I really think we need an update that introduces a large variety of small distractions to keep players engaged while sailing.
First of all: WHY? when sailing for a long time without player interaction it can get quite boring until you get to your destination, even with friends you can't just talk all the time to compensate the lack of stuff to do while sailing, and often when these "hollow" sections of the session are too long you can really feel the crew wants to do something. Skelly and megs are both relatively rare and feel more as an inconvenience than a distraction. The game needs reliable distractions that do not annoy the player and instead help keeping it engaged.
I was thinking about different kind of distraction:
- Small "peaceful" distractions that cannot harm the player and give a very small reward if interacted with. (these can happen even if a ship is nearby).
- Small "visual" distractions that do not give any rewards nor are a threat to the player. (these also can happen even if a ship is nearby)
- Small threats that give a small reward if stopped in time (these cannot happen while a ship is nearby to prevent RNG unbalance).
- Some simple example of this: a seagull settles on the ship, if you see it and shoot it quickly before he flees you can kill it and get a piece of meat (maybe adding more interactions like: if you give it worms, it brings you back a fish, an ashen key, or something). Same thing with rats on the ship, if you notice them before they hide behind barrels you can kill them and get a small piece of rat meat. Maybe a fish jumps out of the water onto the ship and then tries to move back to the edge of the ship to jump back into the water, if you catch it before he does so you get rewarded with the fish itself.
Also thought of a drowning NPC that you can harpoon aboard, he will thank you and sit somewhere until you get to an outpost where he will tank you again and give you some gold before getting off the boat (obviously he will teleport around like jack/pets do).
These kind of distractions shouldn't feel as an inconvenience because you can ignore them if you do not care about the reward, also trying to get the reward do not come at a cost (megs and skellys require time, resources and possibly slow down your travel because you need to stop the ship or change route). If implemented well, these could also make the world feel more alive.
- These are basically just visual distraction like a school of mantas swimming under your ship as in the concept book (maybe making a sound to get player attention), a group of friendly merfolks gather around the ship singing (if you shoot them they go back into the water), a flock of seagulls (or other birds) fly close to the ship for a brief time. During night a colony of plankton may light up on the sea surface.
These kind of distractions are not very interactive but will still work fine as a distraction without feeling annoying and will make the world feel more alive too. The only problem with these is that the 10th flock of birds that flies close to your ship won't feel interesting as the first time it happens, which means that even tho these wont become a negative thing (an annoyance) they will lose "power" as distractions over time compared to the first category of distractions that even tho it's the same seagull settling over and over on your ship, it gives a reward for free at least. The only way to prevent this "power of distraction" loss is to make these encounters quite rare compared to the first category.
- These are the ones that needs a good balance, since these encounters may harm the player a good balance is needed so that they do not become an annoyance (like megs or kraken for example), so there should be some rules for these encounters:
- they can only happen when there are no player ships nearby.
- they cannot impair you ship movements (like kraken does).
- they shouldn't require a significant amount of resources/time to take down.
The first idea I had is this: skeleton thieves climb the ladders and try to get a piece of your loot, if they succeed they jump back in the waters escaping, if you kill them before they do so they'll drop either gold or small gold hoarder loot pieces.
When having skulls onboard, one of them may revive and attack you (it will drop the same tier of skull when defeated).
These encounters will be the hardest to balance imo, since we don't want them to feel as an annoyance.
Overall I think they should really work on these smaller but more frequent encounters, the quantity, variety and frequency will be the key to keep the player engaged without annoying him.
That's everything I had to say on this topic, what do you think? More but smaller random encounters that act as a distraction to keep the player more engaged during long sailing times could help? Do you have any idea for some new random encounters?
