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Post by grzechol on Oct 15, 2014 2:37:14 GMT -5
I have some ideas about new deep sea encounters:
- Encounter with siren. Some crew members hear a beautiful siren song and leave the ship... Unless your Intimidating skill is high enough to stop them. - A powerful whirlpool damages your keel/hull (not too much and not too often because repairs are expensive), unless your Sailing/Navigating skills are high enough to avoid the whirlpool. Or maybe you can fix it if you carry some timber? Another version of this encounter can be navigating through rocks. - You spot a ship signalling emergency. You can decide to help them and gain reward (silver, reputation?), or ignore them and save time but morale (or reputation?) will drop. - Interesting surroundings (perhaps near the shore) - you may spend some time writing Journals. - Crew demands better food. Give them some Luxury Provisions (if you have any), try to Intimidate or morale will drop.
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Post by grävling on Oct 15, 2014 3:21:59 GMT -5
The ship's cat fell overboard. Stop and recover her?
This will delay things. The cat is good luck (especially if black), so maybe you should. But then if the sea has already claimed her, and you rescue her, the sea may take revenge. Maybe take a man next time? But cats can cause storms, so if you don't rescue her, she will curse you. And if the cat isn't there to control the rodents, will you use food faster?
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Post by grävling on Oct 15, 2014 3:23:06 GMT -5
You are low on rations. Some dolphins begin to follow the ship. Kill them for food? But what if they really are the souls of dead sailors?
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Post by salamano on Oct 15, 2014 5:29:02 GMT -5
I like this idea... losing crew members is always annoying in the open waters, particularly if it's a decent-sized number. Might need to program this for 'not deep sea' though, because the crew would presumably hear the siren song nearer to land. Easier to leave in that case too.
I like this one even more... There are a bunch of variables, attributes, and general levers that are pulled through the visitation of towns and nations. It might be helpful in some cases to balance this out with a way to do each of the same things out at sea. It could open up sailors to a more enticing mid-late game experience (as pirates), since they could find themselves uber-hated by everyone but their patron nation (and by 'uber' I mean more than -10 such that you can't trade or repair at a town, which is critical... particularly with town-controlling groups that have a very hard route to get back in good graces).
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Post by fallen on Oct 29, 2014 13:17:11 GMT -5
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