Reasoning
My issues with cargo runs:
- Repetitive: You go to Ravenna, then sail to Redwake, then back, then forth.
- Passive Gameplay: Along the way all you do is not crash your ship into anything.
Proposal
- Shipwrights can offer “Cargo Contracts” (see mockup for UI)
- These contracts entail delivering specified cargo from one port to another, offering greater awards than just buying and dropping off cargo normally.
Contract Details
- Galleon Deposit: If you die or sink your ship on the way this is gone.
- Risk Level: Indicates difficulty, affecting ship requirements, cargo quantity, and enemy ship encounters.
- Rewards
- Item rewards: Amount depends on difficulty level, Uncommon chest loot, food ingredients/reagents
- Galleon reward: Separate from individual cargo galleons
Risk Levels
Uses a star system (1 to 5), scaling with the sea the contract was made in.
Impacts
- Increases Pirate Ship spawn rates and strength
- Player ship requirements
- Cargo amount
Alerted Ships
To address the passive gameplay of chart runs I want contracts to encourage you to do ship battles on the way.
While en route to your destination a pirate ship spawns and agroes to the player, a tip on the bottom right appears “A pirate ship has been alerted, protect your cargo!”
After sinking the ship you earn some cargo sent straight into your cargo hold. The ship encounters are optional, however you’d lose out on the extra cargo.