Faction upon inspection

Faction upon inspection
effort 4.25 4 quality 4.0 3 reasonability 4.25 4

Faction Ideas

:stuck_out_tongue:

Merchant Alliance of the War Seas

“Calling all merchants! Merchants, do you feel targeted? Perhaps not enough customers visiting your shop? Or perhaps, do you have trouble acquiring your merchandise? Never fear, the Merchant Alliance of the War Seas is here! We will supply premium bodyguards and deckhands, as well as loan supplies and advertise your shop across ALL the seas(of course, you’ll have to pay us back…)! Join the Merchants Guild today!”

Requirements: Must own your own clan(in a way owning a clan is like owning a business), must be a good rep.

Benefits: Slightly weaker versions of regular deckhands which you can purchase, free “bundles” that you’ll have to pay back over time(bundles of a specific type of item that you’d like to sell, would be expanded on more with the introduction of careers).

Failure to pay back your loans to the Merchant Guild will take away 70% of your current reputation, as well as send a merchant guild “loan shark” after you(just a really strong NPC, luckily it’s just one).

Mercenary Guild for the Struggling Warriors

“Are YOU a bounty hunter? Do you have trouble finding your bounty? Do you find yourself undermanned or in a less than ideal situation each time you try to hunt a bounty? Or maybe you aren’t a hunter, and instead you’re just looking for an easy job for quick money. The Mercenary Guild plays both sides of war. Join us today, and we’ll make sure you’ll get paid!”

Requirements: Must have completed at least 10 Player Bounties, each bounty has to be equal to your level. Villains aren’t allowed(because that’d be self incriminating, just join the assassins syndicate), but Neutral reps are.

Benefits: Access to an extremely buffed bounty board. It has a crystal ball in front which will tell you the EXACT location of your bounty on the map, with a 5 second timer for you to memorize it.
The bounty papers will tell you if you’re “Hot” or “Cold”. If you’ve ever played that game, you’d know hot means very close, and cold means far away.
Players can also take special niche quests that give only galleons. These quests can be placed by players and NPCs, with NPCs mostly giving the combat quests.
If you are a neutral rep, you won’t lose reputation from completing jobs.

Example:

PLAYER MERCENARY NEEDED:
Objective:
“yo can anyone help me do some cargo?”
Rewards: 5000 galleons and a King Calvus Crown

Players can choose what the reward is.
employed mercenaries cannot steal their employers sealed chests or cargos*

Mercenary Needed:
Objective:
“The notorious criminal with a bounty of 200,000, KeyBlowsStuffUp, has been spotted at Forest of Cerunnmo. Looking at past feats, we realize that we may need outside help… any mercenaries that accept this job, be wary.”

  • The Grand Navy

Rewards: 1,000 Galleons(depends on how high the bounty is)

Almost always will be a galleon reward.

Mercenary Needed
Objective:
“You better come quick… a legendary hero called LockWantsToBattle is causing a huge ruckus at Whitesummit! He’s beating everyone up… get over here now!”

  • Assassins Syndicate

Rewards: 500 galleons

Almost always will be a galleon reward.

Well, you get the gist of it, don’t you? Probably really unbalanced but it’s 9:20 and I’m sorta tired. cya scrubs.

2 Likes

I think you got the title mixed up with another suggestion you may or may not be writing.
or the actual suggestion.

one of the two.

clickbait

8 Likes

BRUH… spoilers.

That was a title for a future idea, but it got mixed up :skull:

spot on :sob:

Lost Technique Idea: Way of the Wind/Tempo

3 star effort…

I give 3 stars for when you can see there was a decent idea and that effort was put in to flesh it out

It seems like you put a lot more effort into the Mercenary Guild than the Merchant Alliance.

The benefits aren’t good enough imo. Deckhands already barely gave any stats, making them give slightly less makes them even worse. But at least you can actually obtain them… Even if deckhands were buffed I wouldn’t be a huge fan of this benefit, but maybe it would be cool if they were hireable defense crews or ships that were separate from deckhands.

I don’t entirely understand the bundles, and the punishment seems really harsh. Seems like free cargo but with a much higher cost for losing it.

If my cargo market suggestion was added, or at least something similar to it, then a good benefit would be being able to manipulate or know more about the market. It’s like more money but in a fun way.

Sounds like an op version of my magic bounty paper suggestion. The idea isn’t horrible, though it needs a nerf. I think this benefit would be best alongside giving everyone, including those not in the clan, magic bounty papers.

The NPC’s giving exclusive quests is good, but giving quests about hunting other players is uncessary IMO since it seems like RNG deciding that this dude is going to get screwed today.

There’s a big issue with this guild though, which is that it doesn’t seem unique enough to justify adding. The crystal ball is a benefit, but the actual fight stays the same and it really is just “make more money”. And there’s also the fact that people hate getting ganked by a group so this clan might have a toxic reputation, but that’s just a guess.

Overall the Merchant Guild needs a bit more elaboration to justify adding it, but the idea is good. The Mercenary Guild definitely needs a mild nerf, and it might need a rework or major addition to even justify adding it. Both are just “get more money” though…

yes.

I want the merchant’s guild back :sob::sob::sob:

I always thought renown-less deckhands, even weakened would be useful.

Having a weakened deckhand is better than no deckhand. But I think hire-able defense crews that were completely separate from deckhands or hire-able ships that sail alongside you are better. I just think it would be awkward for a clan-only thing to take up a deckhand space, something anyone can theoretically access.

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