Building Update Addon

Building Update Addon
effort 0.0 0 quality 0.0 0 reasonability 5.0 1

Now that the building update has been confirmed to be added after the nimbus sea, I have been thinking of an update that could work well with it. The suggestion also uses some other suggestions that I enjoyed, so some ideas might seem similar. There is no TL;DR and it’s a massive skill issue if you need one.

Clan Workers

Sailors

Sailors

Once you claim a large island, you should be able to build a dock on the island. After building a dock, your clan should be able to hire sailors the go around on the sea. This would increase the amount of your ships at sea. Depending on your clan tier, you should also be able to buy ship’s for the crew. This would be a one time purchase per level of ship, and would come directly from the clan bank.

Ex.
Average clans would be able to buy sailboats and for a high price, gunboats ,while
strong clans would be able to buy the previous two, and a caravel for a high price
etc.

The crews level would vary depending there ship type. The ranks of the crew would be based off what your clans ranks are name.

After buying one of these boats, you will need to set up what faction they attack in a menu that pops up. Upon a clan ship taking down another, it would give your clan infamy based on the type and the faction of ship they took out. If your ship is taken out, it would cause your clan to lose either galleons/infamy (idk which one).

You can also decide to have these ships attack other clan/player ships. Sinking a rival clan ship using a clan ship would give you much more than a in-game fact ion.

Merchant

Merchant

While your building on a island, you will be able to buy a market stall on your island. This will allow you to sell and purchase some items. I think it would be nice if you were allowed to chose the items, maybe having it so you need 100-500 of the item to sell them at your stall forever (Obviously it could still go out of stock like normal shops, it would just take longer to replenish to balance it out). You could also chose to sell one item in specific, but it would only last until someone purchases it.

The prices would be increased/decreased according to the item that is being sold.(So you aren’t allowed to sell headless head for three doubloons)

Anytime someone purchases something from your stall, 70% the money would be thrown into your clan bank, and the rest would be put into the stall. If the bank is full, the money would just be added to the stall balance.

You could also send these merchants out on the sea after choosing a ship that you own to be a merchant ship. Would work the same as stalls.

Scavenger

Scavenger

A pretty simple idea. You would pay a NPC from your clan bank to go out and receive items for you clan. You could choose the island they go to through some sort of menu.

These items would start out as only common/uncommon scavengable items (Ex. Askew roots, Apples, etc.), but would get better the higher the level of the scavenger, allowing them to find stuff like armor/weapons and scrolls at some point. The amount of items they bring back would also depend on their level. These would be put into your item bank, and would be accessible by the top three ranks in your clan.

Leveling

They would level up naturally from going on expeditions, and it could level up faster from the clans tier.

Ex.
A scavenger in a average clan would level at 1.0 of the normal speed, but a scavenger in a legendary clan would level at around 2.0 - 3.0 the speed.

Buildings

Item bank

Item Bank

Stores items that players would put in. Only the three top ranks in a clan can take out items. Items can be locked by the owner of the guild, making it so nobody can remove them. There would be a limit to how much the bank could store, and that limit would increase just like the clan bank. This would be used by both merchants and scavengers, allowing merchants to take items from it, and to store items sold to them in there. Scavengers would also put the items they got from expeditions from here.

Recruitment center

Recruitment center

Would be the area that you hire the NPC’s. Maybe you can find special variants of the normal NPC’s here, such as Dye Traders as your clan merchants or Explorers, which would be better scavengers that return faster and could bring back rarer items.

Maybe it could also be used as a build for players that want to join your guild, without the need for a invite. It could also have requirements that you could set up, allowing you to set any tracked stat as a requirement.

Possible Questions

Q&A

Q: Where would items go if your item bank was full

A: From merchants, they would automatically resell it in there shop. From scavengers, they would hold onto it until the item bank is emptied out enough.

Q: What would they wear?

A: You should be allowed to set up outfits that each group wears. If that isn’t allowed, having them wear their outfits in the recruitment center is fine.

Q: Why can’t sailors bring back items

A: I feel like that would possibly be a little OP, with them bringing back infamy already.

Wrapping up

This update might already be planned for the game, but I think it would be a amazing addition to the game, and would allow clans to feel more like a organization rather than a bunch of lunatics that banded together. This is also my first suggestion, so don’t dog on the quality that much.

1 Like

kinda seems like this will already be included with the building update from the Roadmap description

I think that the buildings might be added, but I doubt vetex would add the npc’s without the suggestions

I think he will with just the basic mention of building towns, not to mention it already as more depth than AA’s building system. It’s also kind of hard to not add an NPC for the passive item producer that was mentioned as well

yeah, I understand those things. I just didn’t see him adding any other npc’s than the few he mentioned.

Makes clans just better, yeah I’m on board.

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