Sea of Thieves

Attention Devs! Four days spent designing, compiling, and writing a HUGE list of Sea of Thieves suggestions. Complete and fully detailed overhaul of the game’s progression system! Large list of NPC/Mobs to add! Four new boat types! 39651/40000 characters of ideas! Make this game into what it can be!

sea of thieves combat mechanics news hour long gameplay shows game of adaptation - Attention Devs! Four days spent designing, compiling, and writing a HUGE list of Sea of Thieves suggestions. Complete and fully detailed overhaul of the game's progression system! Large list of NPC/Mobs to add! Four new boat types! 39651/40000 characters of ideas! Make this game into what it can be!
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As a preface, these ideas started rolling around my head on day two. They namely spawned from a desire to have a fishing trawler in the game. However, as that idea grew more prevalent in my head, it started to expand until it eventually caught sail on a wake of ideas. The ideas began flowing and before I knew it, I was playing my dream version of Sea of Thieves in my head.

*I was initially going to write up a 'short' story to introduce these ideas because of how passionate I was about seeing them come to fruition, but the story is currently taking longer than I can type it and in the mean time, before my memory fails me again, I want to get these ideas out to the public to start churning the minds of others. So, if you're interested, I'll be adding a 'short' story at a later date, perhaps in a separate post so we can just focus on the game in this one.

I'd like to start with an attempted summary of my impressions with the game and my current feelings. I'd heard about this game over the years since it's reveal, but I can't say that I was ever entirely interested. I never watched gameplay, I never read articles, none of that. It wasn't until about a day after it's release that I started growing curious. I was watching videos of gameplay, which in essence were exactly like the trailers, so nothing new really jumped out to me. However, it was when I saw the water effects in full force that enticed to me to sign up for the Game Pass trial. I'm a PC-exclusive gamer, haven't touched an Xbox in about 7 years, and have no games on the Microsoft Store. Things are likely to remain that way.

The first day I played it, i was absolutely enamored. I ended up playing it to the wee hours of the morning and going to bed an hour and a half before work started. Sufficed to say, I was late to work that day. While there was nothing terribly enthralling about the game outside of it's water effects, I was just generally hooked because the world's style was so interesting. Everything meshed beautifully with each other. However, art alone can't hold this gamer.

As I noticed my play sessions shortening, I realized just how badly I would like this game to succeed and how much it's formula is appealing, but just not where it needs to be. It's frustrating to me because of how atmospheric of a game it is, but I'm just unable to find anything else there. I get chills just being alone in my Sloop on the sea. I've caught myself falling asleep in my chair to the sound of the waves as I was anchored in the middle of nowhere. The game is almost therapeutic for me. But once the therapy wears off, I've found myself not really wanting to do much else with it, but wanting so much more at the same time. With that, these ideas were born and I struggled to try and create as large and cohesive as an idea as I possibly could that would help this game flourish. I'm typically long winded (in regards to typing), so I hope you can bare with me. For those of you that want to see this game become greater than the sum of its current parts, I truly believe it'll be worth your time. Let's begin.


Something To Strive For – Guilds

I've played a a large number of games where you're provided generalized advancement with the cloak of competing with others while those others are doing the exact same thing. At the end of the day, you both end up reaching a critical point in your progression, but when you stand next to each other and see you're both wearing the same lapel, the magic is gone and your work feels like it was all for not. Not only would an incentivized Guild system permit you to set specific goals, but it allows you to truly play the way that you want to play and to earn achievements and rewards specific to what you long for.

A Breakdown

  • The list of Guilds are as follows: Trawler's Troupe (Fishing), Shipwright's Union (Ship Enhancements and Repairs; Originally the Ship Upgrade Merchant), Blacksmith's Brigade (Weapon Crafting, Originally the Weapon Merchant), Culinarian's Company (Cooking), Tailor's Trust (Clothing Maker; Originally the Clothes Merchant), and Pirate's Platoon (Plundering; Originally the Gold Hoarder). I'd ask that you ignore the subtext on those for a moment as they'll be explained in much more depth when we reach the economy section.* NOTE: *You may have noticed that I've left out the Equipment Hut, the Skull Collector, and the Merchants Alliance. I've already thought of a role for both of them as the Equipment Hut's original purpose was sort of unimportant, the Skull Collector's purpose was already well defined, and the Merchants Alliance had a greater potential. The Skull Collector will effectively act as the raid contractor for all future raid content. The Equipment Hut will serve as the in-game currency and real-money (NO PREMIUM CURRENCY NONSENSE) cosmetic shop. Lastly, the Merchant's Alliance will serve as a general drop-off point for ALL of the games goods for non-contracted minimum pay.

  • A player can only commit themselves to one Guild at a time and may swap at any time. They're not limited to missions or tasks for that Guild, but they will effectively represent that Guild and be able to access special benefits based on the Guild. In order to leave a Guild (to add discourse for constantly swapping), a player will always be provided with a parting mission.

  • Every Guild has four tiers that are achievable. They're obtained at levels 5, 10, 20, and 40 respectively. The last two tiers of every Guild will provide exclusive benefits, rewards, and purchasable items to those that remain in the Guild. If a player is in tiers three or four of a Guild and leave, they will be dropped back to tier two and will have to earn back those tiers. Any prior tier three and four rewards or items they've earned or purchased will remain unlocked, but they must re-achieve tier three at the minimum to use them. The purpose of these limitations is to* 1. make sure that no one person can have all the greatest stuff unlocked from each Guild so they can just traverse the seas in some perversion of a ship or outfit that has no reasonable cohesion and 2. in the same vein, not allow a player to just be able to swap at a moments notice to devalue someone else's achievements and manipulate Guild bonuses (which will be explained in the economy section).

  • Regardless of current Guild affiliation, every player can accept quests and reach and reap the benefits of every Guild's second tier at max. This will make more sense once economy is explained, but as a summary, it'll allow generalized progression for everyone on some level and allow everyone to access the vast majority of the gameplay mechanics available.


Mutual Value – Economy

I initially wasn't pondering an economy system until after fully creating all of the guilds, I realized that just having guilds with arbitrary goals and no rhyme or reason to stay with one over the other would result in an ultimately degrading experience; a player would have hundreds of hours sunk in and while they'd have their shiny medal, they'd have made no contribution at all. I've made posts for a few dozen games in the past regarding economy but this one really stumped me. The number one rule I made for myself when trying to make an economy for Sea of Thieves was NO GOLD TRADING. PERIOD. Allowing currency to be traded in a closed system like this is a recipe for disaster. With that in mind, I eventually caught an idea out of my head space.

The idea was inspired by two things: Runescape and the Minecraft Mod, 'Dwarves vs Zombies'. Dwarves vs Zombie was a co-op PVP mod that was released during Minecraft's modding heydays. Essentially, a lobby of players were split up into two teams. The Dwarves were meant to create a fortress to protect a 'core' and make supplies while the Zombies were meant to destroy that same core. While the PVP game play is unimportant for this example, what was key in designing this economy was remembering how Dwarves made supplies. There were 6 or so jobs to choose from. Bakers, builders, smiths, fletchers, etc. They all made supplies for everyone in the fort, including themselves, so they'd be ready for the Zombie Apocalypse. What was fascinating about this system is that everyone's job mattered to the success of the community not simply for creating supplies, but for feeding the creation of those supplies. When a person would create supplies, for no good reason or explanation other than mechanics, their creation process would suddenly spawn a random set of materials that another person would need to make THEIR supplies. For example, A dwarf might use iron to make their first set of equipment, and during the process, would generate feathers and dough for both the fletchers to make arrows and for the bakers to make cakes. Those same fletchers and bakers would also generate random supplies for another random job. The entire community basically operated as a Stirling Engine (Youtube it). Everyone was tied to everyone's fate. You absolutely COULD NOT have one without the other. Awesome. I created a basis for Sea of Thieves. However, I've seen closed economy's like this before, and what eventually happens with THOSE is that an abundance of supplies is created thus driving down production, the need for specific roles, and ultimately, player interaction. I solved that with the Runescape inspiration.

I'm a 13 year Runescape Veteran. The game holds a golden place in my heart. Let's just get that out of the way. I remember back in the early days before merchanting behind Varrock's Western bank became a big thing, the place people would go to trade was the General Good shops. It was also basically the first drop party. People would sell their items the the General Goods store, and people would buy it. However, in all that hubbub, something that might've been hard to notice is that there was a natural decay of the items in the store. I believe every 15 to 30 seconds, one of each player sold item would disappear. So, if someone sold 300 logs to the general store, one would disappear every 15 or 30 seconds until it was gone. This was the first artificial economic structure of that game before it's become what it is today.

However, unlike Runescape, and unlike what everyone in these forums are suggesting, having a SINGLE place of trade is a terrible idea in that it heavily devalues large portions of the world. I understand the idea of a Hubworld is appealing, but it takes away from the games experience. Wouldn't you want to travel between outposts and have each one be busy in their own right? While I don't think there should be a singular Hubworld, I do believe that every outpost should have it's own seamless instance across a number of servers to create the illusion of population. They can be combat free areas (disabling fighting) and there could be a giant shield or bouys around the island denoting a non-pvp zone. If you wanted to get thematic, you could say that the Skull Collector shields each outpost. Moving on.

Bringing that idea over to Sea of Thieves, I've devised an idea that there is a GLOBAL supplies inventory split between all the outposts (each outpost has their own global supplies inventory).While we're sort of annoyed with having to travel between outposts right now for quests, the quest system that Rare has already put in has created a good foundation to serve this economic idea. The quests that you complete for your guilds will obviously have you traveling between all different outposts, but you'll ultimately be supplying TANGIBLE supplies for each SEPARATE outpost. To be clear, ALL outposts will ALWAYS have supplies that can purchased, even if players never supplied those supplies. What a players involvement changes is the PRICE of those supplies. The more a players supply something specific to an outpost, the cheaper that item is to buy for EVERYONE. And because of that, some outposts can actually go through droughts (and thus, generate more quests to deliver to those ones) and flourishes. Perhaps some places, more members of the Culinarian Company flock to so you might have an outpost that has more abundant food resources and lower prices. Etc, etc. You get the idea. Now, for that decaying inventory idea, similar to Runescape, every outpost's supplies decay over time, regardless of player interaction. This always ensures that a player will never just be stuck in one area and will always have GENUINE incentive to travel between outposts.

This ALSO gives credence to ideas like natural disasters. Perhaps an outpost was hit by a storm or raided by NPC pirates, and now suddenly a once booming outpost could be at a quarter of it's original supplies, players will be incentivized to go to other ones to get their supplies, but also be supplied with quests to supply the now suffering outpost. It's all a self-feeding circle that is never without purpose. And obviously, during this entire time, you're upgrading your rank in a Guild and unlocking bonuses and the like. Pure incentive.

Read:  Server merging is quite an illogical feature of this game. I question if it cannot be implemented better?

Pure Incentive – Guild Breakdown and Economy

I'd like to throw a disclaimer flag up right here: Devising this took about 4 days. I have papers scattered all over my desks, lines drawn everywhere, empty soda cans on the floor, and plenty of scratched out ideas. Obviously, these ideas aren't final, and while I welcome and promote criticism of the ideas, considering that the game is in need of something, anything, to increase its longevity, I'd like everyone to look at this objectively for the idea's potential and value to the game as opposed to subjectively regarding specific things. Also, for you to digest this information properly, you need to completely void your mind of any current item prices currently in game. With a system change like this, it'd require game-wide gold balancing and as such, prices would change drastically, as would gold income. With that, I introduce you to the crux of the last 4 days of work as well as this post:

A Breakdown

Trawler's Troupe: Has full incentive to chase storms, can fish higher level fish, exclusive Kraken take-down measure, access to new boat type.

  • Tier 1: Tier 1 Trawler's Troupe player and boat cosmetics. 10% Fishing supplies discount. Access to rod fishing. Access to small net fishing. Access to shovel 'fishing'.

  • Tier 2: Tier 2 Trawler's Troupe player and boat cosmetics. 20% Fishing supplies discount. Access to small cage fishing. Access to short-range fishing rope harpoon add-on for all boats.

  • Tier 3: Exclusive access to Tier 3 Trawler's Troupe player and boat cosmetics. 30% Fishing supplies discount. Access to large net fishing. Access to large cage fishing. Access to long-range fishing rope harpoon add-on for Fishing Trawler boat type. Access to second large cage mount add-on for Fishing Trawler.

  • Tier 4: Exclusive access to Tier 4 Trawler's Troupe player and boat cosmetics. 40% Fishing supplies discount. Access to wire and barbed-wire upgrade for long-range fishing harpoon.

Culinarian's Company: Sells food, creates multi-serving dishes, can cook anywhere.

  • Tier 1: Tier 1 Culinarian's Company player and boat cosmetics. 10% Reduced burning chance. Access to public fires to cook.

  • Tier 2: Tier 2 Culinarian's Company player and boat cosmetics. 20% Reduced burning chance. Access to double-serving food recipes.

  • Tier 3: Exclusive access to Tier 3 Culinarian's Company player and boat cosmetics. 40% Reduced burning chance. Access to mobile cooking pot.

  • Tier 4: Exclusive access to Tier 4 Culinarian's Company player and boat cosmetics. 80% Reduced burning chance. Access to triple-serving food recipes.

Blacksmith's Brigade: Sells/repairs weapons, makes ammunition and cannonballs, fulfills weapon cosmetic orders, exclusive boat weapon, access to new boat type.

  • Tier 1: Tier 1 Blacksmith's Brigade player and boat cosmetics. Access to stone pickaxe (+10% increased mining speed. Speed attributed directly to pickaxe type).

  • Tier 2: Tier 2 Blacksmith's Brigade player and boat cosmetics. Access to iron pickaxe (+15% increased mining speed. Speed attributed directly to pickaxe type). Access to reinforced lead ammunition (+5% increased firearm damage. Damage attributed directly to pellet type).

  • Tier 3: Exclusive access to Tier 3 Blacksmith's Brigade player and boat cosmetics. Access to silver pickaxe (+30% increased mining speed. Speed attributed directly to pickaxe type). Access to tin ammunition (+10% increased firearm damage. Damage attributed directly to pellet type).

  • Tier 4: Exclusive access to Tier 4 Blacksmith's Brigade player and boat cosmetics. Access to gold pickaxe (+50% increased mining speed. Speed attributed directly to pickaxe type). Access to 'silver shrapnel' ammunition (+15% increased firearm damage. Damage attributed directly to pellet type). Access to oil trough add-on for Slicker boat type.

Shipwright's Union: Sells ship licenses, sells planks, offers full ship repairs, fulfills boat cosmetic orders.

  • Tier 1: Tier 1 Shipwright's Union player and boat cosmetics. Access to wooden hammer (+5% hole repair speed. Repair speed attributed directly to hammer type). 5% Boat cosmetic discount. Capability to fully repair individual boat holes with 5 planks.

  • Tier 2: Tier 2 Shipwright's Union player and boat cosmetics. Access to stone hammer (+10% hole repair speed. Repair speed attributed directly to hammer type). 10% Boat cosmetic discount. Capability to fully repair individual boat holes with 4 planks.

  • Tier 3: Exclusive access to Tier 3 Shipwright's Union player and boat cosmetics. Access to iron hammer (+20% hole repair speed. Repair speed attributed directly to hammer type). 20% Boat cosmetic discount. Capability to fully repair individual boat holes with 3 planks.

  • Tier 4: Exclusive access to Tier 4 Shipwright's Union player and boat cosmetics. Access to gold hammer (+30% hole repair speed. Repair speed attributed directly to hammer type). 30% Boat cosmetic discount. Capability to fully repair individual boat holes with 2 planks.

Tailor's Trust: Sells/repairs clothing, sells/repairs armor upgrades, repairs sails, fulfills clothing cosmetic orders, exclusive access to sail upgrades.

  • Tier 1: Tier 1 Tailor's Trust player and boat cosmetics. 5% Player cosmetic discount. Access to crude wooden armor (+5% damage reduction. Passive bonus upon purchase/repair).

  • Tier 2: Tier 2 Tailor's Trust player and boat cosmetics. 10% Player cosmetic discount. Access to Reinforced wooden armor (+10% damage reduction. Passive bonus upon purchase/repair).

  • Tier 3: Exclusive access to Tier 3 Tailor's Trust player and boat cosmetics. 20% Player cosmetic discount. Access to studded clothing (+15% damage reduction. Passive bonus upon purchase/repair). Access to 'silken sails' upgrade for all boats (Reduced air friction when sailing against wind).

  • Tier 4: Exclusive access to Tier 4 Tailor's Trust player and boat cosmetics. 30% Player cosmetic discount. Access to iron plated clothing (+25% damage reduction. Passive bonus upon purchase/repair). Access to 'exquisite silken sails' upgrade for all boats (Wider wind-catch radius).

Pirate's Platoon (Previously Gold Hoarders): Exclusive buff to chest income, significantly better naval combat maneuverability, better boat access.

  • Tier 1: Tier 1 Pirate's Platoon boat and player cosmetics. 40% Piracy tax (40% reduced non-chest trade-in value. Exclusive to Pirate's Platoon members only). 'Fortune of the Follied' buff (+10% chest trade-in value. Exclusive to Pirate's Platoon members only). 2.5% reduced anchor-raising time (Stacks with other players).

  • Tier 2: Tier 2 Pirate's Platoon boat and player cosmetics. 30% Piracy tax (30% reduced non-chest trade-in value. Exclusive to Pirate's Platoon members only). 'Thrift of the Thug' buff (+15% chest trade-in value. Exclusive to Pirate's Platoon members only). 5% reduced anchor-raising time (Stacks with other players).

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  • Tier 3: Exclusive Access to Tier 3 Pirate's Platoon boat and player cosmetics. 20% Piracy tax (20% reduced non-chest trade-in value. Exclusive to Pirate's Platoon members only). 'Boon of the Bandit' buff (+20% chest trade-in value. Exclusive to Pirate's Platoon members only). 10% reduced anchor-raising time (Stacks with other players). Free Sloop replacements from Pirate's Platoon.

  • Tier 4: Exclusive Access to Tier 4 Pirate's Platoon boat and player cosmetics. 10% Piracy tax (10% reduced non-chest trade-in value. Exclusive to Pirate's Platoon members only). 'Prosperity of the Pirate' buff (+25% chest trade-in value. Exclusive to Pirate's Platoon members only). 15% reduced anchor-raising time (Stacks with other players). Free Galleon replacements from Pirate's Platoon.

Merchant's Alliance

  • The Merchant's Alliance now serves as a general drop-off point for all crafted and found items except chests. This just makes it easier through assimilation. All crafted items get sold here and add to an outposts supply count. Supplies are then obviously purchased from the related guilds.

Skull Collector

  • The Skull Collector will effectively act as the main hub for all raids. They wants skulls, non-discriminatory. You supply them. Easy.

Equipment Shack

  • Considering that it sells cosmetics for non-critical items, I figured this would be turned into the game's real-money cosmetic cash shop. It will obviously have it's in-game gold items as well. NO PREMIUM CURRENCY GARBAGE! Cash Shop items do not require orders. And I'll explain that next.

Order Up! – Purchasing Cosmetics

One of my favorite games of all time is Warframe because you constantly feel like you had something to do. For those of you familiar, think of buying cosmetics as making items in the foundry, minus the time-wall. For a game like this that is all about acquiring fame through effort, I didn't want cosmetic items just easily bought. That's boring and simply devalues them. Instead, you buy an order scroll for the item you want (Think about the collection quests in the game), it gives you a list of ingredients that will obviously match in quantity and rarity based on the level of cosmetic you're buying, you go out into the world to find those items, come back to an outpost, and depending on the item you bought, you take it to it's respective curator to have the order fulfilled. Clothing goes to the tailor, boat decals go to the shipwright, weapons go to the blacksmith, etc.


Is This A Pond or An Ocean? – New Animals/Mobs

A Breakdown

Non-Combat Exclusive Animals/Mobs (Excluding Fish):

  • Parrots

  • Seagulls

  • Toucan

  • Normal + large variations of Scorpions, Spiders, Rats, Frogs

  • Monkeys

  • Sheep/Goats

  • Cats

  • Dogs

  • Komodo Dragons/Iguanas/Lizards

  • Scarabs

Combat Exclusive Animals/Mobs (Excluding Fish):

  • Zombies

  • Sirens/Nagas

  • Mermaids

  • Goblins

  • Dwarves

  • Giant Bees/Wasps

  • Giants

  • Trolls

  • Ghost/Ghast/Shade (Similar combat mechanics as Dark Skeletons)

  • Tribesmen/women (More native, homogeneous humans)

  • Drowned 'X' (Basically an undead variation of any animal/mob)

  • Ghost Ships

Fish:

  • Clams (Shovel)

  • Mussel (Shovel)

  • Trout (Rod)

  • Dolphinfish (Rod)

  • Sturgeon (Rod)

  • Sardines (Small Net)

  • Anchovies (Small Net)

  • Shrimp (Small Net )

  • Eel (Small Net)

  • Cod (Large Net)

  • Rainbow Fish (Large Net)

  • Puffer Fish (Large Net)

  • Small Crab (Small Cage)

  • Turtles (Small Cage)

  • Lobster (Large Cage)

  • Spider Crab (Large Cage)

  • Giant Sea Turtles (Large Cage)

  • Tuna (Roped Harpoon)

  • Swordfish (Roped Harpoon)

  • Stingray (Roped Harpoon)

  • Giant Tuna (Wired Harpoon)

  • Giant Swordfish (Wired Harpoon)

  • Manta Ray (Wired Harpoon)

  • Shark (Wired Harpoon)

  • Whale (Wired Harpoon)

  • Dolphin (Wired Harpoon)

  • Damaged Harpoon-Caught Fish (Barbed Wired Harpoon)

  • Kraken Tentacle (Barbed Wired Harpoon)


What's in the box!? – Chest Re-Design

There's a fundamental flaw and lost opportunity with chests and how they currently work. You search for them, find them, and turn them in. Think about any classic movie where a person opens a briefcase full of cash or a chest full of gold and we see a 3rd person perspective of their face being basked with a holy glow. We're missing out on that experience. Considering this is a game about piracy and making or breaking a fortune, I'm suggesting a small RNG element with chests. For starters, you're still offered the opportunity to turn in a chest for a relatively fixed amount based on it's rarity everytime. OR… you can choose to break open the chest to loot it's specific contents with the chance of both a GREATER overall value than the unopened chest and a LESSER value than the unopened chest. I just figured that'd be a little fun. I'm proposing that a chest can include coins (duh), varying supplies, and food (spoiled or not) all of random rarity. Just something simple that I think could improve the dynamic of chests a bit more. That's just me.


Whippin' on the wakes in my Man O' War – New Boats

While I'm not including a Man O' War on this list because I feel like the Galleon is already a large enough ship as it is, I had to phrase it like that to make my 'Boyz N Da Hood' reference, I do have four boat types I'd like introduced with two unique and complex ones.

A Breakdown

Row Boat:

  • Not much use, but it'd be pretty funny. More content is more content.

Single Person Boat:

  • I feel like a single sail boat is necessary. Provide a very, very fast, non-combat, but very weak boat to the game for solo-players who just want to get some stuff done or are in a hurry and want to pick up a few chests before work. Sharper turning radius, faster sail adjustment and anchor lifting, and a one-hit destruction frame. Simple and clean.

Slicker:

  • I saw a post somewhere on this forum that someone was bummed out because there wasn't much fire in the game. The game is beautiful with it's rish blues and greens, and even it's grungy browns. However, combat, and the world in general, just isn't lively enough when there isn't any orange or fire. I had to be really dramatic with this one, but my inspiration came from the few movies I've seen in my life time where a fire starts on water (somehow) and there's just a massive explosion.

  • In summary, the Slicker is a medium sized boat (Think the Sloop but with an extra deck). It's slow but has a good turning radius. It has two sails, no cannons, an armored stern, and an oil trough hanging off the helm deck. The unique feature of this boat obviously being the oil trough which will dump oil for 20 seconds leaving a wide oil slick in the water that can be lit on fire to cover their tail.

  • I gave this boat to the Blacksmith's because outside of actual coin, they carry arguably the second most valuable item on the seas: raw ore. This oil trough serves as a weapon for slow turning Galleon's that may not be able to avoid it. And again, the Slicker is SLOW. I like to imagine it as a tug boat with a black plume; a really grungy and dirty boat that's very sturdy. This also explains the armored stern. If you're chasing a Slicker at max distance, you're not going to do much damage to it by chasing it. Slickers need to be ambushed. This high potential to be ambushed is also why I gave Blacksmith's higher weapon damage. Aside from the nasty mobs they have to face in mines, they have to protect themselves somehow. All-in-all, it really promotes a very roughneck style. And I like that.

Fishing Trawler:

  • This right here is what inspired me to go on this creative journey in the first place. First off, I love fishing in games despite not being big on fishing in reality, myself. However, I saw one GLARING piece of missed potential for this game: the storms. The storms obviously serve as a nuisance and inherent threat, especially if you're at the tail end of a naval fight and scrambling home to turn in your loot. But, while they're dangerous, storms showcase possibly the BEST side of the game's water. So what if you had incentive to CHASE a storm? Alas, my Deadliest Catch is showing and I'm giddy. Everytime I pulled into port, I had this surreal image in my head like… what if I pulled up to harbor and I had stacks of crates full of lobsters in them? Like, stacked high. How cool would that look? You'd feel like a real worker.

  • The first time I accidentally ended up in a storm, and I say accidentally because I was tabbed out while sailing which muted my audio too, I was enthralled with what I was witnessing. Let me paint a picture for you like this: I took off my headphones, and tabbed out for maybe… 45 seconds. Before tabbing back in, I put my headset back on, turn my volume back up to 85%, tab in and 'CRAAAAAAAACK'! A massive bolt of lightning hits my deck, thunder booms in my earphones, I jump a good foot out of my seat, knock over my soda, am immediately met with the harshness of the towering waves, and I gotta figure out how I'm getting out of this shit. Instant memory. Classic. Send it.

  • So, here's the summary of the Trawler. It's a very long (Galleon long) 2-sail and single deck boat with no cannons. It is also EXTREMELY heavy and turns very slow but is generally fast on a straight away. The deck is almost featureless because it needs to space to fishing crates. It has two options for cage winches: Two winches (1x Port and 1x Starboard) for large crates or four winches (2x Port and 2x Starboard) for smaller crates. Meanwhile, at the stern, you have a single net winch. It has a very sturdy hull and is not easily sunk. However, it is slow.

  • Something I fell in love with immediately when I booted up the game was the consistent mini-game nature of maintaining a boats course or changing it. It's just a blast. Despite me not having much fun with the games other content, I love just sailing. When I was thinking of the Trawler, I wanted to create an additional mini-game. Considering you're going to be chasing the chaos of the storm, I wanted the Trawler mini-game mechanics to match the chaos so I made something crazy and super risky. So, here's how the nets and cages work. For the nets, you first have to grab a hook from the back of the helm deck where your net is mounted and climb down onto the port or starboard side of your boat to attach the hook near the bottom of the associated ladder, merely inches from the sea. You then have to climb up, run back to the helm deck once more to grab a second hook, and do the same to the other side. Once the hooks are on, you then drop the net from the helm deck. In order to claim that net, you winch it up from the back and then remove the hooks. Super fun. Super risky. Totally epic. The cages are a bit more simple in that you just push the cages over the associated side of the boat. To pull them up, you crank the winch. For small cages, it takes about as long as raising a Sloop anchor. For large cages, it takes about as long as raising a Galleon anchor. Fun stuff!

  • Lastly, you can choose to have a harpoon gun mounted on the front of the Trawler or not. As you can see from above, the harpoon is available for anyone on any ship, but it's a short-range harpoon and uses rope. The long-range harpoon is exclusive for Trawlers as well as harpoon wire and barbed wire. In regards to fishing, all you do is aim it at the water and shoot. To add some physicality to the task, where ever a player is, they're always surrounded with a spawning circle of fish. Fish will only spawn in this radius around a player to reduce server load. After that, it's aim, shoot, and winch up (Sloop anchor speed). Similar to cannonballs, a harpoon has an arch. Once more, incentivizing the storm, there is a greater spawning rate for larger fish in a storm circle, the highest rates being in the center. Lastly, to make it a consumable, every miss on a harpoon damages it by 10% so it eventually breaks. Wired harpoon are more sturdy and have a 5% damage per miss ratio. To pair with that, given their sturdiness, they can be used to harpoon larger catches like whales and sharks.

  • Now, obviously we didn't just want to harpoon to be for fishing. It could be fun for combat. So, if you have a short-range harpoon, you have to be within 50 feet of a boat to harpoon it. This will basically stick you to the boat which, when that happens, both boats are slowed to an average speed and stuck to each other. Depending on who accelerates away, the other will be dragged, more or less. The rope harpoon can be cut with about 10 slices. It can also be immediately released from the winch. Both cause the harpoon to be lost. For wired/barbed wire harpoons, they have a durability for 20 slices and can be fired about 10 times the distance. This allows a Trawler some safety space. Because of the Trawler's weight, it can be used to initially yank boats off-course and very SLOWLY drag them. The winch can be reeled into to close distance or slingshot as well.

  • The last combat interaction with the Trawler is the barbed wire harpoon. This really only has a single use and that's the fight the Kraken. It can be used to catch normal harpoon fish as well, but they'll be greatly reduced in value. Basically, a barbed wire harpoon is a last resort for fishing if other harpoons broke and the primary tool for fighting the Kraken. For Trawler's the Kraken is the ultimate catch, but no boat in the world could hold the Kraken… so a tentacle will do. The easiest way I could sum up it's usage is Snow Speeder's vs AT-ATs. A fishing trawler has no business in a fight, but no real trawler is going to run away from a shot at the Kraken. To claim a Kraken tentacle, you have to hook a tentacle with a barbed Harpoon, and do two loops around it to cut it off. Once it's cut off, you winch it up, and it'll appear flopped across your deck, port to starboard, and will destroy any crates you may have. Take it to port and claim your bounty!


Sink or Swim – Boat Damage/Repairs/Replacements

From what I could see, this was a pretty heated topic for a lot of people across the varying forums on the internet. Some people like that it's easy to just get up and go so they can get tasks done, but others hate the fact that it brings a massive dredge to combat with it's repetition. As you can see, you get two different arguments from two different types of players. And I think that's where the problems lie. For someone like me who looks at the game, not as a combat haven, but as an opportunity to put in some work I'm proud of, I like the brevity of getting a new boat, but I can very much see the frustration for someone who looks to this game for a combat experience only to experience what is basically a relentless attack by other players. I thought about a system but I really couldn't think of one to balance out the problem without introducing new boats and REQUIRING the gathering of supplies.

A Breakdown

  • Boats now suffer an increased flooding rate for patched holes. Patched holes will, yes, patch a hole and prevent flooding, but the more patched up holes in a ship, the faster it fills when a hole DOES break. It doesn't make physical sense, but it's for balance purposes (a single plank preventing a flood doesn't make much sense in the first place). With this, base flooding rates for open holes would be decreased so that higher flooding levels can be reached when a boat receives a larger collection of holes. This balance is mainly to reduce the effectiveness of a boat that's been in a longer battle. Something has to give at some point where even an effective crew has to say, "Okay, maybe we should leave". So, yes, while I agree that a crew should be able to safely reap the rewards of a fortress by fending off the same returning crew four times, I don't believe that in a case where 5 crews genuinely DO show up at a fortress, that defending crew can't be as effective. With the additional boat respawn mechanics I'm about to go over, I'm preventing the respawning harassers from being able to do just that while also making sure that a single crew can't basically be invincible. TL;DR: Boats that suffer a few patches will be fine. Boats that suffer an absolute bombardment, despite successful repair efforts, will eventually be pushed off the wakes.

  • Row boats are completely free and require no materials to build.

  • Every other ship that will be released in this game requires planks to build it. Also, you may purchase a boat license. You can only hold a single license for a particular boat at a time, which you pay for once you spawn into the game and talk to a Shipwright to spawn a ship. No more will you get the selection to spawn a specific boat in the game (this is assuming that Rare create's an in-game recruitment system). The purpose of a license is to give yourself a recovery discount if you intend on using that boat type a lot in the session. Once you own the license, you can reclaim your sunken ship for a significantly reduced (as opposed to recovering WITHOUT a license) fee AND you have to buy (or find) the planks to build it. Playing as a Trawler and getting grieved by a certain player? The license prevents you from overpaying for someone else's trolling. Getting harassed by a returning crew while attacking a fort? The labor of buying the planks and building the boat will slow their roll. Buying the planks won't set you back a bunch, and it won't even require a bunch of planks (Maybe 30 or so) but doing it over and over again will start making a dent. This is in place to reduce frivolous use of boats. Once you pay the recovery fee and hand over the planks, the ship spawns with some damaged pieces. Spend about a minute repairing all of the pieces, and your boat will be released. The overall cost to recover a boat is fairly low (if you have a license), but the point is to put an obstacle of labor in the way (instead of a boring respawn timer) to get your boat back. This serves as a nuisance for grievers, and almost as a mini-objective for laborers (so they'd likely be less annoyed about it. I certainly wouldn't be annoyed. It'd be fun).

  • Lastly, boats no longer spawn with supplies. The supplies have to be bought (again, they're all pretty cheap, but this is also to provide a gold sink and incentive to being more frugal with supplies). If you're the leader of your ship and you have under a threshold of money, you can claim a free starter crate from the Shipwright which will always contain 8 cannonballs, 10 planks, and 10 bananas. You can only claim a starter crate once every hour.


Closing

Alrighty! If you've made it here and read all of that, you obviously care enough about the game to search every nook and crannie for ideas to support. Regardless if you support any of mine or not, I hope you left inspired and with some ideas of your own. Do feel free to ask me questions about any of the sections. I wasn't able to type about all the sections fully mainly because of hand dexterity and character count, but I did try my absolute best to be as detailed as possible.

This game can become something great and I can see myself spending a lot of time here if it's handled properly. I just hope, for all of our sake, that Rare has the same initiative to improve their game as I have the desire to play it in it's full capacity. Best of luck to you all!

39651/40000 characters used including this text! WOWEE!


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© Post "Attention Devs! Four days spent designing, compiling, and writing a HUGE list of Sea of Thieves suggestions. Complete and fully detailed overhaul of the game’s progression system! Large list of NPC/Mobs to add! Four new boat types! 39651/40000 characters of ideas! Make this game into what it can be!" for game Sea of Thieves.


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