Perfect use for the inactive forts.

  • During a supply run to a couple of the inactive forts, I couldn't help but notice that due to the number of canons and the very limited accessibility to these particular island that they would be perfect for some kind of alliance based king-of-the-hill type pvp. It would have 2 phases :

    1. A crew or alliance of crews does some kind of activity to activate the fort (i. e. Defeating waves of skeletons, or possibly paying for a special voyage/contract and bringing it to an inactive fort, etc.) An indicator/cloud would then appear over the island, signaling to the server that phase 2 has begun.

    2. Holding the fort from opposing crews /alliances for as long as possible, and after a certain increment of time, loot will spawn behind the closed fort door. The crew holding the fort could then either grab a key from a special holder at the top of the fort that would then trigger the timer to stop and no more loot to spawn. They'd use it to open the door, load up their loot and go... Or, they could press their luck, and wait another increment of time for double the base amount of loot, and then triple, etc. until a certain amount of time passes and the fort maxes out. My suggestion would be between an hour and a half to two hours (3 or 4 in game days) for the max reward (on par with the time it takes for a full loot Athena run) with a base amount spawning every 12 minutes (once at noon, once at midnight). The base and max amounts would be best be determined by the devs, but I would suggest maybe 1 piece of loot equivalent to a skeleton captain chest/skull (the end reward for skeleton ships ~1500-2000 gold) per in game day, maxing out after 3-4 in game days at 6-8 pieces of premium loot.

    Of course, alliance size would have to be somehow limited for these activities, as would the frequency of how often they can be activated, so that they wouldn't become a broken gold farm, and to add balance, there could be skeleton spawns on the island to fight off if no ships come to challenge (which would then despawn if a non allied ship comes within banner range). Any number of tweeks could be added to balance time, challenge, and reward.

    I have to say, to give my own personal opinion on my own idea, just the thought of 10 or so players manning canons on all sides of an island fortress, waiting to do battle and sword fight up the winding, narrow pathways, getting backed up into the fort itself under the merciless press by the enemy 10 or so players as they desperately try to guard the key seems like it would be one of the most thrilling experiences in any game.

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  • Maybe only pirate legends can activate it. They need more end-game content so they would probably welcome another event thing.

  • @becausescience1 As a pirate legend, I appreciate that idea, but in order to have large scale enough combat, it may be too limiting to restrict it that much. Perhaps needing at least 1 legend in your crew would add better balance? As I said, it would be easy to tweak one the base mechanics were implemented and tested.

  • @tutankhaten That's a better idea yeah. Atleast 1 pirate legend should be needed to activate it. Maybe they have to play that song for opening the secret cove, what was it called?

  • @becausescience1 The song of legend / "We shall sail together".

  • @tutankhaten Thanks.

  • @becausescience1 Although I can appreciate your suggestion as PLs (pirate legends) do need more variety of things to do, alas there just isn't enough people on any given server to accommodate this idea.

    To even have it as one PL per crew you will need at least two PLs per every 24 players. Although that statistic currently exists, I'd go out on a limb to say that, most PLs are in an established crew full of PLs. So they would only count as one PL per crew regardless of how many PL crew members they have.

    Sorry it sounds like a twisted mouthful, but the end result means that there wouldn't be enough encounters of two or more crews having at least one member being a PL.
    Therefore that would mean uncontested skull forts for legends.

  • @admiral-rrrsole I see. There simply isn't enough legends spread around the crews on a server. I can't think of a way to solve this right now.

  • @becausescience1 I doubt if there is any solution to that.

    However to take away the PL requirement, @Tutankhaten 's OP still stands.

    Similar suggestions about the non-active forts were to give them different degrees in difficulty based on their terrain etc, which will award different stronghold values.
    Between the nine forts only three are ever active (currently) and could be classed as "easy", worth 10-15k.
    Class another three forts as "intermediate". Worth 15-20k
    And the final three forts with the hardest terrain. Worth 20-25k

    Or slight variations of those values.

  • @tutankhaten Legend status doesn't always equal PvP mad skills, only considerable experience and playtime longevity. To newbies, I'm sure it's a big difference, but still, all that changes is title and clothing, little else. I've killed Legends before, well before I became Legend myself.

    But this isn't actually a bad idea, even though Admiral RRRSole might have a point about a problem of this being Legend-required. Still, with only three forts on the map that go active, I do agree that some kind of activity ought to be implemented upon some of these dead forts.

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