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Add new types of pirate ships. (+ pirate raid rework)


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I had this idea for awhile. What if you could encounter different kinds of pirate ships which will need different strategies to counter? They will have structures on their boat, and have unique loot. This will add some variety to them, and try fix their core issues.

Focus will be on the pirate raids. Trinkets or anything else are for another day, however if i do discuss trinkets i will link the post at the bottom.

 

Pirate Raid Tweaks

This will apply to all the different ships unless mentioned otherwise. The price to bribe the pirates have been reworked. They will demand one banana for each monkey on board, instead of just one. Giving them one banana will make them neutral for 10 seconds and start demanding more bananas. During that time they will give you a chance to give the rest of the required bananas. If you don't, they are aggressive again and wont try again.

The monkeys no longer come on the boat all at once. The primate will always be the last to go on offence. He will send one or two monkey at a time while the rest of the monkeys stay on defence and focus on maintaining the boat. This will depend on how many days the player has survived. Pirate raids now can happen anywhere in the ocean that is not too near land. They have a much longer warning time now.

Only some types of pirate ships will run when getting shot by a cannon (None in the chosen concepts). Some will have unique reactions

 

New Pirate Ships:

Each of these have a chance of spawning on any pirate raid. Any and all pirate ships can also have some generated decoration presets on them, like tables or seats for variety in non intrusive spots. They will have some barrels too.

Plunder Ships

These are the default pirate ships you will expect, and are all about looting. They are very similar to the current pirate raids (besides from the previous changes done to them). They also have a pinch winch on board for treasure hunting, which have a 10% chance to have a treasure chest, 30% chance of a shell cluster, 30% chance for ocean debris, or 20% chance for nothing. The unique feature is Polly Rogers' evil sibling, Regonald Blackclaw. They will sit on the primates hat, and will be a threat to the player. They will fly onto the player's vessel, stealing any loot from the ground and returning it to the primate captain. Regonald will also play offence and attack the player, making them drop their hand item. Though, they only do this once.

Regonald is a threat the player will need to deal with, but they only have 75hp. This is overall the easiest of the raids to deal with as an inexperienced player as it is the easiest to learn.

Summary of loot: Same as the current loot for pirate raids with extra quantity and the pinch winch. Polly Roger blueprint is only obtained from this ships treasure now. 

The Hunting Ship

These will first start spawning at day 12.

These monkeys hunt gnarwhales and other sea beasts. However, they wont mind trying to plunder a ship or two. The ship has a moon-quay styled fridge with some fish in it, and features a drying rack with some jerky. However, the unique thing about this ship is that they have a harpoon attached to their boat. A monkey will operate the harpoon and will attach it to your boat, making these the hardest monkeys to escape from. Monkeys will climb across the rope onto your boat. However, This harpoon can be countered by slowly cutting it or setting it ablaze, though they will shoot at you again to reattach after some time. The permanent solution to the harpoon is destroying it with a cannon or something else. The harpoon has 150hp. See if you can get some monkeys to fall into the ocean by timing when you will cut the rope.

These boats tend to have less monkeys than normal, so a prepared player may find this the easiest raid of them all if they play defence.

Summary of loot: A few gears from destroying the harpoon/fridge, some morsels of food from the drying rack and fridge, the burried treasure from their treasure map can contain gnarwhale horns, food, and rarely malbatross feathers and a malbatross bill.

Trap Ships

These will start spawning at day 24. They are a rare find.

These are the most dangerous ships of them all, but it is stationary. At first glance there are no monkeys on this ship. Some may notice some small, suspicious straws poking out from the water, and see the odd barrel shake. There is alot of loot on this ship, some chests filled with gold and other elusive items, and one large guarinteed sunken treasure. However, once you jump onto this boat you are in for a surprise. Some Monkeys will burst out of barrels, and some scuba monkeys with make-ship scuba masks will jump out the water and join the battle soon later. If you can defend yourself from this surprise attack, you are in for a treats. There is no pirate captain or treasure map on this boat. If you dare try to shoot the ship with a cannon, don't be surprised to see some scuba monkeys on board your ship.

Summary of loot: Nothing specific. Not sure what they could give.

 

Summary

Those are my take on a concept of what i believe would make pirate raids better. I believe there should be one or two more types of ships since having just two offencive types is too small, but i did not want to overbloat the post.

 

 

Monkey Trinket Rework (Plus minor wonkey thing)

https://forums.kleientertainment.com/forums/topic/153619-monkey-trinket-rework-plus-minor-wonkey-thing/

 

I really like it. I also think a fun expansion could be special rare events involving these ships for example one could be a transport ship for them that moves slow enough to catch after we get the harpoon from the pirates you suggested above. It could carry very rare loot but have a equally low spawn chance.

Another could be a ghost ship event this ship would chase us for a short while but can't actually touch us as the pirates on that ship are ghosts but when it passes through us everyone on board would lose 10 percent of their sanity and Wavy Jones would spawn briefly to harrass us. Heck it could even be expanded on post rift somehow.

Wait I just thought about it what if the ghost ship event was triggered by the full moon but not during the moon storm.

10 minutes ago, Mysterious box said:

could be a transport ship for them that moves slow enough to catch after we get the harpoon from the pirates you suggested above

I had another idea which i did not include because of clutter which is a very similar concept.

 

They are merchant ships. They run away from the player instead of chasing them since they have lots of valuables.

11 minutes ago, Mysterious box said:

Another could be a ghost ship event this ship would chase us for a short while but can't actually touch us as the pirates on that ship are ghosts but when it passes through us everyone on board would lose 10 percent of their sanity and Wavy Jones would spawn briefly to harrass us. Heck it could even be expanded on post rift somehow.

That is cool. Wavy jones ship.

If different ships had different variations of music, that would be nice too.

19 minutes ago, Mysterious box said:

Wait I just thought about it what if the ghost ship event was triggered by the full moon but not during the moon storm

people are usually at mainland during full moons and that wouldn't make sense because shadow rifts are in the caves and shadows aren't related to full moon

20 minutes ago, Mysterious box said:

Heck it could even be expanded on post rift somehow

not really unless the shadows will turn into gestalts

imo they shouldn't add more dangerous, unrewarding stuff to the sea because there's already no reason to go there other than CC and megabasing 

9 minutes ago, grm9 said:

people are usually at mainland during full moons and that wouldn't make sense because shadow rifts are in the caves and shadows aren't related to full moon

Because there's no sea based full moon events or reason to be at sea we could use more and this could be the start of one.

10 minutes ago, grm9 said:

not really unless the shadows will turn into gestalts

imo they shouldn't add more dangerous, unrewarding stuff to the sea because there's already no reason to go there other than CC and megabasing 

I'd consider this more of a fun event than a danger also I don't see why we have to completely stick with events like these completely sticking to shadow events ghost ships on a full moon is more fitting.

3 minutes ago, Mysterious box said:

I'd consider this more of a fun event than a danger

i was talking about the first post in the thread

4 minutes ago, Mysterious box said:

I don't see why we have to completely stick with events like these completely sticking to shadow events ghost ships on a full moon is more fitting

because decreasing sanity and wavy jones are both related to shadows, not the moon 

So would you say that the player is intended to visit the ruins for bananas before sailing, that they are intended to kill the pirates, or both?

I think this an interesting concept, but I feel like I also need info on how the trinket/curse mechanics would change to form a full opinion.

1 hour ago, EATZYOWAFFLEZ said:

So would you say that the player is intended to visit the ruins for bananas before sailing, that they are intended to kill the pirates, or both?

Whatever you want to do. (You can get bananas from the moonquay, the banana bribe always existed)

1 hour ago, EATZYOWAFFLEZ said:

I think this an interesting concept, but I feel like I also need info on how the trinket/curse mechanics would change to form a full opinion.

I was going to do that as a seperate post. But here they are justnow. I will make them a seperate post tommorow.

 

Once you get 10 trinkets, you will turn into wonkey after 1 minute instead of instantly, giving you better time to react and deal with surrounding threats.

 

New craft: Banana shrine. This comes in the form of a normal structure, or a mast upgrade. It is efficent, allowing you to trade 1 banana to remove 5 trinkets. If you are Wonkey, you gain stat, damage and speed increases when near the shrine which opens up a new potential strategy.

 

Trinkets on the ground will despawn after 10 days to help deal with toxic multiplayer circumstances.

 

Players no longer drop trinkets on death. This was a toxic band aid fix which harmed other players.

I think the idea of pirates is interesting - and your varying ships is a nice feature.

I think it would be more fun to have different types of ships - perhaps less predictable too, such as the treasure ship could just be a treasure ship and you the player can be pirates (the real dream here is that we are pirates anyway) and the ship is maybe some pigs or other creatures that you can loot BUT they might be monkeys trapping you.

Before we do any of that though - we need to deal with the harsh nature of handling monkeys at all.  I think the curse should not drop from monkeys that spawn from boats.  You need to be allowed to fight these off.  We don't need to be punished for fighting off hound waves or other encounters, why a hostile mob should require a non-hostile solution or necessitates a trip to an island you cannot easily locate... is beyond me.  I don't get how it could have been decided like this.  We need to get rid of the dumb curse and we can probably have pirate raids and other ocean encounters ramp up. 

OR

If we can't get rid of the curse completely then we NEED a way to locate the island.  Maybe instead of pirates dropping treasure randomly around the main land they always take it back to the moon quay island and give it to the queen.  Instead of a treasure map they drop a map that locates the queen similar to jars locating pearl.  Then we give bananas to her to get our stuff back.  They could still use the treasure feature - just like jars always show you pearls island until you get there, then randomly give you treasure - only once you've reached their island do treasure maps spawn - and instead of giving us our stuff back that way (b/c we get it back from the queen) we get treasure similar to ocean treasures dug up on land.

2 hours ago, Yuuko said:

think it would be more fun to have different types of ships - perhaps less predictable too, such as the treasure ship could just be a treasure ship and you the player can be pirates (the real dream here is that we are pirates anyway) and the ship is maybe some pigs or other creatures that you can loot BUT they might be monkeys trapping you.

The monkeys are the pirates of the constant. Pigs can't use boats or anything. 

1 hour ago, Jakepeng99 said:

The monkeys are the pirates of the constant. Pigs can't use boats or anything. 

Nothing says they can't except that they haven't yet.  The pig king gotta be getting all that gold from somewhere...

Nothing says merms couldn't be a terror on the sea either.

56 minutes ago, Antynomity said:

awesome idea, hire this man

Thank you!

15 hours ago, EATZYOWAFFLEZ said:

So would you say that the player is intended to visit the ruins for bananas before sailing, that they are intended to kill the pirates, or both?

I think this an interesting concept, but I feel like I also need info on how the trinket/curse mechanics would change to form a full opinion.

I made the one about trinkets now.

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