New and Revised Voyages

  • So, I know we all want some more diversity to the Voyage types to help break up the grind to Pirate Legend and make the journey more rewarding (not to mention give us a few more things to do). So, with that in mind, I have some ideas about new Voyages for some of the Factions as well as some revisions to existing ones that I think could shake things up a bit. The goal is to make it so each Faction has two Voyage types that are both equally worth doing so that we have more diversity to our sessions and overall journey.

    Gold Hoarders
    Treasure Map: No change to this existing Voyage type, it is a nice classical trope and works well already.

    Mystic Riddles: So, as it stands most people are will to just dump these if they get them due to the effort needed vs the reality of knowing you only get a single chest by the end of it that could RNG poorly. The more steps, the less appealing it is for those looking to work the mechanics of the game which is legit (though not how I play, I actually do these all the time). So, how about when we unlock a new part of the riddle it also reveals an Artifact treasure item in the area. I envision it as the Artifact flashing into existence on the ground in a glare of green light which is a common theme on the Riddles already.

    Order of Souls
    Skeleton Captains: No change to this existing Voyage type, it is a good starting point for the Faction.

    Skeleton Lords: This could be something to make use of the currently unused Forts around the map. These Missions would always send you to these Forts where you need to kill captains as normal, however the catch is that you must truly raid the fort in order to get to the captains. So, the captains will be in the inner fort towers, but there will be large doors that sealing these up which need at least 5 Gun Powder Barrel explosions to open for you to get in and spawn the captains for the final wave. While you are working on trying to get in, the now active Fort will continually spawn all different types of skeletons all at the same time to impede your ability to get in, and it will do it in large amounts. Along with this, the outer towers on all of these forts should always spawn skeletons in order to fire upon ships which come to close. This would kind of make this quest a middle ground between Skeleton Captain quests and Skull Fort Raids, while also making use of the unused areas.

    Merchant Alliance
    Courier Services: No change to this existing Voyage type, it is a nice classical trope and works well already.

    Merchant Navy: This would just be something fun to take advantage of the fact that Rare will now be putting AI controlled ships into the game some. The way this Voyage would work is that you would need to go to another Outpost far from the one you pick the Voyage up at (must at least be forcing you to go to another Region at minimum, preferably just going with the Outpost furthest from the current location). Once you arrive you speak to the Merchant Alliance person there and this will spawn a new ship type - the East Indiaman which is a 4 mast ship that is only ever spawned by this Mission type so it is easy to see on the horizon, and it will contain a fair bit of Merchant Alliance based loot. The objective is to escort this ship safely back to the original Outpost, and doing so will net the Voyage crew more Gold and Rep than they would get from just looting the ship themselves. However, this is an obvious target on the horizon, so other pirates will no doubt try and get their hands on the spoils and it is up to you to defend the ship.

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  • @redeyesith I like these suggestions a lot. Well thought out. :o)

  • @redeyesith Great ideas matey, you may be glad to hear that there are rumblings of Pirate Lords coming already and the Cursed Sails ships, whilst not actual voyages (we assume) will be at least a small stop-gap to those wanting AI ships to loot!

    Good work!

  • For merchants i want it to be more like Elite dangerous where we have to buy ower own supply's like tea and silk and have to sell it for a high price. less like a animal hunt more like a proper trading faction

  • @redeyesith said in New and Revised Voyages:

    So, I know we all want some more diversity to the Voyage types to help break up the grind to Pirate Legend and make the journey more rewarding (not to mention give us a few more things to do). So, with that in mind, I have some ideas about new Voyages for some of the Factions as well as some revisions to existing ones that I think could shake things up a bit. The goal is to make it so each Faction has two Voyage types that are both equally worth doing so that we have more diversity to our sessions and overall journey.

    I love it next to variaty in quest types i also would love spesific types of quests that can take a long amount of time or smaller amount for times you dont have much time to sail but still wanna play.

    Gold Hoarders
    Treasure Map: No change to this existing Voyage type, it is a nice classical trope and works well already.

    Mystic Riddles: So, as it stands most people are will to just dump these if they get them due to the effort needed vs the reality of knowing you only get a single chest by the end of it that could RNG poorly. The more steps, the less appealing it is for those looking to work the mechanics of the game which is legit (though not how I play, I actually do these all the time). So, how about when we unlock a new part of the riddle it also reveals an Artifact treasure item in the area. I envision it as the Artifact flashing into existence on the ground in a glare of green light which is a common theme on the Riddles already.

    Treasure maps:
    Would also be cool if you dig up a riddle on the location for a chance to get Better loot then the fort chest (or captains chest) for example. So if you dig up a "Clue" instead of a chest you would know you scored! Keeping the classic dig to find style but with an extra twist!

    Mystic Riddles:
    I'm not quite getting it so if you solved a rifddle part you get an extra artifact every step or? I would also love this for it to be riddles to send you to different islands (and then knowing you get a good chest when these pop up) or you will find a hidden treasure vault.

    Example: Go to the island of fools near item x you dig. The clue you get from that send you to Location y were you dig for another clue and then it leads you to a hidden cave or location with treasure hidden inside of it.

    Order of Souls
    Skeleton Captains: No change to this existing Voyage type, it is a good starting point for the Faction.

    Skeleton Lords: This could be something to make use of the currently unused Forts around the map. These Missions would always send you to these Forts where you need to kill captains as normal, however the catch is that you must truly raid the fort in order to get to the captains. So, the captains will be in the inner fort towers, but there will be large doors that sealing these up which need at least 5 Gun Powder Barrel explosions to open for you to get in and spawn the captains for the final wave. While you are working on trying to get in, the now active Fort will continually spawn all different types of skeletons all at the same time to impede your ability to get in, and it will do it in large amounts. Along with this, the outer towers on all of these forts should always spawn skeletons in order to fire upon ships which come to close. This would kind of make this quest a middle ground between Skeleton Captain quests and Skull Fort Raids, while also making use of the unused areas.

    Love it!

    Merchant Alliance
    Courier Services: No change to this existing Voyage type, it is a nice classical trope and works well already.

    Merchant Navy: This would just be something fun to take advantage of the fact that Rare will now be putting AI controlled ships into the game some. The way this Voyage would work is that you would need to go to another Outpost far from the one you pick the Voyage up at (must at least be forcing you to go to another Region at minimum, preferably just going with the Outpost furthest from the current location). Once you arrive you speak to the Merchant Alliance person there and this will spawn a new ship type - the East Indiaman which is a 4 mast ship that is only ever spawned by this Mission type so it is easy to see on the horizon, and it will contain a fair bit of Merchant Alliance based loot. The objective is to escort this ship safely back to the original Outpost, and doing so will net the Voyage crew more Gold and Rep than they would get from just looting the ship themselves. However, this is an obvious target on the horizon, so other pirates will no doubt try and get their hands on the spoils and it is up to you to defend the ship.

    Lovely idea very well thought off...

    I love the idea''s fellow pirate good thinking keep it up! Enjoyed reading this!

    Kind regards,
    Tango!

  • Merchant Alliance

    I would like to see the option to buy goods and transport and sell at far a way out post for rep and gold .

    fancy delivering 20 gunpowder kegs in your hull to a far away outpost and have to use trade routes which people know would had a extra layer into the game I am sure other people could add to this .

  • For the love of pirates, why aren't we delivering barrels of grog to far away outposts.

  • @admiral-rrrsole Because it would never make it there... well not full anyway ;)

  • @musicmee Yeah, they would need to weigh all barrels at the stat and end of each delivery. hic :o)

  • the ship to safety is pretty awsome idea

  • @redeyesith

    Love the Merchant Navy mission idea... its actually a very clever way to get more ship variety in the game in a way that doesn’t throw off balance with other ship types.. they just go from A to B and require a human element to protect, meaning other crews that see it know it will involve some kind of interaction

  • Thanks for the comments and feedback everyone.

    As an alternative on the OoS new quest, and if folks are ok with them veering away from just dead pirate hunting to a more just hunters on the weird we could have Voyages based on hunting the big emergent beasts in the world (Karen and Megan's kiddos and whatever else eventually comes). Having the Voyage for them could help ensure you can encounter them in some specific spot as opposed to only at random.

    That would allow the second quest type for that group to stand out a little more from the original actually. I'd be all for it, though I suspect Rare wants the big beasts to just remain emergent things.

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