Quote:
Originally Posted by Eliza Creststeel
While I'm not overly concerned about improving the economic system of the game, here's my own ideas on how they could incorporate Trade Skills; and they still fit into the current game universe.
BLACKSMITH - Improve or fix weapons, your own or other pirates.
GUNSMITH - Ditto for firearms.
TRADER - Skill would reduce prices for buying and increase prices for selling, also able to locate more rare goods. And in future could facilitate swaps between other players.
SHIPWRIGHT - Repair your own ship or repair others for a small fee. Later, customization options could be reduced or free for people with this skill.
VOODOO SAGE - Improve voodoo objects, make your own potions, etc. This could also develop into other abilities (fortune telling, talking to ghosts, etc.)
TATTOO ARTIST - Add an ability to upload 'approved' art for tats, or do your own for little or no cost.
TAILOR - Locate rare clothes, or 'make' clothes (buying them cheap or produce them over time for free).
Technically, mercenary or privateer would be out - because we already have quests to cover those.
Skills like these could be started with a quest or by 'apprenticing' with an NPC merchant (Ex: Do Blacksmithing quests for John Wallace or Shipwright quest for Darby Drydock) then whenever the pirate performs certain tasks they get XP and could add new abilities (Ex: Shipwright - Repair Hull, Repair Sails, Customize, etc.)
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Nice ideas there. Selling randomly collectible objects like fish and other meat, amongst the millions i can suggest, can also earn people money.
The apprenticing idea is nice. Like doing loads of quests for the NPC until you actually become a worker of the profession.
What I meant by mercenary or privateer quests are not just th current long length ones we have.
The ones I am thinking about are, quests that pop out randomly, based on who you work for. There is already a notoriety for being a pirate, which can be involved in this. For example, i join a mercenary squad for the Black Guard. Based on how deadly I am known to have been, the Guard sets the randomly popping quests for me. But this also depends on the amount of damage I have done to the EITC.
Privateering for some of these groups, organizations or nations also increases my notoriety amongst them. For example, I have killed no Black Guard members, and my lvl is 50. Therefore my rank among them is at max. If I am hired by the Dutch to sink East India Company ships, my rank among them goes up.
Next, if I work for the Royal Navy, I am sent to hunt down fugitives that are looking for a treasure loot in an island. My pirate notoriety increases only slightly, but my rank in the Navy increases as well. During such times, if acts of piracy, or at least against the group i hold allegiance to, are done, I am thrown out
If I leave Porc for Avaricia, I have to start mostly from scratch.
Spy missions for the alternate team is also relevant. If I am working for Porc, I can also receive a quest or operation from an NPC or GM respectively, or a high ranking member.
Now, with all of this in mind, there might not be actual use of guilds. Basically it will be like Cybernations. You're a member of a guild, which is a member of the orange team (or Avaricia). Thus, even guilds should be incorporated into this. Guild islands that have been thought of, can be minor privateer bases.
Cities like Cuba or Padres may fall under the jurisdiction of Spanish, and thus become privateer isles for the colonizers.
These new forms of privateering may have infinite potential in the game, especially in earning money.
Other forms of working for groups may not be privateering, such as working for Davy Jones or Jolly Roger. Even this should earn players money