The Flagship
The flag of the ship can only be that of the Clan/Guild itself
Both
Flagships come in tiers, the max tier of the flagship is equal to the current tier of the clan/guild and is upgraded separately
Due to being larger than normal ships, they are capable of having multiple siege weapons, though only 1 can be controlled by the captain/one steering the ship at a time & the Flagship is slower than normal ships both due to size and the larger amount of weapons
Flagships can equip “Super weapons“ Only 1 of which can be put on the flagship at a time in varying slots to the specific super weapon. (Will be expanded upon later in this suggestion)
Flagships lack deckhand npcs to promote the use of multiple players manning and maintaining the life of the already much more powerful flagship, the additional players can man the additional siege weapon(s) and/or attachments in order to bring the Clan’s/Guild’s Flagship to it’s full power
Flagships are segmented, allowing it to have up to 3 different hull types, 1 for the front, rear, and center of the ship, allowing Flagships to be much more fine tuned in how specifically the leaders/high rank members would like the ship to function. There are also 2 attachment slots per segment, allowing there to be 6 attachments instead of 4
Only the 2 highest ranks within the clan or guild are able to use the Flagship by default with adjustable permissions, and the redock time for the flagship is 12 minutes after being sunk due to the much higher strength of a flagship
The Flagship only de spawns when no one remaining is capable of steering the flagship or the flagship has been sunk with adjustable perms for what rank may steer a spawned flagship
Clans
They will buy the Flagships gear from another section of the clans reputation shop, increasing the available tiers of items as the clan grows in power allowing them to buy higher tiers of items to equip on the flagship, also sinking the flagship that belongs to another clan rewards blueprints, effectively giving you a [small] discount on flagship items
Flagships will be primarily used as an alternative way to raid islands by focusing all that manpower onto a single behemoth as opposed to spreading it out with multiple weaker targets, and it “may“ also be used in Naval wars as an optional feature (either everyone uses their own ships, or everyone gets put onto their clans own flagship)
Guilds
Blueprints can be gained for your flagship by sinking an NPC Flagship that can be fought as the final boss of an Island raid or very rarely found in the dark sea starting from the 2nd dark sea range with each additional dark sea range increasing the tier of flagship that may be found
Flagships would primarily be used as a way for a guild to attack a fort in a concentrated force rather than being divided into several targets, you may also bring the flagship into the dark sea as a mobile fortress and possibly avoid having your ship oneshot by something such as the Omen or whatever could possibly exist in the finale tier above it due to the increased durability of a flagship, could also be taken out specifically to hunt the other flagships that Atlanteans may rarely have
Sinking a flagships rewards players a blueprint they may be able to use while also at the same time rewarding the clans storage a random blue print for one of the weapons the sunk flagship had been using for the higher ranks to equip on the Flagship
Some unique weapons that may be used by Flagships in place of the usual weapons, super weapons are exclusively used by flagships/cannot be used by anything else.
Anything listed that is not a super weapon may occasionally/rarely be found as a blueprint in sealed chests
Attachments
Greek Fire: Can be put into any Attachment slot and has short range but can deal DOT dmg to both enemies and ships, if you have this it discourages ram styles of attack. It can fire for a short-decent amount of time before it needs to stop and reload
Barrel mines: Can be put into a rear attachment slot, deploying barrels behind the ship to act as Sea mines to anyone who bumps into them a little to hard
Potion Launcher: Can be put into any attachment slot, It has an ammo system like cannons where you select crafted potions to be launched much quicker and further than you can throw them, Only Nova/Supernova type potions can be used as ammo
Mini-Cannons: Can be put into any attachment slot, Shorter range & less dmg than the normal cannons, but they can be aimed in more than a single direction allowing for more fine tuned aim, possibly even firing at targets that are attempting to sail behind to avoid the bulk of the ships fire power
Siege Weapons
Trebuchet: Throws barrels in an arc towards a ship, primarily meant to deal damage to those on the ship rather than the ship itself through the explosion that happens on contact, may also be able to hit sea monsters that peak above the water by a significant enough amount
Ballista: Pretty much a scaled up Harpoon launcher, upgraded to fit into a stronger slot. This can be used to deal high direct dmg to structures/ships at med-long range, or doing the same thing to large Sea monsters that hang out halfway above the surface, med-high cd. This thing has effectively 0 AOE unlike the different mortar variations that all work the same with different stats
(Also having a direct straight shot instead of a shot from above would let you break into the walls of ppl who attempted to do that unraidable glitch with land above the walls, such as the arch shot from the previous option allowing the same thing by not needing to be directly above, also no invisible wall around the fort making it impossible to use my siege weapon to siege cause i can only target the invisible wall)
Hwatcha: So many arrows, primarily for taking down enemy sailors/defenders in a decently sized area while simultaneously dealing low-med dmg to the structures/ships they are on/in, if the structure is destroyed while a volley is still in progress you bet your gonna take some dmg for trying to hide under that
Some of these options like the ballista and hwatcha could also be used against dragons to a significant degree helping further balance a previous (now closed) suggestion of mine through the additional/higher dmg ways to fight them. Dragon Companion + Questline
Super Weapons
Annihilation Cannon: This goes into the ram slot, removing your ram while also giving negative ram defense, the cannon is massive taking up most of the space that the ram used to be in and has a long cd, but when fired it deals huge dmg to anyone unfortunate enough to be sailing in the way, any time this cannon is fired the flagships speed is significantly reduced cause of recoil
Rotational Mortars: This goes into the main siege slot. 4 Mortars attached to each other, after every shot it spins so they can all shoot one after the other either at the same target or at multiple different targets before needing to reload which isn’t even any longer than a normal mortar as they all get reloaded simultaneously at the same speed, allowing you to rapid fire the mortar without the risk that the Archaic mortar has
Ring Mortars: This goes into the main siege slot. As it sounds, a full ring of mortars, instead of focusing on raw damage, you simply get a massive area that it can effect, possibly having the largest area coverage of any ship weapon, though it also has longer fuse than other siege weapons
Chain Arrow: This goes into the ram slot, A giant arrow/spear on the front of the ship can be shot at an enemy ship ahead with a massive chain attached, reducing the speed of the attacked ship as they get dragged towards this flagship after having taken major damage, making it an easy target for the siege weapons, when the ship attached by the chain arrow has been sunk the cd starts, being a bit long
Sledge: This can be put in a siege weapon slot for being very close to the walls/other ship, has the shortest range of any siege weapon but also has the highest damage, it looks similar to a trebuchet, but instead of throwing things, the sling is replaced to basically a massive rock at the end which will swing and slam into walls when right next to it, or slamming down ontop of ships to break the deck and possibly even force the ship to go under water through the downward force. If it fails to hit a target it may cause self damage to the flagship
It is on the Trello for Clans and is stated that they are unsure as to what it would be used for, so here is my interpretation of how the Flagship could work for both Clans & Guilds, and since guilds are being added in FR it would be nice if we were able to get some more of those planned features even if they come a bit later after FR once we are more accustomed to all the new changes
If additional ideas come to mind or you have an idea i like i may add it to this suggestion