comes to if the game is able to change loot values, they can, certain existing loot items have different stages they can convert to, such as Rum bottles, Crates of Plants, and Crates of Cloth, each different stage changing the value and texture/model of the loot item. Likewise, Ashen Trinkets such as Roaring Goblet, Brimstone Casket and Magma Grails that are acquired during Ashen Wind events are worth more then their regular counterpart, while looking the exact same with the same name, the game IS able to decipher which is which. -
Outpost Infamousy:
I believe if you are a Reaper's Bones Emissary, the outposts should want nothing to do you with you. You're entire existence is to cause chaos against these people, meanwhile you can be a grade 5 Reaper, wearing Reapers Bones Costume, and the Merchant Rep will still say ''Hello my Lovely!''. I think if the Outposts turn your back on you when you become a reaper, the world will feel much more alive, as the people in it seem to have actual personality instead of just being empty husks there to provide you a service. As a Reaper's Emissary, you won't be able to buy voyages or sell treasure anywhere on the outposts, including the clothing, guns, equipment and shipwright. The only one who still will being Larinna or any other Bilge Rat Representative that she may or or may not be replaced by. I wouldn't imagine Larinna would care who you are. You may also not go down to the Pirate Legend Hideout. Alongside this, Outposts currently are completely defenceless, the only one with a gun seems to be the weapon smith, other than that, any firepower from either Ship or Pirate would completely overwhelm any outpost the Reapers attempt to invade. As such i think it would be cool if Outposts had Cannons, similar to the Reapers Hideout, that can be used. These Cannons could either be banned by AI with the same quality of aim as Skeleton Forts, or maybe also have a few cannons that a player may be able to use. These AI controlled Cannons would Fire on any Reapers Emissary or Reapers Mark ship that comes within a close range similar to a Skeleton Fort. Maybe even some AI controlled guards that cannot be killed (maybe you can stun them after a certain amount of damage just to make them not totally overpowered) that will attack enemy Reapers that step foot on the outpost. In a similar way, the Reapers Hideout would have AI Controlled Cannons that Fire on any Emissary Ship that is not a Reaper, as well as some AI controlled Reapers that fight any Emissary Players that are not Reapers. When it comes to the Reapers Emissary vote table on the outpost, these tables would be moved slightly to make them look more Hidden and out of the way, so it makes it feel more like you are doing it in secret behind the backs of the outpost. When you initially Raise Reapers Emissary at an outpost, the AI on the outpost wont immediately start attacking you, as that would be pretty unfair. I would imagine the traders would still ignore you, but you won't be attacked by the AI unless you provoke them.
Please comment below any thoughts you have on the ideas as well as changes that you can think of.
I also wrote a thread about Hunters Call Voyages and World events, as well as a world event for the Merchant Alliance. I know the concept for a Merchant Alliance Fleet is not completely original, but please feel free to read my specific concept for them. https://www.seaofthieves.com/community/forums/topic/128169/aquatic-update-hunters-call-voyages-merchant-alliance-world-event-and-hunters-call-world-events/1
Thanks for Reading!
