A compilation of suggestions that I’ve thought of being based around improving aquatic-related interactions. This suggestion is categorized in the following:
- Catching sea monsters
- Fish cultivation (Revised)
- Better fishing experience
- Sea dangers
Everything suggested here doesn’t have to be implemented as a whole. Again, this is just a compilation of the suggestions I thought of and to prevent flooding suggestion category, I compiled all of them.
Catching Sea Monsters
Storing Dead Sea Monsters
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You can now store the corpse of a dead sea monster into your ship which can be brought to your island for butchering with the new civilization building.
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To store dead sea monsters, there will be a prompt next to brace named “Catch” that uses the “H” button when driving your boat. Pressing it will start catching nearby corpses of sea monsters and go in cooldown at the same amount as brace.
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Storing dead sea monsters would gradually become smaller just like when you touch a visual of a fish. When stored, the sea monsters would not rot for convenience’s sake.
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Depending on the type of your ship, you could store multiple medium or massive sea monsters. The following are the proposed storage sizes:
○ Rowboat: 3
○ Sailboat: 10
○ Caravel: 20
○ Ketch: 30
○ Brig: 50 -
Each sea monster would have a number that takes up your storage space. Current proposed number are:
Sharks
Normal
○ Shark: 1
○ Tiger Shark: 2
○ Great White Shark: 3
○ Megalodon: 6
○ Lurker: 2
Special
○ Poison Jaws: 3
○ Giant Poison Jaws: 6
○ White Eyes: 15
○ Giant White Eyes: 25
Whales
○ Cachalot: 10
○ Blue Whale: 20
Uncategorized
○ Obolus: 15 -
To check your storage, there will be a text indicating your available storage in the ship UI such as “Storage: 23/50”. To check the sea monsters specifically, you can press the same area for checking stored sealed chests and by doing so would show the name of the sea monsters.
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You can unload to any nearby wilderness island claimed by a clan, meaning to say you can “gift” other clans. Quartermasters would now have an option to unload stored sea monsters by either around 25 or around 50. If it isn’t the exact number then it would only add up the sea monsters that’s close to the number.
New Civilization Building
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“Butchery” will be added as a new civilization building. Castaways rescued can be brought to your island and take up the job in it. This building requires two castaways with one being the butcher and the other as a cook.
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If anyone unloaded their stored sea monsters in an island with a butchery, then it would transfer to the butchery with a 50 storage size and automatically starts butchering. Each sea monster size would give 30 seconds, meaning if someone unloaded 50 worth of storage then it takes 25 minutes. If the butchery storage is full, people won’t be able to unload.
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The cook can only make basic type of food but will have the sea monster’s name on the food. The type and amount of food is also based on the size of the sea monster such as the following:
Types of Food
○ Sea monsters size 3 and below only makes hand-held food.
○ Sea monsters above size 3 would make placeable food.
Amount of Food
○ Great White Shark: 2
○ White Eyes: 4
○ Giant White Eyes: 8
○ Cachalot: 3
○ Blue Whale: 6
○ If not mentioned then it only gives one. -
Each sea monster also has a preset food depending on the size.
○ Size 1-2 gives 30 hunger
○ Size 3-9 gives 75 hunger
○ Size 10-15 gives 150 hunger
○ Size 16 and above gives 200 hunger -
The building could look like a small wooden house with a huge table in the middle, a chopping area where the butcher is located, and a kitchen area where the cook is located. For example:
Fish Cultivation (Revised)
New Civilization Building
- “Fish Pond” and “Ocean Net Cage” will be added as new civilization buildings. Fish pond can be placed on original island terrains, it will create a small hole that would have water in it wherein pond type fishes can be placed. Ocean net cage can be placed on the ocean, it will create an enclosed net area where ocean type fish can be placed. For example:
Group of Ocean Net Cage
Fish Pond
Producing Fish
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Getting closer to both of the new civilization buildings with any fish on hand would give the prompt named “Cultivate” option for the “E” button. Doing so would place the fish in any chosen fish cultivating buildings.
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Both buildings would have a max cap of 10 fishes, it works similar to the aquarium in the ship where the fish is made smaller to fit in. The fish placed in them will be saved.
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To start producing fish, it requires 2 of the same fish kind. If let’s say you placed 3 of the same type, it can only produce 1 fish unless you placed 4.
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To collect produced fish, you can get closer to any of the two new civilization buildings without a fish on hand and it would replace the prompt into “Collect”. You can produce indefinitely since the amount is based on your time in the server.
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Since producing fish is based on your time in a server, there’s a chance to produce special types of fish. Collecting these fish can also count towards your fish collection. Proposed chances are:
Size
○ Small: 40%
○ Default: 45%
○ Giant: 8%
○ Massive: 2%
Modifiers
○ Golden: 1% -
Depending on the rarity of the fish you placed, it can affect the time it takes to produce a fish. Proposed timers are:
○ Common: 5-10 minutes
○ Uncommon: 10-20 minutes
○ Rare: 20-30 minutes
New Fishmonger Item
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Fishmongers can now sell fish food to give more chances for a special types to be produced after being fed.
○ Bloodworms: costs 20 galleons but gives 0.25% more chance to produce a massive variant.
○ Gold Scraps: costs 50 galleons but gives 0.1% more chance to produce a golden variant. -
To feed the fish, holding any of the two new fishmonger items on your hand near any of the two new civilization buildings would change the prompt into “Feed”.
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You can feed your fish multiple times which would stack the chances but upon getting a massive or golden variant would reset their respective chances back to normal.
Better Fishing Experience
New Fishing Events
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Fishing now has a chance for an event to occur, these things are simple additions to make fishing somewhat less boring. The chances are unaffected by luck.
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The following are the proposed fishing events for the ocean.
○ Fishing a Castaway: there’s a 15% chance to catch a castaway where upon catching would make them climb up the surface you are standing on and give you a fish just like when you save them normally. Uses the same loot table as normal castaways and also gives you fame if you have a positive reputation before disappearing after some time. If you have a negative reputation, then you immediately plunder the castaway. If you’re on a boat, then it joins your crew temporarily if you have positive reputation and be killed after being plundered on the deck of your ship.
○ Anglerfish Jumpscare: there’s a 15% chance for a png of the anglerfish’s face to appear in your screen when catching any fish. Would also play a screamer audio. 100% chance for a jumpscare to occur when catching an anglerfish with 50% chance of your heading getting stuck in its mouth for a minute.
○ Getting Inked: there’s a 50% chance for a squid to shoot ink at your face, reusing the ink status and effect of the removed ink magic. Black smoke would also appear on you.
○ Shark Attack: there’s a 30% chance that the shark you catch would bite you and deal 20% of your health.
○ Fish Style: Nose Thrust: there’s a 75% chance for the swordfish to impale you and deal 5% of your health. Goes away after some time. -
The following are the proposed fishing events for ponds.
○ Eelectrocution: there’s a 50% chance of getting paralyzed upon catching an eel. It would deal 5% of your health.
○ Turtled: there’s a 50% chance that the turtle would play a bonk sound effect when catching it.
○ King’s Blessing: there’s a 25% chance that the king salmon you caught would give either 50-100 galleons or 5 minutes of T5 luck if you don’t have the luck status effect. -
The following are the proposed fishing events for both the ocean and ponds.
○ Weapon Impalement: there’s a 40% chance for the bladed weapon you catch to impale you, appearing on your body no matter what type it is. It would deal 5% of your health and the bag would disappear upon catching. This also means that a sunken sword can impale you after catching one.
○ Dead Encounter: there’s a 20% chance of fishing up a rotting corpse or a skeleton which would hang on the edge of the surface you’re standing in, giving you 30-50 bones and disappears after a minute. If you’re standing on a boat then it would hang on the edge, dropping when the boat is moved. You might have caught someone who got murdered or drowned, who knows.
○ A Messy Catch: there’s a 75% that you get splashed and soaked with water when catching something.
○ The Circle Of Life: there’s a 30% chance that the giant/massive/rare+ fish that you catch to also have a small fish type, giving you another fish on catch. -
More could be added but so far these are the fishing events that I could think of.
Fishing Spots
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Diving spots and sea chart structures now improves the chances of catching something that you need when fishing above them.
○ Diving spots would give 20% more chances of getting a giant fish and 5% more chances of it being a golden variant.
○ Sea chart structures would give 20% more chances of getting an item, 25% more chances of an item having a drowned modifier, and 2.5% more chances of getting a sunken item. -
The docks and ponds now act as a way to speed up reeling by giving reeling power depending on the amount of people standing on a dock. Encouraging multiple people to gather and fish, as well as allow more chances for conversations by lessening the reeling time.
○ Note that you have to stand on the marked terrain or material to gain the reeling power, meaning you can’t obtain twice the effect if there’s both a pond and dock nearby. -
Each player standing on a dock or pond would increase the reeling power by:
○ 5% if there are two.
○ 7.5% if there are three.
○ 10% if there are four.
○ 12.5% if there are five.
○ 15% max if there are six or more.
Sea Dangers
Sea Traps
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Opening sealed chests and dark sealed chests would now also have a 50% chance of obtaining sea traps instead of cannon balls. These traps can be placed in the sea by the player’s hands and triggers when a ship passes it. Can be avoided if the indicators are noticed immediately.
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The following are possible sea traps:
○ Light Naval Mine: there’s a small black 20% opacity circle that indicates its spot above the water at the cost of dealing 100 damage to the ship that triggers it.
○ Normal Naval Mine: there’s a black 40% opacity circle that’s about half the size of a diving spot indicator above the water, dealing 200 damage to the ship that triggers it.
○ Heavy Naval Mine: there’s a black 60% opacity circle that’s the same size of a diving spot indicator above the water, dealing 300 damage to the ship that triggers it.
○ Dense Naval Mine: there’s an obvious black circle that’s 50% more bigger than a diving spot indicator, dealing 500 damage to the ship that triggers it.
○ Heavy Water Net: a huge net with black circles on each point at the edge, slows down your boat by 10% for 10 seconds. The effect can stack but won’t refresh the duration.
Natural Sea Traps
- Unobtainable traps that can damage your ship on the sea if you don’t avoid them. Possible natural sea traps:
○ Deadhead: a log floating above the sea which can deal damage to your ship if you don’t turn or stop. For clarification on what a deadhead is:
○ Sailor’s Sink: a very small whirlpool that’s about the same size of a diving spot indicator that can become a normal-sized whirlpool when a ship triggers it.
○ Abandoned Naval Mine: a greenish version of a normal naval mine with a seaweed attached to it which goes up to the surface.
○ Water Current: similar to rough waves except the animation moves toward a direction. Going against a water current slows down your ship by 50% but makes it move faster by 50% along with it. There’s a 40% chance that an abandoned naval mine can spawn on where it is directed at.