How to make sea forts more interesting while adding new content to the game ar the same time

  • Over the years, sea forts have seen a decline in interest, with fewer players paying attention to them, making them feel like forgotten content. However, when they were first introduced, I was personally very excited. When they were marketed as something that could be taken over, I thought it meant we could keep them, store treasure there, or use them in various other ways. But in reality, it didn’t quite feel like we were taking over the fort—more like we were just clearing it and hanging out there for a while, which wasn’t particularly engaging.

    So, why not implement a system where players can truly take control of sea forts? I propose using a system similar to the one used in Return of the Damned. Whenever a crew clears a sea fort, they could go to the top and raise a flag for one of the various factions—whether it be the three main trading companies or Athena’s Fortune, The Hunter’s Call, The Reapers, or even their own guild. Once a faction is chosen, the fort's appearance would change to reflect that choice, and a representative of the selected faction would appear on the first floor.

    This representative would allow players to manage their sea fort in several ways. Players could purchase decorations tailored to each faction, allowing for customization beyond just the basic look. They could also choose different types of defenders, but I’ll expand on that later. Additionally, the representative would serve as a treasure vendor, but with a twist: instead of receiving payment instantly, the treasure would be stored in the fort’s vault. Similar to the Hourglass treasure greed system, the vault would accumulate both monetary value and reputation the more treasure is stored. Once players are ready, they could embark on a special selling voyage, requiring them to transport their accumulated goods to a specific outpost based on their faction. However, during this voyage, they would be visible to everyone on the map. Upon arrival, all the treasure would be sold at once, with an extra bonus depending on the amount collected.

    Returning to the fort itself, a significant feature would be the ability for a crew’s ship to respawn there instead of randomly in the Sea of Thieves, except when within a certain radius, ensuring other crews have an opportunity to raid the fort. This would be one of the main roles of the representative—allowing players to choose cosmetics for their cannons, the fort itself, and their defenders.

    The defenders would function similarly to the ghosts that currently guard sea forts, but players would be able to customize them. Using a system akin to Return of the Damned, players could choose between different types of defenders, including various ghostly or skeletal enemies. Since ghosts and skeletons have different movesets—ghosts teleport and perform special charges—there could either be adjustments to ghost abilities or a mix of both enemy types. These defenders would protect the fort’s treasure from enemy crews attempting to raid it.

    If an enemy crew successfully defeats the defending NPC captain, the crew that owns the fort would receive a notification that their fort is under attack and would have to return quickly to defend their accumulated treasure.

    Lastly, I propose adding Hourglass sea fort battles, where one crew defends their sea fort while another crew attempts to take it over. The attacking crew would win by defeating the NPC captain of the defending side, while the defending crew would win by sinking the attacking vessel. Since defenders would have a natural advantage, a successful attack would count as two ships sunk in their streak and yield extra reputation, whereas an deffending victory would still count as one.

    I believe adding these features to sea forts would revitalize this aspect of Sea of Thieves, giving both new and veteran players something exciting to grind for—without creating an unfair advantage over others.

    Thank you for reading my suggestion, and I hope you take it into consideration.

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  • Over the years, sea forts have seen a decline in interest

    Great Source of supplies and among other things. So it pretty interesting place.

    with fewer players paying attention to them

    Those players missing out on quick loot.

    So, why not implement a system where players can truly take control of sea forts?

    So that one player login for a quick run and gun. Sees a Sea Fort to do really quick only to find it controlled by a player? Wasting sailing time and there time. Sea Forts were pretty much created for those quick cash grabs.

  • Sea forts are some of the most consistently active content that they have released. Including world events.

    One of the best ways to find players in this game is to check the sea forts.

    Messing with sea forts to bring them out of casual mid-loot for mid-risk design would be to risk losing the appeal of some of the only consistent content in the last few years.

    When playing organically a person will see players at sea forts just about every session. That can't even be said about world events in the middle of a season or towards the end of it.

  • @burnbacon I do agree that sea forts are meant to be a quick cash grab or to quickly resupply however there are already a large amount of other things that allow you to do that in the game such as shrines, raid voyages and shorter voyages I belive this will add some much needed long from content to the game with them still being a way for players to do a quick cash grab when not player controlled they could even make it to where raid voyages to sea forts always go to non player forts I appreciate the feedback though these are not problems I thought of while writing this so it is helpful

  • @shizumapower

    So, why not implement a system where players can truly take control of sea forts?

    No. I don't want to log in to see all Sea Forts owned.
    Only to switch servers to see all Sea Forts owned.
    Only to switch servers again, and see all Sea Forts owned...

  • @wolfmanbush I don't think it would change how actively avaliable sea forts are as they would still be the same as a regular sea fort the only change would be the loot within it and the defenders as it actively encourages players to go out and get loot to bring back to the sea fort so it wouldnt constantly be gaurded by players and the owning players would only be notifed when the defending captain is defeated so players would still have time to loot and possibly escape without getting in any kind of engagement thank you for the feedback however I belive it may pose a problem to people who want to avoid pvp but as you said you can consistently find players at forts so there is already the risk of pvp

  • @guildar9194 I belive that could be annoying however that's the same with any event or new piece of content when it releases everyone flocks to it and you may not get a chance to experience it but sea forts have been out for 3 years so almost everyone knows what it is like to fight a normal sea fort and I belive that the hype would die down eventually and sea forts wouldnt always be controlled and like I said in one of my other replies it doesn't change the sea fort completely other than the loot and defenders it would take the same amount of time and players wouldnt be always be defending it plus there are more sea forts than player crews in the server so there will always be at least one unclaimed sea fort

  • First thing we normally do in game is hit a sea fort. It's a quick loot up and we raid all the fort of supplies.

    There's normally two or three barrels of of cannon balls, heaps of food and plenty of kegs. Put that with buying all resource creates from merchant woman and the added resources from shipmate at the starting outpost, you are well and truely loaded and ready for fun!

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