A cool idea for emergent captains would be what I call skeleton encampments, the skeletons have a fire to sit around, and a tent full of 1-5 pieces of assorted loot. when you first find them they chatter around the fire waiting for you to strike, when you do the captain summons the rest of his crew of about 10-20 normal skeletons, when defeated, the captain will drop his orders and skull, and maybe in the tent there could be a journal or bounty to find the rest of his crew, his lives will not change. just an idea for a more adventurous feel, especially if your just exploring. better than them just dully wandering
fixing emergent captains with skeleton encampments.
Not a bad idea at all. I think a villainous skill and no more than 3 pieces of other loot sounds about right though; normal emergent skeletons are so easy to defeat.
I also wonder if it wouldn't be nice for skeleton's orders to drop a wider range of quests. I do enjoy solving riddles, but I like variety too. Certainly it makes sense to me in lore terms to get an x-marks-the-spot on occasion, or bounty/ghost ship maps to represent going through their pockets and discovering where their mates are. I'm less certain it makes sense with Merchant Alliance missions, but hey ho.
I genuinely miss being able to get treasure maps and riddles that point to the island you're already on from dropped Skeleton Captains' Orders. I understand why they changed it, but if we're given a slightly longer "boss fight" I don't see why we can't have a map pointing to a few loot pieces already on the island.
@blam320 I mean we do still get riddle maps indicating the island they're on (had one today), but I believe riddle maps can only send you to large islands. So yeah, if you kill an emergent captain on a small island, it will have to be a different island for as long as they're limited to riddle maps :/
