I'm sure some version of this idea has been introduced before, though I don't see any related threads floating in the top of the feed at the moment. I'm only aiming to suggest my version, and hoping to spark some discussion on its pros and cons.
I PvP. I PvE rarely anymore. I might be the counterpart to those who "PvP out of necessity," as I usually PvE to defend against an aggroed skelly ship or an incessant meg. I say this because I've seen comments in some recent threads correctly describing this game as a PvEvP game. It's just that at this point, I'm jaded. The "vE" has become predictable and monotonous after experience, and increasingly easier after updates. On the other hand, PvP offers a more varied experience. More excitement.
I'm aware that this excitement sometimes comes at the cost of a PvE player's happiness, as evident by threads upon threads of people asking for some peace of mind while they sword-lunge skellies.
I don't think PvE servers or passive mode is a good idea. I don't think private servers is a good idea, unless progression is prohibited. Instead, I would like to propose an idea in which a PvP-inclined player might find find a way to enjoy some PvE, while our PvE friends can sail a bit safer. Just a bit.
Anti-aggro NPC ships (I couldn't think of a creative, lore-friendly name):
- Galleons of NPCs that think highly of skelly-killing adventurers (PvE), but wish to end piracy (PvP). Thus, they attack player ships engaging in combat against other player ships.
- Aggroed by attacking them directly, or:
- A successful cannon hit from one player ship to another, within visibility, within 1 map square. This does not include cannon fire from islands. This does include players who return cannon fire, as they transition from PvE to PvP
- Gun or sword-related death within visibility, within the same square. They do not target players who kill boarded trespassers.
- Once triggered, they will pursue all PvP'ing crews until they or their targets are sunk. No de-aggro.
- Though their melee and gun skills are comparable to skellies, the crews behave much smarter than skelly ships, as they know how to bail water and put out fires.
- Ships are well-staffed (10+ bots, respawning) and well-stocked; well-fed, as they carry various cooked fish. Not to mention they have a fort's worth of loot on board.
- They sail unhindered from island to island, though they never seem to turn in at outposts. They will not sail into active krakens, nor do they attract them. They stay away from forts and fleets, while stray skelly ships fear them. Megs have no interest in them. Island skellies never seem to hit them with cannon shots.
- All ships have the same appearance. Whatever that is, it is almost identical an incredibly expensive set purchasable at a Shipwright.
- A total of 4 spawn per map, one in each main region. After one sinks, another will not take its place until dawn, the next day.
This feature would give staunch-PvE players a chance to escape with their loot, while also providing a lucrative "boss fight" PvE(vP) opportunity to any players who want the challenge. Everyone would have a new factor to consider before adventuring or engaging in combat. More excitement.
I am interested in what the PvP and PvEvP crowds think of this idea, but I'm especially interested in what the PvE crowd thinks. Would this be a sufficient compromise to the experience you'd ideally like to have? You would essentially a have moving, strong (yet destructible), temporary pseudo-safe zone; it would only require that you remain a PvE ship for the safety.
PvP players would have a new target. One that embodies staunch-PvE sanctimony. One that offers PvE-only players the protection they seek. Now, we would have a chance to literally sink it. Though in doing so, we find ourselves embracing some PvE.
Thoughts?
