Improved sea forts idea

  • Sea forts are an easy way to make some quick cash. However, I think they really lack something. There isn’t really much excitement to the sea forts (except of course the epic Spanish music). So I propose a second phase to conquering sea forts.

    The first phase stays the same however when killing the boss you only get the key to the small vault on top. In order to get the big money you have to fight the second phase.

    So after defeating the boss you can go to the top of the sea fort and raise a flag (maybe your emissary flag or just a flag you own) to show that your crew has taken the fort. Once you raise the flag it is visible on the map that you have taken the fort. There will then be a few waves of skelly/ghost ships that will attempt to destroy the fort similar to how we destroy the legend of the veil one. We would need to shoot them from the cannons on the fort to defend it. Maybe there would be a way to repair damaged sections of the fort but idk if that would work or not.

    If you successfully defend the fort from the attackers then the bottom vault will open and you can get the rest of the treasure.

    If the fort is destroyed then you, your crew, and your ship will see a sad animation (similar to HG losses) and will be teleported to an island far away.

    Other players could come and help destroy the fort and then they could enter the vault after it is destroyed.

    Loot would be increased obviously since there is more risk and it takes more time

    Obviously I know this idea would probably not work exactly as I put but I think it is an idea worth building off of.

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  • @wonderwaffle559 they do have some epic music

  • Sea forts are an easy way to make some quick cash.

    But your suggestion means to increase the time and 'difficulty' of it. So it wont be quick cash, much like a Fort it a lot of work.

  • @burnbacon maybe they could do only certain forts at certain times so it’s more like a world event. I just want a new world event that is actually slightly difficult and risky because all the other ones are very easy now

  • So you basically want to lock the better rewards behind:

    • A longer time gate.
    • Wave-based combat.
    • Possible forced PvP, now that the fort is a giant "THE PLAYERS HERE ARE TRYING TO OPEN THE VAULT! COME KILL THEM & TAKE EVERYTHING!" mark on the map.

    In essence, it's delaying the payout to ensure PvP players can rush over and attack before the other players can get anything out of the vault or get away.
    That's it. That's all this idea does; Delay payout & flag the map to ensure PvP happens.


    How about we don't add almost-guaranteed PvP to PvE content?
    All this idea does is ensure those that avoid PvP will either never do a fort, or be forever shunted to the '-70% Earnings' Safer Seas to get anything done, by attempting to shove PvP into aspects that aren't primarily PvP.

  • IIRC when the Sea forts were introduced as regular play, they were intended for a quick & easy event to do - giving you ample supplies and some loot.

    This will negate that - so I don't think Rare will take this path to change them - only when they are not used anymore "as intended".

  • @wonderwaffle559 said in Improved sea forts idea:

    @burnbacon maybe they could do only certain forts at certain times so it’s more like a world event. I just want a new world event that is actually slightly difficult and risky because all the other ones are very easy now

    Perhaps ask Rare to revert some of the world event nerfs ? To counter all the requests to make them easier - they seem to have listened to that feedback ...

  • @lem0n-curry said in Improved sea forts idea:

    IIRC when the Sea forts were introduced as regular play, they were intended for a quick & easy event to do - giving you ample supplies and some loot.

    This will negate that - so I don't think Rare will take this path to change them - only when they are not used anymore "as intended".

    I wonder if they were to remove some of the furniture and buff the loot in the top storeroom, while also adding a manual trigger for the proposed second phase....... would that address this concern?

    That way the sea forts could still function as originally intended, but also have the potential for this expanded concept.

    I really like the bones of this idea.

  • @guildar9194 understandable

  • @habiki yeah that’s what I was trying to say. It’s optional so if you just want to take the normal amount of sea fort treasure from the top you don’t have to do phase 2.

  • @habiki said in Improved sea forts idea:

    @lem0n-curry said in Improved sea forts idea:

    IIRC when the Sea forts were introduced as regular play, they were intended for a quick & easy event to do - giving you ample supplies and some loot.

    This will negate that - so I don't think Rare will take this path to change them - only when they are not used anymore "as intended".

    I wonder if they were to remove some of the furniture and buff the loot in the top storeroom, while also adding a manual trigger for the proposed second phase....... would that address this concern?

    Most of it, I guess; probably would keep the cellar vault as reward for initial kill of the ghosts and have the rewards for defeating the ships in the top vault.

    That way the sea forts could still function as originally intended, but also have the potential for this expanded concept.

    I really like the bones of this idea.

    Try to defeat the Ghost ships at an island with island cannons, e.g. Marauder's Arch 😁.

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