A Player Sea Forts Suggestion

  • Sea Forts are great potential player bases. Treasure rooms, beds, grog barrels, ammo boxes, armoury cabinets, cannons, a map wall, cooking stoves and storage barrels are all in place.

    To accommodate this I suggest that an Occupy Sea Fort vote table be added to the treasury of each fort and a flagpole added above the Strongroom. Once the Sea Fort Captain is slain and the treasury opened a crew can vote to occupy the fort.

    While the fort is occupied:

    • A Sea Fort flag appears above the Strongroom indicating the occupation. This reflects the Sea Fort level in the same way that Emissary Flags reflect Ship Emissary level.
    • The occupying crew's ship will always respawn at the fort as long as there are no hostile vessels nearby.
    • Any allied ships without their own fort will respawn at the fort if there are no hostile vessels nearby.
    • The occupying crew (and their allies) can stow treasure in the treasury, increasing the fort level.
    • Any treasure placed in the treasury cannot despawn.
    • The fort cannot become active.
    • The fort can't be the target of a raid voyage.

    The occupation can be ended one of two ways.

    • The occupying crew can vote to take down the flag from the table in the treasury room at which point the fort becomes unoccupied and an intact fort flag is spawned above the Strongroom.
    • If there are no occupying crew inside the fort any non-occupying pirate can end the occupation interacting with the Fort Flagpole, at which point they gain the broken fort flag.

    An intact fort flag (the result of a crew voluntarily abandoning the fort) should be worth twice that of a broken flag.

    This should create an environment where player forts are desirable as a bases of operation/respawn points and encourage players to stick to a server despite setbacks while making them necessary to defend.

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  • And what happens if 2 servers merge?
    What happens if both merging servers have the same sea fort occupied?
    What happens if the servers merge an owned sea fort into a server with an active Raid?

    The fort cannot become active.

    So, if every fort on a server is claimed, then there's no active forts & no chances of raids? Nah.

    Any treasure placed in the treasury cannot despawn.

    Which means alliances working together could gather enough treasure to lag server clusters, if not outright crash them.


    Owned property, like forts or islands, don't work in SoT, where server merges are common.
    Not unless they are something like pre-launch guild halls/owned forts that you can load into before loading onto a server.

  • And what happens if 2 servers merge?

    I imagine that there's a function in the programming somewhere which checks if two servers can merge. Just make sure that when merging servers the candidates for the merge don't both have the same sea fort occupied. A similar technique should also prevent two Burning Blades on the same server. Checking that each owned fort isn't mid raid should also be fairly easy.

    The fort cannot become active.

    So, if every fort on a server is claimed, then there's no active forts & no chances of raids? Nah.

    Maybe add more forts? IIRC there's 6 sea forts and a maximum of 6 ships on a server so the only time there would be no active forts and no chance of raids is if every ship has occupied a fort.

    Any treasure placed in the treasury cannot despawn.

    Which means alliances working together could gather enough treasure to lag server clusters, if not outright crash them.

    This is true and something which would have to be considered. This is a suggestion, not a complete answer.

    Owned property, like forts or islands, don't work in SoT, where server merges are common.
    Not unless they are something like pre-launch guild halls/owned forts that you can load into before loading onto a server.

    I'm going to respectfully disagree.

  • So you want players to lose the best way to earn free, quick and easy Loot because 5+ crews took over all of them.
    No thanks. Players demanded ways for quick grab activities, dont be removing that.

  • To be fair the Skeleton Camps are almost as fast and not much harder providing the Burning Blade isn't near. I also think the gold reward is more reliable for the Orb of Secrets generally. Sure you don't get the sheer volume of loot.

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