Housing inspired by Fallout 76

  • I actually do like FO76, but I'm not here to advocate for or against. Let me take you on a hypothetical adventure of creation and self-expression.

    You've amassed a few barrel's worth of wood and the newly implemented fittings that are found in the world or by scrapping animal crates. All those extra barrels for show on your ship are now extra storage bins.

    You've found an island that you really like and engage a "Creation menu" by planting an enchanted skull (80 rep with OoS) that designates a build area. But beware- you can still be murdered at any time.

    Collect the required wood and fittings per piece, and build a small (budget-friendly) fort, and store your achievements there. The enchanted skull will spawn friendly skellies similar to a "skullfort-like" wave system, and they'll even man the cannon(s) you've added (intensity based on skull "value" read on).

    Last, but not least, enemy pirates may destroy your fort when you're not around (or are around) and will be able to collect a portion of the resources used. Achievement trophies will just despawn in the clutter, and the enchanted skull can be turned in for rep and gold or it can also despawn (economy balance). Spawning or teleporting to fort can't be possible for balance and camping.

    The benefits, however, are time-based. The enchanted skull keeps a tab of how long it sits in the fort and will grow brighter the longer it's there. Any player (and the original owner) can collect it at any time (setting the fort to despawn shortly after) to turn in for an amount of rep and gold according to how "full" it is. Ideally, the rate at which it grows would be exponential- a slow gradual increase, but it's not worth buying and turning in early because it won't replace it's value until some time passes.

    Boom! Sea of Thieves with temporary (lucrative) housing! Totally not FO76 housing :) #BeCreativePirates

  • 7
    Publications
    7.0k
    Vues
  • That's not how skeletons work. They are run by the remnants of minds going off of instinct to follow their superior's last given order. Also, what if your riddle clue, skeleton crew or X on the map is on top of someone's fort? I would love to be able to build my own custom island or ship with my own skeletons, but this won't really work.

  • How is this going to work when you get merged to a different server that may or may not have a house already built on this spot? Is your house visible to all pirates on all servers, or just the one you are playing on? What happens if someone joins a server and a house materializes on top of you or on top of some vital quest location (X spot, skeleton spawns, Tall Tale, etc...)? If you're not logged in, which server is your house shown on for other pirates to raid? If its on all servers, how do you solve the problem of multiple pirates raiding different instances of the same house? If your house is on a specific server, and we are unable to choose servers when logging in, how do we ever get back to it?

    There simply isn't enough real estate to make this work, and the servers all being instances kind of ruins the possibility of having this implemented at all. The solution would be to then move all housing to a separate instance that you'd have to load into from somewhere in the current. I don't think this would be used that much, since most of the action is going to be on the main map.

  • I think you are on to several good ideas here. Unfortunately, destruction isn't really a mechanic of the game. Also, a others have stated, "building" anything isn't really an option, since this is a session based game.

    I like the idea of an item that grows more valuable. Something you can "feed".

    I also like the trophy idea. Something that can be displayed to show your story to others. I'm not sure how that could work, though, as nobody is the "captain" of any ship. All crew members are equal.

  • @ultmateragnarok You bring up a great point; I would imagine if "housing" options were to be implemented, it would have to be balanced with the rest of the world- it would require an overhaul (similar to a dlc that changes the way static environments are affected by nature). You couldn't implement any housing system without considering a multitude of areas it intersects with. (For instance, if they added one more bullet to your magazine, it would affect more than just your damage per second. It would require an in-depth look at how much food heals per bite; how fast you reload, how much damage each bullet actually does- every change requires looking at related areas that might be impacted.)

    I'm just providing suggestions, not a published design docket. Let's build on the idea; most ideas go through many iterations, not just simply shut down without giving it considerable thought.

    A good exercise would be to brainstorm that "riddle clue/X" issue and see what solutions might arise. Off the top of my head, I'd simply suggest the have pre-established areas on each island where a personal fort could be.

    Thanks for checking it out, though! #BeMoreCreativePirate

  • @d3adst1ck Excellent points! Similar to how resources are lost when your ship sinks, or a multitude of other reasons, your "fort" would break down. Unless something came to occupy its space, maybe it would break down into a small pile of resources similar to a sunk ship's treasure floating in it's aftermath. That would in turn dematerialize after a period of time.

    If you hop servers, your house dematerializes similar to your ship's contents not following you. The log in issue is a matter of the devs simply not allowing houses to be built where they've already designated spawn points; or they could adjust spawn points.

    The idea behind these houses is "temporary, lucrative, and creative outlets." If you change servers, is a skullfort still active on that same spot?

    There are only 6 crews allowed per server, and I would imagine the houses would be tied to each crew.

    As I've stated to someone else, it couldn't just be stamped on top of the game- it would have to be an overhaul where the devs modified the world to accommodate it.

    Let's brainstorm some solutions! And thanks for checking it out!
    #BeMoreCreativePirates

  • @rowdy-reid Ah yes, a natural pickle to "ye olde game design" argument: before they make it, nothing is a mechanic of the game. But seriously, they don't have to "destroy" it so much as make it full of holes, and thus, functionally destroyed.

    The session-based argument is never really an issue in my design because when you move your session, the fort is gone. It's not meant to be a permanent structure. It's merely a conduit for you and your crew to show off some achievements and earn some doubloons passively while you play- or have it plundered and stolen from you because you didn't check on it.

    I don't think I mentioned a "Captain" per se, at least not in any meaningful way. But, since I'm a designer, just saying it won't work doesn't deter me from looking for a solution. If player priority became an issue, I'd simply suggest that the player who spawned the ship and invited the other players would have priority.

    Thank you for the feedback, and I'm looking forward to constructive suggestions to mold this into a workable idea!
    #BeMoreCreativePirates

7
Publications
7.0k
Vues
1 sur 7