Deckhands are at a great spot right now- and the feeling of hiring your own crew and expanding on their skills is very fun. However, I figure I’d throw out even more Jobs, Relics and Styles to make the system shine like a diamond. Hopefully down the line we’ll be able to have more deckhands, which means we might be able to have all six jobs on our ship at once! I have cooked up a few more jobs to keep things interesting and inject more variety.
DECKHAND PROFESSIONS
My expansion comes with Six new professions! Here is the list in all its glory, but let me tackle them one by one!
Longshoreman
Words a mouthfull- but in nautical terminology it refers to someone who loads and unloads a ship.
Effects
“Slightly Increases the value of sold Cargo per level. Starting at higher levels, Longshoreman will also save some of the objects on deck and in your cargo hold when your ship sinks. Objects are chosen at random, and the max amount you can have saved is 25% of your ship items once the profession is maxed.”
Forager
Since Fishing is something the crew can do now, I figured Foraging could be a fun side bonus.
Effects
“Having a Forager on your crew enables your crew to embark out when you are parked at an island. They will gather various fruits and herbs, the speed at which depends on your Foragers level. At higher levels, the crew can also gather potion reagents.”
Midshipman
On old vessels, a Midshipman was one step below the ‘officers’. Consider them essentially ‘officers in training’. They are the line between your crews top commanders and the run-of-the-mill sailors.
Effects
“Midshipman forgo a unique ability to increase the effectiveness of the base stat given by the deckhand. The bonus starts at 10% and levels up to 50% at max. Keep in mind, Deckhands are limited to only one per profession.”
Lookout
It’s cool that we have crows nests on some ships- but why not put them to use?
Effects
“Lookouts have an active ability that acts as a sort of pseudo-clearsight. It can be stacked with clearsight for incredible vision both in and out of the dark sea. The amount of vision they give- and how long the ability lasts, depends on their level. Also as a minor bonus, maybe they can make callouts of the directions of objects of interest within the Dark Sea (“Captain, Land ho, Starboard!”)” If I may be so daring, perhaps anyone sitting in the lookout chairs of the brig is given a nerfed version of the Lookout ability. Could give people something to do teamwork wise in the navigation of the dark sea.
Helmsman
Pretty important on ships but in AO the captain also takes the role of a Helmsman. Still, we could breathe some life into this role.
Effects
“The Helmsman possesses an active ability that drastically increases turning speed for a very short time. Levels simply affect cooldown. At higher levels, while the ability is active, the ram could deal less recoil damage.”
Spymaster
A more complicated Deckhand but I designed it to arguably be a criminal players best friend. They possess a myriad of lesser abilities- none too strong individually but hopefully together enough to make him one you consider having.
Effects
"The Spymaster possesses three abilities. He starts with one. Your poster location will take longer to update. As well, anytime someone grabs your poster, you are alerted. You are not told who, however there will be text “Your spies send warnings that someone is after you. Doesn’t work in the Dark Sea.”
“Their second ability, gained at the third level, is ‘Lights Out’. All of the ships lights are turned off, and its speed is slowed a bit. This ability is active, and has to be toggled on and off. While on, the aggro range of all ships is reduced severely, as well, ships outside their aggro range can lose aggro, including Atlantean Ships.”
"Third and last, is very simple, you can pay your spymaster a reduced rate to clear Notoriety. They also slow the rate at which you get Notoriety significantly."
RELICS
I have cooked up four new relics to accompany these new professions.
Shark Tooth Charm
Decreases damage your ship receives from sea monsters & wildlife.
Turtle Shell
Decreases how much damage your crew receives from all sources.
Golden Fishing Hook
Increases the Rarity Chance for the Fish your Crew Catches
Golden Feather
Increases how fast your ship reaches maximum speed.
NEW STYLES
Ravenna: Ensign Armor, Centurion Armor
Sameria: Samerian Armor
Bandit - Leather Armor (Including color variations), Bandanna, Hunting Set, Eyepatch, Mercenary set
Oracle - Oracle Armor Set, Oracle Robes Set, Alithea Set, Oracle Bracelet
All in all, I think all of this would make for a wonderful addition to the Deckhand system. It is of course, not an imperative suggestion, but once we get later into development and have bigger ships with more deckhands, it’d be nice to see a bit more!
Thanks for your time.
EXTRAS
More Stuff
I didn’t want to include these in the main idea because I found fault with them, but I did actually think of three more proffesions.
Artificter
Increases the effectiveness of the relics your equip your crew with.
Boarding Captain
Has a toggleable ability. While on, anytime you sink a ship, your crew will take some damage, and the enemy crew will in turn be weakened, starting with some damage taken. The damage your crew deals & receives is based on level
Thought it was cool but its a bit convoluted overall.
Monster Hunter
Increases drop rate of sea monsters. This one I didn’t add because its simply too niche and would barely see anyone ever run it.