Foreword: There is one experience that Heroes won’t have when playing with positive renown: being hunted. So, I want a SOMEWHAT similar mechanic to the Notoriety system, which I’ll call “Hunted”, where the AS will come directly to you to get you. Instead of screwing with literally everyone to get Notoriety, you only mess with the Assassins. You do activities like sinking their ships or killing their active Assassins (I’ll get to the latter later). By then, you won’t just be a contract to be completed: the AS takes it personally now.
How the “Hunted” system works: There are two ways the Hunted system screws you. Note: They’ll only attack you if you’re on an island that is not protected by any of the in-game factions (other than ones protected by the AS and the wilderness of bigger islands). Otherwise, you’ll be reminded that the AS is unable to ambush you due to public presence.
- Tier 1 to Tier 3: A single AS NPC will be sent to get you. Heroes with 1 star get a Journeyman, 2 stars get a Sponsor, and 3 stars get an Assassin.
- Tier 4 and Tier 5: AS ships will be sent to your location. These ships are usually Fortified+ Sailboats and Caravels and have stronger crews. The Captain is counted as an active Assassin. The ships are as strong as your average GN ships when you’re at Tier 4 or 5 Notoriety.
The point system: Just like the Notoriety system, there are points. The tiers have similar points to the Notoriety system (20 Hunted points for Tier 1, 350 Hunted points for Tier 2,…). There are 3 ways to get Hunted points: Killing an active Assassin (100 points for Journeyman, 50 more per rank), sinking a Fortified AS ship or better (20 points, 20 more per ship tier), and killing AS bosses like Architect Merlot (1500 points). You can pay the Assassin sponsor NPC to clear them (they’ll have an additional option for the Hunted system, and the price is double the usual for Notoriety).
Why doing anything else won’t add points: Sinking ships lower than Fortified isn’t such a huge blow compared to Fortified or more. Acolytes are fodder and are expected to die to many things. These two are just realistic reasons. Gameplay-wise, Heroism is a beginner-based renown path, so new players won’t have to worry about constant danger all the time.
Assassin Hideouts: As a Hero (or Villain not associated with the AS), you can intercept AS members from doing their job by killing them while they’re camping. There won’t be any bounty posters for them. For beginners’ sake, all of these AS members are Sponsors or higher, and even if you’re a Hero, they won’t attack you. So you can just walk by, and they’ll leave you alone. Attacking and killing them will give you the average renown of a claimed bounty and the respective Hunted points, depending on the AS member’s rank.
Additional info: Villains not associated with the AS can also stack Notoriety and Hunted for the true “everyone hates you” experience. Go to the wilds? AS. Go to the civilized islands? GN.
Why would anyone even do this? Well, this mechanic does nothing more than boost renown, which is usually done during endgame, which is the intended period where this mechanic comes to play. I want to make renown farming quicker, but with more consequences.