Ship mechanics: Making Ship Crew more active

Ship mechanics: Making Ship Crew more active
effort 4.833333333333333 6 quality 4.833333333333333 6 reasonability 4.333333333333333 6

Welp. I think that a lot of people are already tired of constantly wasting A LOT of time while buying all the cargo and place it on the ship’s deck just to then disconnect or die from bounty hunters or pirates… Or fight with strong enemies in the sea while your Crew is basically sitting and chilling there. So I decided to think of several ideas on how to improve the Ship Crew’s mechanics and make them actually useful and active.

[1] Cargo load:

Your ship Crew now can place cargo on your ship along with sealed chests and gun Powder barrels, however your ship must be close to either the shipwright or specific object you want to get. This doesn’t work on under water structures. The speed of cargo loading is 0.5x of the Cargo Selling speed.

[2] Boarding:

When “docked” to any enemy ship, you can click a special button, which will make your Crew start the boarding. It will make your Crew (including all the quartermasters and deckhands) attack the enemies on that ship, defending their own one. The HP, Damage, Speed and etc. Of the deckhands are based on their level. Quartermasters don’t rely on the level and have their own special attacks, for example, Enizor’s “unawakened” version can throw burst potions to help you or attack the enemies. Once all the enemies are defeated, those deckhands will be leveled up and collect the treasures for you.

[3] Sea monsters hunting

Obviously, your ship crew now can use attachments like Harpoons to attack sea monsters in their sight, which also help s in defeating some monsters like Obolus. Since we started talking about Obolus, let’s say that it’s invisivility cloak will lower the deckhands’ accuracy.

[4] Island raids

Your Crew now can raid an island (Works with Fort Castrum also) or be your own army if you say so! They will help you beat enemies, claim islands and so on. In this state they are also fighting others including other players’ deckhands. Claiming the island now can let you make your Crew defend it, if you are docked to that island. Of course, if any of your deckhands is raiding/defending an island, their bonuses given to the Ship will be gone until they come back.

3 Likes

Suggestion denied
Reason: Too hard to script lol

Jokes aside. I would love this especially on Island Raids and boarding. It would be nice to have some support in fighting than everything on us. For first and third I’m pretty sure it won’t be added due to how the game put sealed chest/barrel/cargo as right now and also how the crew is right now.

̶O̶b̶o̶l̶u̶s̶ ̶i̶s̶ ̶a̶ ̶s̶h̶e̶ ̶b̶t̶w̶

What the fu-

you cant really add automated cargo loading without revamping cargo entirely, because it’s the only part of cargo hauling that requires the slightest effort
otherwise it’ll turn into

  1. afk until the ship is loaded
  2. turn and face the right direction. sail down. occasionally watch for the rare obstacles but otherwise you can go afk too
  3. afk until the ship is unloaded

that just promotes being passive

hell yeah dynamic npc’s!
no longer do i have to get a pirate to aggro onto a nearby navy sailboat for them to fight!

The thing is Captain is definitely not the person who must load the Ship with all the cargo at this point :rofl:

its a sea monster.
theres male and female ones, presumably, otherwise there would only be one.
there is more than one.

point is that male anglerfish are like, not really anglerfish shaped whatsoever and extremely small
but thats getting off topic

y’know, that is the best argument I have heard against auto cargo loading.

Male Anglerfish looks very different than the females.



Realistically, male Obolus would look like a giant guppy comparable to Great White Shark for size reference.

And who knows if the one of the Obolus we’re fighting have lots of the males becoming one with the female after reproducing (unless they decide to detach which do present in some anglerfish species)

This went from Ship Crew improvements to “What if sea monsters have genders” :sob:

Very cool, although i do have a question for number 1

Where will the cargo be placed, will it be under the deck like when you go through a portal but have a limit? (let’s say 100 for brig)

Also unrelated to the question but all of these, or well specifically 2 and 4 are possible because we have seen ally NPCs fight enemy NPCs (Iris fighting the pirates at Forest of Masts).

I’m not too sure about 4 though, mainly about the defending part, like, how would they be stationed? Will we have to set them or how? I do remember that something related to having deckhands stationed at islands to defend was planning on being added or so i think, so i don’t know.

YesYesYesYesYesYesYesYesYesYes

im ngl the process is so mind-numbing that i think itd be more engaging to afk it

Performance shouldn’t be a problem if the crew fights are client side like the new town npc fights

Pretty sure that cargo loading and having your crew fight were already vetoed in the past, but I don’t blame ya for not knowing.

  • Auto cargo loading just makes the flaws of the current cargo system more apparent, but I still think it would be an addition that improves the game.

  • There was a Trello note on making NPC allies take a knee when they die, so maybe having your crew fight is more reasonable nowadays? Also, deckhands have builds because you can fight them before they load. Still though, pretty sure this was vetoed in the past for whatever reason.

I like sea monster hunting, but I feel like island raids would be boring due to the lack of anything living threats on islands. Maybe it could work for clan stuff though.

Oop thanks for another idea for a suggestion

i hope this gets added especialy the cargo load and boarding, for boarding you might need to deal like 50% of the ships damage or something like that (to prevent 1 shotting legendary atlantean frigs and running away)

It’s not always the case when your Crew can deal with the Atlanteans, and lets not forget that if the Crew dies your bonuses go off

Solution: magic