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Post by fallen on Oct 23, 2013 16:18:34 GMT -5
We love bringing synergy between our games, and the Cyber Knights encounter system has been so much fun to bring forward the day-to-day life of a Cyber Knight that we are porting the system and its concepts to Age of Pirates. Instead of having random, non-interactive sail damage, life at sea is going to throw challenges your way.
We are starting to write encounters for Pirates and we'd love your ideas!
This may be easiest for those who have played Cyber Knights! If you are a Pirates-only captain, pull down CK and give it a try for some context!
Some really fast suggestions: are listed here. The more details and fullness of options for the player, the better! These can consume cargo, require officers, kill crew, whatever!
1) The crew is unruly and is near mutiny. Bribe, Bribe with Rum, Intimidate. 2) A Kraken was sighted at a distance! Sail on, throw gold over board, chase? 3) High winds might damage the sails, slow down, sail on with Sailing save? 4) A storm damaged the sails! Use canvas from the cargo for repairs and spend the time, keep going, punish the sailors who failed you. 5) It is discovered someone has been stealing Rum from the cargo hold! Keel haul, investigate, break out more rum for the crew!
Feel free to suggest encounters you might also have in Taverns and on Beaches! The high-seas won't be the only place for long.
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Post by Icehole007 on Oct 24, 2013 9:26:43 GMT -5
Perhaps a beach encounter might be. you spot a UN-naturaly broken tree (could be treasure buried near by)Investigate, ignore, dig near tree. Looks like there could be something buried but its trapped. Pit caves in and kills crew members or you find treasure.
Out at see. Ahead is a giant Whirlpool. Sail around and avoid. Continue with confidence in your helmsman. Sailing through might put you at a random spot on the map. sailing around might drag you in if your ship is weighted down with full cargo, you might need to dump some to break free
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Post by fallen on Oct 24, 2013 10:07:14 GMT -5
@icehole007 - great suggestions and welcome to the forum! Love the ideas and you will see them in the game in the coming weeks. Please share more and we hope you'll join as a full time user!
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Post by Deleted on Oct 24, 2013 10:54:10 GMT -5
Here are my first two... more to come! 1) A sailor has fallen ill with a strange foreign disease brought aboard at the last port. (Occurs a couple of moves after leaving port, perhaps at the extremes of the map?)      Options: 1) Throw him overboard! [Lowers morale, number of sailors decreases by 1, stops disease]            You can hear the discontent among the crew as you sail away from the wretched man.                     2) Lock him away in the hull, far away from the rest of the crew. [High chance of stopping disease]            As the man is left to rot in the hull your sailors continue their arduous work.                    3) Leave him be, his life is in the hands of god now. [High chance of number of sailors decreasing by 1, high chance of disease continuing]                      Only time will tell whether he will survive.2) The disease is spreading like wildfire around the crew, something must be done! (Occurs if player chooses option 3 or possibly option 2 to the above event)    Options:  1) Put to port immediately and acquire a cure! [Ship is forced to travel to the nearest port, number of sailors decreases by 2-5, disease ends, costs treasure]            In the shady alleyways of port you find a sorcerer who can cure the disease... at a price.                     2) Take all the sick down below deck to stop the disease spreading. [Number of sailors decreases by 40-50%, disease ends, morale increase]            The next few days pass by like a hellish nightmare, but eventually the disease passes and the survivors talk of your wise leadership.                   3) Bring out the rum lads! There be nothing left but Davy Jones' locker for us! [Number of sailors decreases by 80%, captain either dies or disease ends, consumes several units of rum]
                     Everything is spinning like a crazed dream, is it the drink or is it the sickness?
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Post by En1gma on Jun 10, 2014 14:19:02 GMT -5
/Blows a cloud of dust off thread
I didn't even know this one existed!
Shipwrecked sailor/s that is/are either 1. Friendly to your nation and will join your crew 2. An enemy of your nation (war/spy/trade etc) and can be interrogated and information gained from and then killed (intimidation roll) 3. A merchant or someone who can tell you of a surplus or other rumor 4. A VIP of your nation or a friendly faction who you can return either home or to a friendly port for a reward
Floating cargo from a wrecked ship can be any amount of any type of cargo
Large amount of fish/food in one area, roll Gathering to determine amount of rations/lux rations gained.
I'll think of more- I'm glad I found this one!
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Post by En1gma on Jun 10, 2014 14:36:39 GMT -5
Fire on deck (roll commanding for both preventing and quelling fire) if quelled with a strong roll, minimal damage to sails. If rolled poorly, major damage to sails and hull, with minor casualties to crew. If epic fail, explosion on deck as fire ignites powder kegs- massive damages to sails, crew, hull and keel depending on how much shot and powder on board.
Newly recruited crewman actually a saboteur from enemy nation, could start fire below decks, murder crew, attack captain, dump goods/poison rations then jumps overboard or is captured and hanged.
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Post by En1gma on Jun 10, 2014 15:38:10 GMT -5
In the midst of a storm, gusting winds ship up a massive wave/s and you must fight to keep control of the ship with sailing/commanding(?) rolls, or suffer crew losses and ship damage.
At enemy ports, random brawls between trips to tavern/docks/palace/market- roll intimidate and fencing to avoid/threaten. Fighting would result in reputation loss, as well as damages from the actual fight if you take any.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 3, 2014 10:29:09 GMT -5
Your first mate informs you some of your rations are infested with maggots. 1.Throw over board (Lose 10-20) 2.Don't throw. (Chance of sick crew/death/morale loss)
A crew member with a particularly bad hatred for magic users realises your escort commission is a Magus and threatens to murder them. 1.Stop crew member and loyalists.(Crew death and chance of HP damage) 2.Allow the crew member to kill the Magus(Commission failed) 3.Kill the sneaky bastard yourself! (Commission failed, greater Rep loss , Morale increase)
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Post by fallen on Jul 3, 2014 10:30:30 GMT -5
ncaoa - both great! Thanks for continuing to share these ideas! We are working on the AoP encounter system in the background, and we can't roll it out until we have enough variety that it is fun like CK.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jul 3, 2014 10:45:28 GMT -5
ncaoa - both great! Thanks for continuing to share these ideas! We are working on the AoP encounter system in the background, and we can't roll it out until we have enough variety that it is fun like CK. Get thinking tricorns on people! This thread is lonely.
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Post by En1gma on Jul 3, 2014 11:21:49 GMT -5
As you approach an island or area with Ice Demon rumor: A thick, freezing fog rolls in from the deep sea. The men on board can be heard whispering of Ice Demons and begin to panic. Captain rolls intimidate/commanding to keep the men in check. Chance of immediate encounter. If men cannot be controlled by the captain., major morale loss and reduced effectiveness in the battle. If the captain keeps them in check, battle continues as usual. If the captain inspires the men, combat bonus when fighting, morale boost.
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Post by En1gma on Jul 3, 2014 11:32:14 GMT -5
While on shore gathering resources, chance of encountering another gathering party (due to treasure hunter rumor, or other rumors) they could be friendly, and tell you where to look, they could lie to you and tell you that there is still treasure when there is only a trap where they lead you. They could be hostile and attack you, and defending depends on commanding, fencing and how many men you brought with you.
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Post by En1gma on Sept 18, 2014 20:52:30 GMT -5
(Blows another cloud of dust off of thread)
It would be great if Whaleboats could add its own encounter- 'Off the port-side! Whale breach, men! This could feed the crew for weeks'- do we... 1. Ignore it, it's not worth the risk of life and limb. 2. Lower the whaleboats, hard to port, let's kill us some dinner, boys! Roll for Commanding, Sailing, etc. Major success grants major boost to food stores, few lives lost if any at all. Minor success- crew suffers minor casualties, major boost to food stores. Roll minor fail- Whaleboats are over turned, but recovered. Moderate loss of life. Whale escapes. Major fail to roll- massive loss of life, Whaleboats suffer damage, whale escapes.
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Post by johndramey on Sept 18, 2014 21:14:28 GMT -5
How about a simple encounter which gives a chance for pulling up rations. It could be a simple risk/reward like
"While sailing, your lookout spots what appears to be a pod of dolphins hunting a shoal of fish" Cast the nets! chance of getting some rations -or- losing time/crew/material Ignore no net loss
Or, how about a simple chance encounter
"Your lookout spots a ship afloat. It's masts are broken and you see crew signaling![/b] Rescue them! chance of gaining crew/supplies/cargo -or- ambush by pirates, ship is a disguised galley Ignore chance of nothing -or- they were trying to ward you away from a shoal/sea beast/etc and combat or damage -or- lose reputation with the area's faction
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Post by fallen on Sept 18, 2014 21:34:55 GMT -5
johndramey - great suggestion, I will add a fishing chance to the next release! En1gma - great suggestion. The new encounters need some work to be fully upgrade-aware, and special ones for the Whaleboats would be great.
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