They should make it so non clan players can claim an island, and use personal funds to build it.
It generates renown instead of infamy, and depending on fame/bounty the juraserva will say it differently,
For example, if you are fame:
“(Name) has taken control of (island)!
(Name) has taken it up as their duty to protect (island), castaways and weary sailors can know they have a safe stop at their (outpost/station/settlement depending on renown)”
Or for bounty
“(Name) has taken control of (island)!
(Name), a known dangerous criminal has seized (island), it is unknown what plans they have, but they have taken to forcing nearby castaways to work jobs, and plundering those who come near their (outpost/station/society depending on renown)”
Actually wait I should use that in a suggestor application, nobody steal it
maybe it acts like Pulsar and steadily increases in damage (or has a flat damage rate) until an explosion or something at the end, like a moving Javelin?
The addition of reagent pots will be a great QoL for rare reagent farming, but why lock them behind clans, an optional social feature?
I get that it makes sense for now, but why not just place a limited amount of them around the world?
This would:
Limit their maximum quantity naturally (no bullshit “Erm, you can’t place more for literally no reason other than balancing ”)
Make them fit within the world, immersing the player more (because why exactly would clans have those but not kingdoms?)
Makes players unlock more as they progress in the story, meaning that they would get more when they need more
Have players visit all seas more often, something I think vetex wants
Increase the amount of potential quests (specifically the fun kind that actually changes the player’s world)
I’m guessing that the answer lies in data saving, as the reagent pots probably don’t save your reagents (meaning that he does not have to script in a new thing to save in a player’s data).