Adding new regions and overhauling old ones

  • New regions

    • grand maritime union region
      If the Grand Maritime Union (GMU) had their own region in Sea of Thieves, it would likely be a heavily fortified area with strongholds and patrols, reflecting their ambition to control the seas. This region could feature unique voyages focused on challenging the GMU's authority, potentially involving escorting or raiding their supply lines, battling their ships, and uncovering their secrets. The GMU's presence would introduce new challenges and storylines, potentially leading to a conflict between the pirates and the GMU for control of the Sea of Thieves.
      Here's a more detailed breakdown:
    1. A New Type of Region:
      The GMU region would likely be distinct from existing areas, perhaps with more structured islands and settlements than the typical pirate outposts.
      The architecture could be more industrial, reflecting the GMU's focus on trade and control.
      The region could be guarded by GMU ships, possibly including larger vessels like Man O' Wars, that patrol the area and engage any intruders.
    2. New Voyages and Encounters:
      Escort/Raid Missions:
      Players could be tasked with escorting GMU supply ships (similar to the Merchant Alliance voyages) or raiding them to disrupt their operations.
      Stronghold Assaults:
      Players might need to infiltrate and destroy GMU strongholds, battling waves of GMU soldiers and potentially facing powerful lieutenants as mini-bosses.
      Confronting GMU Captains:
      Players could encounter GMU captains on their ships, leading to ship-to-ship combat and boarding actions.
      Uncovering GMU Secrets:
      The region could contain lore about the GMU's plans for the Sea of Thieves, their motivations, and their connection to the outside world.
    3. The GMU's Impact on the World:
      New Faction Conflict:
      The GMU's arrival could spark a new conflict between the pirates and this powerful, organized force.
      Potential for Alliances:
      Players might be forced to choose sides, potentially forming alliances with other factions or even the GMU itself to achieve their goals.
      New Rewards and Progression:
      Successful completion of GMU-related voyages could offer unique rewards, including GMU-themed cosmetics, weapons, and potentially even a new faction reputation system.
      Endgame Content:
      The GMU could serve as a challenging endgame threat, requiring players to band together to defeat their forces and protect the Sea of Thieves.
    4. Lore Implications:
      The GMU's presence could expand the lore of Sea of Thieves, revealing more about the world outside the Sea of Thieves and the forces that seek to control it.
      It could also shed light on the origins of the Merchant Alliance, as they were formed by survivors of a previous GMU invasion attempt.
      The GMU's ambition could lead to a broader narrative about the struggle for freedom and the fight against oppression in the Sea of Thieves.
      Smuggler voyages would be very active here due to their nature
    • frozen sea region
      A frozen region in Sea of Thieves, potentially called the "Frozen Horizons" or "Frozen Tundra," could introduce a new area with icy landscapes, dangerous weather, and new enemy types like frozen skeletons. Ships could become encased in ice, requiring players to manage their ship's temperature and employ new tools or strategies to navigate the harsh environment.
      Here's a more detailed look at what a frozen region might entail:
    1. New Area and Islands:
      A new region, potentially north of the Shores of Plenty, could feature a vast frozen peninsula with new islands, including an outpost and a fortress.
      The area could be inspired by Viking or Nordic themes, offering a unique visual and atmospheric experience.
    2. Environmental Hazards:
      Blizzards:
      Strong winds and heavy snow would reduce visibility and slow down ships, making navigation challenging.
      Icebergs:
      Moving icebergs could pose a threat to ships, potentially carrying frozen skeletons or crystalline skeletons.
      Freezing Temperatures:
      Players would need to manage their own body temperature, potentially using campfires, special outfits, or heated stoves to prevent freezing and maintain movement speed.
      Icy Waters:
      Falling into the freezing water could cause continuous damage and slow players down.
    3. New Enemies:
      Frozen Skeletons: Enemies wielding ice weapons and using icy shards to attack.
      Crystalline Skeletons: Regenerating from icy waters, they could pose a unique combat challenge.
      Possible new creatures: Polar bears, killer whales, or even a narwhal-like megashark could add to the dangers of the region.
    4. Gameplay Mechanics:
      Ship Freezing:
      Ships could become encased in ice, requiring players to break it off using tools or heat sources.
      Temperature Management:
      Players would need to adapt to the cold, potentially using campfires, special clothing, or even heated stoves to stay warm.
      New Voyage Types:
      The outpost could offer new voyages, such as exploring the new area, uncovering hidden caverns, or facing off against a powerful ice-themed boss like Captain Frostblade.
      Tall Tales:
      New Tall Tales could explore the lore of the region, introducing new characters and storylines.
    5. Potential PvPvE Elements:
      Expeditions: A portal could lead to a separate, instanced area where multiple crews could compete for treasure while battling the elements and each other.
      Alliance Options: Players could choose to cooperate with other crews or betray them in the fight for loot.
      Frozen Loot: Turning in frozen loot could unlock new cosmetics and commendations.
      In essence, a frozen region in Sea of Thieves would introduce a new level of challenge and excitement, forcing players to adapt their strategies and embrace the harsh realities of a frozen world while battling new enemies and navigating treacherous environments.
    • swamp region
      Potential Features of a Swamp Region:
      Unique Landscape:
      A swamp region could feature a mix of shallow, navigable waterways, dense mangrove forests, and potentially a large, central landmass with hidden passages and waterways.
      New Flora and Fauna:
      Introduce new types of plants (like giant reeds, carnivorous plants, or poisonous flora), animals (alligators, snakes, unique fish), and potentially even mythical creatures associated with swamps.
      Environmental Hazards:
      The swamp could be filled with dangers like quicksand that slows players, murky water that obscures visibility, and areas of dense fog that limit sight and potentially spawn skeletons.
      New Quests and Tall Tales:
      The swamp could be a location for new quests, introducing unique storylines and challenges, potentially involving the new creatures or environmental hazards.
      Combat-focused gameplay:
      The swamp could offer opportunities for close-quarters combat, ambushes, and strategic maneuvering, especially with the introduction of new enemy types and environmental traps.
      Unique Ship Handling:
      The shallow and winding waterways could make it more challenging to navigate with larger ships, potentially requiring smaller vessels or strategic use of harpoons and other tools to traverse the area effectively.
      Seasonal Variations:
      A swamp region could also have seasonal variations, such as periods of flooding or drought, further impacting gameplay and requiring players to adapt to changing conditions.
      Voodoo and Supernatural Elements:
      The swamp could also be a place for voodoo magic, potentially introducing new curses, rituals, or even encounters with supernatural entities.

    Personally I'd like to see suggestions for overhauling the old ones here's mine

    The wilds.... add carnivorous plants and more wildlife.
    Ancient isles..... skeletal creatures and phantoms

    Shores of Plenty
    In Sea of Thieves, the Shores of Plenty is a vibrant, tropical region on the northwest side of the map known for its calm waters, lush vegetation, and association with the Merchant Alliance. While the core gameplay loop remains central, hypothetically, an overhaul to the Shores of Plenty could focus on enhancing its unique tropical atmosphere and reinforcing its Merchant Alliance ties through various changes:
    Potential changes to the shores of plenty in Sea of Thieves
    Outpost and island enhancements: Upgrading existing structures on outposts and islands to better reflect the tropical environment and Merchant Alliance presence, with improved shops and perhaps even unique structures for Merchant Alliance activities.
    Enhanced marine life and flora: Introducing new and diverse fish, plants, and other elements specific to a tropical region could make the Shores of Plenty feel even more distinct. Expanding fishing opportunities and related activities could also be beneficial.
    Underwater exploration: Implementing underwater catacomb systems or hidden caves within larger islands could add exciting exploration and treasure-hunting opportunities.
    New encounters and challenges: Introducing new enemy types, like the suggested harpies or vodnik, could provide unique challenges and rewards specific to the Shores of Plenty's terrain and environment.
    Expanded voyages and quests: Offering more varied Merchant Alliance quests, perhaps focusing on delivering specific tropical goods or engaging in unique trading runs throughout the region, could solidify its identity.
    Broader implications
    Increased Player Engagement: By offering unique activities, enemies, and exploration opportunities, an overhauled Shores of Plenty could encourage players to spend more time in this region, potentially leading to more organic player interactions and emergent gameplay moments.
    Enhanced Regional Identity: By reinforcing the tropical theme and Merchant Alliance ties, the Shores of Plenty could feel even more distinct from the other regions like the Ancient Isles or the Wilds.

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  • Personally I would go for the Grand Maritime Union region

  • There will never be a GMU in SoT, that goes against the literal point of the existence of the SoT. The GMU cannot penetrate the shroud. As well, if you introduce the GMU, you cannot have them ever be "defeated" in the same way neither flameheart or ramsey can ever lose. If one of them ever loses, there is whole factions that go with them. If the GMU is ever "defeated" then you will permanently lose access to them being in the world. If you can't defeat them, then they exist in the world with equal footing to any other faction.

    The only way a snow region works is actually to the south, not the north. With the current coordinate system, you would have to go to negative numbers or rewrite the entire grid to make it work, whereas adding to the bottom just makes it go higher than 26 and doesn't affect the coordinates of any currently existing map infrastructure. I don't think we need a new type of fog that also makes the game harder to play, especially with the potential for moving icebergs. It would be a worse minefield than than the volcanos already are. Icy waters are a great idea, a counterpoint to boiling water. I don't think a personal temperature mechanic would work out well since most players have specific choices in what they wear and it would also make some players have advantages if some clothes had heating attributes but others didn't and not all players had bought clothing to do so for one mechanic in one region of the game.

  • I like the idea of GMU getting involved, and the expansion of maps and places we can travel. I think one of the developers mentioned that while they can't expand the map as it is, adding new regions to sail to was on the table?

    Escort missions could actually be pretty dope in this game, and bring about more PvPvE that so many players here want. Having to protect an NPC ship of some kind while sailing to destinations sounds both engaging, and nerve-wracking, the perfect combination. Might actually be a decent way to shuffle shell-shocked players into naval combat, as they'll have an "ally" of some kind to fight alongside and draw fire. Could assist their confidence.

    Ice World - I don't really think things like this need to happen in the Pacific Ocean. Don't get me wrong though, I love the concept of the environment being hostile, but like with the Devil's Roar, the execution can leave a lot of bitterness in the players. The world can already feel hostile enough, and having the world itself eat away at your ship while you're trying to do the land/underwater stuff is just a big feels bad moment. I do however, agree that I'd like more interaction between me and the world around me (breaking ice off my ship for example, neat little detail for aesthetic maintenance, but requiring it for functional sailing probably won't want players to visit here that often). Floating Icebergs (or other large debris) that allow for navigational challenges and moving cover/harpoon points for ships is a good idea in this though and might be a keeper.

    The rest of the stuff you put here is well thought about, but bounces between Sea of Thieves 2, and a survival game. While I'm a huge fan of survival games, I don't think SoT is the place to crank up survival elements. I think SoT works best with the "survival immersion lite" it's rocking with. Being able to fish and "cook" to make healing better is probably as far as I want things to go. MAYBE introducing Grog/Rum that gives funny buffs, but even that's pushing the ruleset of the game a bit much.

  • @potatosord to be fair most of the descriptive part is Google doing because I suck at description

  • @acnologia1403 So you have an idea of an idea but you want the plagiarism averaging machine to average you out some "ideas" to add to your barebone thought? Why? You can think of this stuff on your own?

  • @potatosord honestly I would like if they did have equal footing that's how I would have it. As long as us pirates don't do anything stupid in their region. Honestly here's how I would see the GMU region.
    Fortified populated and don't care for piracy. If you're a pirate and you enter that region you won't be attacked unless you attack that or you get caught committing any Act of piracy. They will stay in their region mostly as a Act of Goodwill. Probably like a treaty with flame heart and Ramsey that they will not interfere in the rest of the Sea of Thieves pirate's life but if any pirate is caught doing something they shouldn't they attack that pirate. If that pirate however escapes they will have a bounty place on their head for that region. This is where a new faction that you can join would take place. Pirates that represent the GMU well they won't be able to use their pirate ship they have to use a GMU ship basically you start the voyage you have to meet with the commander of the Gmu seafort you end up going to. And you have to take one of their ships in order to claim the bounty but if your ship sinks you fail and do not get the bounty however you can start the voyage again if you want to reattempt you just have to go back and get a new ship your ship will be safe near a Seafort unless of course it gets attacked by another player and that player takes out the entire Seafort and your pirate ship.
    Seaforts in this region would be similar to The Legend of the veil one without the tornado with a big one that also is a port town.

  • Grand Maritime Union would be just Flameheart. Another group wanting to take over SoT and use it for its own reasons. Either they wanna be Gods, or Empire.
    They wouldnt need a region...they just convert a few outposts and islands.

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