Law in sea of thieves (ideas and thoughts of the Players bringing the hunt to the raiders of the sea)

  • I'm aware that these changes require a lot of work from the developers so I have reason to believe it will come from a later update than an immediate update. but even so I hope that this becomes a reality and further flush out the world of sea of thieves

    here in the land of Sea of Thieves where Pirates are labeled as heroes and riches favor the risk takers and ship raiders a distant (or not so distant) land has taken note of this lawless land where the most cutthroat and the most devious of pirates plague their merchant vessels and raid for riches and notoriety but due to the local populace this distant land cant send their personal fleet or even attempt immediate control. lets face it apparently these scoundrels who sail the seas are Welcomed and have free reign to do as they please with the merchants and peaceful sailors whom leave our distant land to envoy to other great and not so wild lands. Needles to say there is word of a secret place where only Pirate legends may reach, perhaps the source of why this land is as wild as it is...

    This will not stand and we have devised our plan in order to better tame these waters for our personal gain. we have sent Envoys to the various forts and outposts to establish our own "Guild" so to speak and speak to the locals to better seek the most devilish of men and women and clear the way for our fellow sailors to complete our missions. Our scouts have identified that The Order of Souls may be of use to us. Their crude (and slightly disturbing) research may lead to ways of catching a few of the pirates whom seem to vanish in a blink of an eye and in terms of finding men willing to do this work well I'm sure a good natured Pirate here or there would be good to hire lord knows there are plenty of Pirates in the sea and needless to say there may be a few diamonds in the shipwrecks who can be convinced that by capturing their fellows that they may become Pirate Legend themselves.

    We are the Conclave of Blades and this "Sea of Theives" will know law

    so the Conclave of Blades in my mind will essentially be the evil faction of the game (just look at their methods and intent) but will also serve as a way to add some law to the game that will be enforced by its player base with only minor interaction from the developers themselves this helps keep the community free, prevent the need to ban people from the game or any number of problems with the amount of "greifers" found In the game

    as a forethought the Grifers are not bad as a matter of fact they enhance the game and will help make this possible update even more interesting if it is implemented. this is just a way to lower the amount of greifers and give others a PvP centric guild without purposely killing and greifing players whom are just out to sail and explore.

    The Conclave is a bounty hunting system that includes a special item known as Soul Shackels (more on that in a moment) where based on your acts in sea of thieves you will accrue a bounty. these are primarily pvp related as the list of triggers will be listed below for review and updates. the general idea is as follows: attack a ship unprovoked? bounty, kill a player as he is turning in loot? bounty, turn in treasure from another crew's quest? bounty. (this will not include random chests and items found on random lands or any chest that are indeed yours) as these bounties rise the outposts may have some special gear as the people of the land see what the Conclave is doing as a fun way to see, joke, and laugh at who has been causing a lot of trouble. so Greifers keep Greifing there are positives to getting a bounty. and don't worry too much on losing your progress, your bounty carries from Server to Server. you are a wanted man, on all the seas

    those seeking to benefit from the Conclave are in luck as those bounties are your paydirt. the higher the bounty the better your pay and you can pick and choose whos name you wish to hunt. you may only hunt one person at a time and you will be given a pair of soul shackles to go for this person. be wary though other hunters may want the same prize and will also be identified on your bounty notice...

    speaking of the map/skull bounty/merchant shopping list, is the bounty notice (name pending) on it gives you description of the person. i.e. Full Beard, Black Dog Jacket and Bilge Rat peg leg (not remembering names atm) as well as the description of the ship they are on or currently with, i.e. Galleon with an Admiral's hull, Sovereign Sails and Seadog figurehead. if the character changes clothing or ship the notice changes with so even if your quarry tries to disguise themselves if you are diligent on your bounty you will be able to keep hunting. this gives no island location or even if they are on the island so finding requires travel and even if the ship is found you may still have to search the island.

    The hunted are also partially alerted. when a bounty hunter is in the area. within a certain range you will begin to hear whispers if a bounty hunter with your shackles is nearby (souls are rather noisy things especially when imbued to a chain) and as the hunter gets closer the sounds will increase until the shackles are applied. if Captured your Crew will be notified of your capture. it is up to them to save you and your bounty

    the Soul Shackles being the unique item is only available to those hunting and will be added to your inventory upon taking a bounty. this item will allow the player if they come within Melee range of their target (only their target) to capture them and this immediately teleports the bounty from their location to the Brig of whichever ship the hunter owns. I already see the problem with this and this is the trick of the soul shackles. if the player leaves after being shackled their Spirit stays in the brig, their soul still captured to the ship till either the ship sinks, the bounty is turned in, or the crew the soul belongs to save them if you leave and return to the game your soul finds you and tethers you back to the ship (i.e still in the same server still stuck in the brig) until one of the three requirements are met.

    Turning in the quest. one you have your bounty in your brig you must now take it to one of the outposts (you'll come to find the Conclave's attempt of a base at a fort didn't pan out) and rush to the building for the Conclave with your prisoner in the hold. giving you the bounty and sending the bounty to the jailhouse for 30 Sec to a minute (I forget how long that is as in game time) this also reduces their bounty to Zero and all available rewards for a high bounty are off the table until brought back up again. don't worry if you are hunted if you already bought the reward you still get to keep it and use it but you will have to start from square one if there is a bounty item that you still have yet to reach. Also a note to the hunted after your time in the brig is done you will be fined a cash amount (based on your bounty) but wont exceed 1000 or 2000 Gp this means your wrongdoings and money gain from your wrongdoings will only be set back a little and you can go back to your bounty raising mayhem later. also Yay no bounty, no one will be hunting you for a while

    Rewards from the Conclave will be of course a new looking shackle and their own cosmetics and will lvl up like any other guild though may or may not be required for the pirate legend status (most likely completely optional due to the special rule section) you will also get the satisfaction that you probably managed to grief the griefer for a good while as you go to turn in.

    Special Rules: you will not be able to start a bounty mission if you have a bounty. if you wish to begin bounty hunting you must clear your bounty first and this has no limit on the cash you must pay. your bounty is your price for your name to be cleared. you made the bounty you pay off the bounty so if you have a small one (you just happened to have a crewmember who caused some problems and you were affected) you can quickly pay it off and continue on when you come into port. if you have a huge bounty it will be hard to pay off and will set you back quite a lot of cash (its better to be captured than to self turn in if you have a high bounty)
    You will also be unable to hunt a bounty of a person in your crew. if you have a crewmate that has a bounty expect to see a bounty hunter and you may choose to defend your crewmate or suffer being out a crew member until he is turned in and takes a mermaid back.
    Finally you cannot go bounty hunting if a member of your Crew has a bounty that way there is no round about way to have a bounty and still hunt bounties bounty hunters can have the benefits of being a bounty hunter hand having a bounty. though you may start as a bounty hunter for the guild rewards then later gain a bounty to start trying to get bounty rewards.
    if you or your crew has a bounty a Bounty hunter attacking your ship cannot gain bounty as long as he is hunting a member of your crew and may attack your ship still if they have your crew on their ship.
    since the bounty hunt is a quest a ship with one bounty hunter is a crew of bounty hunters you must vote and agree for it and all of you will have shakles for the same target.
    these missions are timed but it is only by players. the hunt ends if someone turned in your quary or if your quary leaves the server. you do have a last minute chance however if they leave while you are close in that the soul will be left where is stands a line will be teathered (directing you to) the shackles for 1 to 5 minutes giving you a last ditch chance to make the capture
    if a bounty is accrued though attack the attacker gains the bounty and the two ships will now be in Deadlock. the bounty accruing ship will continue to gain bounties based on set rules and the defender is free of conviction (it is self defense) for 10 to 30 minutes of the last cannonball or bullet thrown (and hits) in combat. if you engage in a ship battle in progress you also gain a bounty as you could have steered clear before and both ships attacked will have defender from you.
    There will be one place where you cannot accrue a bounty and that is within Range of a Fort active or not the Conclave steers clear of all business handled there. so peaceful sailors stay away even more from the forts Greifers may be partying there.... or perhaps if you wish to settle a duel. within range means if you would hear the music of an active fort you are clear to do villainous things again this is whether the fort is active or not

    Ways to Accrue bounty: these are subject to change and are split between Crew wide and member specific these punish and change dependant on if it could have been prevented by the team or just one man.

    as a reference a small bounty is anywhere from 20 to 80 gold medium is 100 to 400 large is 600+ also subject to change.

    Deadlock is a state of combat described in special rules

    Attacking a ship unprovoked: Crew wide small (cant be stacked during deadlock, initiates deadlock)

    Sinking a ship that is now defending: Crew wide Medium to large (stacks with attacking a ship)

    Killing a crewmember (individual, small, stacks with deadlock)

    attacking a player unprovoked (individual, small to medium, does not stack with deadlock, initiates deadlock. for killing see killing a Crewmember above)

    Attacking a crewmember carrying a chest (Individual, medium to Large)

    turning in a chest that is from another players crew or quest (Crew, small to medium)

    Killing captured animals belonging to another crew (medium to large individual)

    Turning in an animal from another crew (Crew, small to large (still really not sure on this one)

    **ways to check your bounty: next to your gold you will have a bounty score visible from the escape menu as well as if you want to see how high your bounty is compared to other players the Conclave has a bounty board next to the building where you may see how much you are worth, other players in the server and others overall. if you are top of the overall standing you must be active at least once a month or possibly later, or your bounty may be forgotten due to inactivity

    Benefits of this System: Honestly the goal is to lower the amount of greifing or at least allow some pirate revenge upon greifers. it punishes greifers slightly by inconveniencing them a little but it doesn't deter them as you can still collect money faster through attacking other ships. players who are tired of greifers may now have an extra income by chasing after players but they must also spend their time to do so. it may be a slower pay rate but with a larger reward it may keep players interested in the hunt especially if it can be done quickly. because bounties mostly start when the cannonball flies and hits this also promotes players to talk to eachother and have a few more friendly interactions. a ship coming in from a distance could be friendly and willing to trade supplies. and also lead to a question as to whether the ship coming in is friend or foe making it so some ships will hesitate allowing attackers to get close

    The downside: this may come as a slight cost to the player count as some greifers may not like being hunted but it is fair to allow a more interactive experience. because of the nature of the quest this does mean that more bounty crews will be relegated to sloops but I do have hope to see Galleon hunters out in the seas as well. since this will likely to be optional players might not even take this route but who knows its worth giving a shot.

    Again this may take a while to implement and again this is subject for changes I would love some feedback and to hopefully have some developer interaction in hopes that we may be able to implement a proper bounty system to balance out the number of attacks across the sea and hopefully bring some player law into the game.

    Options brought up and by who:
    @SwankyAflag
    instead of Chains making noise they are silent (possible encounters of surprise or fake friendliness from hunters)

    Hunted players can check the bounty board for who is hunting them (added defence from hunters as well as balance to silent chains)

    Hunters can use bounty board for a Last seen location to an Island (gives starting point for hunters to look)

    Possible NPC Escort mission when no bounties are available (flavor to the guild in that they are sending Envoys and other things to different locations. as well as giving hunters a chance to continue building incase there is no possible targets at the time.)

    Currently discussing the idea of letting hunted join in bounties but with drawbacks

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  • @Daglarisk I think maybe instead of making it so you can't do bounty missions if someone in your crew has a bounty as that would make it impossible to que random and still be able to do a bounty mission, you should make it so you don't gain reputation for doing a Hunting mision while you have a bounty. Also on another note I feel you should remove the part about having a sound when hunters are nearby as that would make sneaking up on your pray impossible and I feel that would be the most fun part. I'd say instead, it should alow the person being hunted to check the bounty boards at outposts to see the usernames of those who are hunting them, this would make it so you can have fake friendly interactions with hunted players and then turn on them and turn them in. Also it should have a map showing where the person you're hunting is, however only at outposts so you're forced to check each out post in order to track your target. And as a final thing maybe you can add an extra type of mission for the guild where you have to go to an island and escort an NPC from one landmark on the islant to another, the NPC would have a health bar above their head and as you bring them across the island skeletons would spawn and try to take out the easy prey. This would add a fun escort mission and allow a way to raise your reputation even when nobody on your server has a bounty.

  • @swankyaflag I like a couple of the ideas and I will ad an options section to the thread for feedbacks pertaining to them, personally I have issues with the noise from shackles and the map tracking

    the reason for the noise is that if for whatever reason the hunted is on an island and his crew haven't noticed the hunter's ship it grants the hunted a chance to at the very least run instead of "I'm collecting a chest and I'm on my way back to the shi- Wait where the hell am I? oh god d****t" a slight warning however small may be appreciated. but I do see the appeal for the hunter to do a surprise or pretend friendlies the problem is if someone is already going for a bounty or has already resigned themselves to the idea of hunting players most of the time you will probably never make the friendlies long enough.

    The map however to clarify if its at the outpost only as to where your target is then I'm perfectly fine with that, but sea of thieves is despite sometimes feeling small a pretty vast game. by the time you reach most islands your target will have already left its a good starting point and I like it, but if the map is at hand all the time I feel like that would give too many advantages to the hunter ship description an first location from an outpost are already really good clues.

    finally I would like to do a brief touch up on the allowing hunted to be hunters. I personally feel like just not being able to gain reputation is not enough. maybe cant gain gold either but then we just sit in the same stew. that player cant gain anything therefore wont vote for it I personally wouldn't mind them partaking in the hunt but I don't see them ever going for one unless they get money and I don't see the point in rewarding a high bounty player that is greifing others, by letting them make gains from a system meant to punish it (the Risk reward balance as it were. do you have any ideas around this?

  • first of all, yes I did mean for the maps to only be at outposts, this gives you a sort of chase feeling, you know where they are, however not where they will be once you get there. It makes it so you have to stop at certain points in order to find out where your enemy is, and so that you can try to guess where they're going in order to cut them off.

    for the sake of allowing the hunted to know when they're in danger what if it added an item to the wheel whenever a hunt for you started. the item would be called the soul chimes.the purpose of the item would be that while holding it it would make noises, the louder the noises the closer the enemies are to you, this has the same effect as the sound you suggested however if the hunted forgets to check their chimes they can be snuck up on.

  • @swankyaflag I like the idea of the chimes but the question now will be how would you obtain them. the Shackles are from the bounty hunters so how would the hunted get the chimes? sea of thieves has been pretty good on if you have it its likely you got it from somewhere. even the random quests you initially had to start at a guild. I mean it could be just added to the game for everyone but I think some explanation would be needed

  • @Daglarisk
    wow... keep scrolling scrolling scrolling come on keep scrolling scrolling scrolling...

    How about
    https://www.seaofthieves.com/forum/topic/51749/4th-faction-pvp-quests-aka-cops-vs-outlaws

  • You should help Trump build his WALL.

  • @genereder I gave it a read over and I like the initial idea I see some of the same ideas and points that I had placed in my own posts as well in it, but I see a few problems.

    1. lore wise how would this fit in the game? P**f now we are soldiers? most factions quest have a Direct Goal; hunt this skeleton so we can mine it for history, go to this island and follow riddles to find treasure, collect these good and deliver them to a specific outpost. this army's quest? kill any pirate and rack up Call of Duty style and watch as gold randomly appears on the ship? which leads into

    2. the object of my thread is to reduce the random cutthroat style where literally if you see a ship and don't want to fight your only option is to run before they see you. a random army hunting every pirate only increases this and make the game less enjoyable not to mention if I have read it right

    3. by looking at your thread you seem to have an idea more in place for a separate server. and while I'm not opposed to the idea of a separate server system I'm focusing on what could possibly be added to the current sea of thieves if private servers never occur.

    All in all I think the problem is the lack of overall information. further detail is required before I can honestly agree with what exactly you are attempting to put out.

    p.s. I apologize if my initial post was lengthy and if you found yourself scrolling through it randomly then that may explain why your link appeared in this thread i am merely trying to give as much information as i can muster in order to have a fully planned out system. and i am asking for assistance in making it better. i ask that readers have patience in reading though to give constructive criticism and to perhaps iron out anything that may have been overlooked. thank you very much however for at least giving your imput

  • @daglarisk
    I like u :)

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