Future OSA Notes/Enhancements 07/31/2021 09:47 PM CDT
This is a collection of ideas I've gathered from Discord chat and general discussions to throw at the wall to see what might stick, thanks to all who have contributed either directly or indirectly

*Ship Customization*
- Special Merchant services
-- Renaming ship
-- Customized colors / materials (wheel, ship, sails, etc.)
-- Customized room descriptions and room items

- Adding room effects
-- Having a monkey hang around, a ship rat, ambient messaging when not in battle, etc.
-- Convert existing objects such as sewer rats into permanent ship fixtures?

- Specialized room enhancements or additions
-- Magical Workshop
-- Node in more rooms
-- Captain’s personal locker
--- Display cases / cabinets to hold stuff like Playershops, but only accessible by the owner




*Ship Ownership Ideas*
- ‘Loaning’ out ships or having a whitelist of players you allow to use your ship, similar to BEFRIEND or how Player Shops are shared
- Ability to ‘trade-up’ or otherwise find value in their original investment, especially if original investment was significant
-- Players are able to trade-up their existing ship for a portion of the value of the ship they are trading (ex. a base sloop would be worth less than a fully upgraded sloop when trading in for a brigantine)
-- Players able to sell ships to other players
-- NPC system where your unused ships are used for things like training exercises, shows of force / territory disputes, and so on, and you as the captain gain passive income benefits
-- Make the ships account-bound rather than player-bound

- MHO/CHE
-- Allow MHO/CHE own a ship collectively
-- Require at least one officer or high ranked member to be captain of the ship when it DEPARTs?
-- May be expected to be a minimum size (brig/carrack or larger)?
-- Allow multiple ships to be used at once




*Ship Battles*
- NPC variety
-- Currently we have
--- krolvin
--- bandit-esque pirates
--- noncorporeal undead

-- Future ideas
--- corporeal undead
--- shelfae
--- kappas
--- sirens
--- tritons (Nelemarian? Only spawn near Teras?)

- Events
-- Sabotaging black powder reserves causes significant injury to enemies, in room and adjacent rooms (similar to huge mein golem explosions)
-- NPCs spawn with injuries, or effects like Confused, Blind, Demoralized, Feeble, Major Bleed, Vulnerable, etc.
-- Recovering artifacts (like lost heirlooms) via SEARCH in rooms produces gems, jewelry, enhancives and more
-- Enemy captain’s quarters may have treasure maps to island caches, X marks the spot kind of stuff




*OSA Tasks*
- Future tasks
-- Retrieve stolen/lost artifact
-- Smuggling
-- Escort-like task, pick up someone at the catwalk/ramp/dock, ensure their safety while travelling to another port
-- Take and deliver cargo (cough contraband cough) to another port or island
-- Prisoner Rescue/Transfer
--- So-and-so was caught and captured by krolvin/pirates at location X, head there and break them out. Use stealth, pick the lock, sneak them out, or just barge in and bash everything in sight to death, drag the prisoner to your ship and head home
-- Transfer prisoner X from here to port X, expect trouble, similar to Escort?

- Herb bounties at sea
-- Bird can take back the foragables with upgraded bird(s)
-- Aquatic vegetation once you jump overboard or foragables from existing port towns or future-ports
-- Herb bounties on islands, very rare herbs for ranger resistances / high end alchemy

- Communal Tasks
-- Allow shared/joint tasks like with AG bounties so there is a shared interest in finding a specific type of ship or completing a certain task




*OSA Roles*
- Boatswain
-- Chance to fortify a repaired room with temporary hit points (for example, repairing a room may result in a +10 hit points for that room due to quality of repair), temporary hit points disappear after ship gets put back into system
-- Chance for room ignore damage from cannon fire due to quality of repair
-- Chance for players in room getting hit with cannon fire to reduce or eliminate SMRv2 roll due to quality of repair
--- New verb SHIP FORTIFY (only works on ship)
--- Boatswain may choose a room on the ship to FORTIFY using planks of wood in an effort to reduce the severity of cannon fire to that room. Acts like temporary hit points or padding.
--- Can only FORTIFY one room at a time
--- May take 2 planks at a time to FORTIFY

- Cannoneer
-- New SHIP CANNON verb:
--- CANNON TARGET <area>
--- HELM: aims cannons to fire at enemy helm to disable the wheel, decreasing time it takes to approach and board the enemy ship
--- QUARTERS: aims cannons to fire at enemy Captain quarters, enough damage done can cause Captain to spawn with effects such as Major Bleed, Confused, etc.
--- CANNON: aims cannons to fire at enemy cannons in an attempt to slow or disable them, reduced chance to hit ship
--- CLEAR: no specific target on ship
--- All TARGETs decrease chance to hit the ship except for CLEAR, which maintains the base level chance to hit
--- Chance of destroying enemy black powder reserves, resulting in critical damage to the enemy ship, and/or NPCs spawn with negative effects once the fighting begins, such as Confused, Major Bleed, Blind, etc.

- Captain
-- Bonus attack against the opposing Captain (+AS/+CS/+MM/maneuvers)
--- New verb SHIP SEASHANTY (only works while on ship)
--- Once every X minutes/cooldown ‘warcry’-like boost to crew to increase combat effectiveness, speed up time to repair/assess/load/fire cannons

- Navigator
-- Better able to handle different weather patterns (if they come to be), or being able to PEER/CONSIDER where weather patterns exist, and/or having a Navigator on board increases the chance of encountering favorable weather

- Swashbuckler
-- coupdegrace-style bonus to any room they rope into, demoralizing the enemies and empowering your allies
--- New verb SHIP SWAGGER (only works while on ship)
--- Swashbuckler may activate their SWAGGER on a cooldown to empower allies and demoralize enemies (does not stack with the coupdegrace effect noted above)




*Port of Call and Island Expansions*
- Pirate Island concept
- Buried treasure events
-- Follow a map where treasure is buried, but watch out for traps, pirate ambushes and camps, jungle flora and fauna
-- Use of Ranger’s SENSE verb extensively?
- Assault
-- Similar to a warcamp, attack a large pirate base (think Tortuga from PotC) for treasure, notoriety and big boss fights
- Island Discovery
-- Use spyglasses or tips from overheard local lore in taverns (like the Sunfist Taskmaster board) about interesting spots found by other sailors
-- Special herbs for medicines or high end alchemy
- Mines for mining ore (whoa nelly?)
- Random chests of washed-up loot or buried loot caches
- Stumble upon a camp of pirates, take their loot (stealth or by force)
*Port of Call*
- Able to pull into a small village or area that provides healing or resurrection services rather than having to lug all the way back to a large city port




*Scratch area - throwing ideas at the wall*
- Dying on a pirate island/offshore without a town or hope of player rescue
-- Provide tribute to Niima or Charl in some form, such as offering a piece of coral or a shell to a local shrine, or through some ritual while on a ship that involves honoring a deity, sort of like deeds
--- This gives the player a mechanical method for their body to be ‘returned’ to civilization upon death (after some time, this gives the local players a chance to revive the body), though still dead, the body would wash ashore in the nearest geographically located town (Solhaven, Teras, Kraken, River’s Rest or Wehnimer’s). This is so the player isn’t severely penalized for participating in island exploration or various activities
--- Paying honor or tribute to a deity of the sea could increase chances of being rescued by friendly sailors rather than pirates, lessening your fines (“favorable tides bring you to a handsome, well-manned ship...”)
--- Followers of Niima or Charl may receive some manner of bonus

- Different types of storms
-- Currently, there are lightning/wind storms that cause ships to go off course, raise your sails, get blasted with lightning and unable to read the map unless you’re a skilled Navigator
-- New weather patterns/events:

--- Severe gale
--- Higher chance to be blown off course but not get struck by lightning (constantly needing to man the helm), can still read the map even if not Navigator
--- Could also cause your ship to move quicker due to extreme winds?

--- Blustery blizzards
--- Only occur in the northerly areas, Darkstone Bay and north (if ever expanded), causes biting cold winds like Pinefar or Glatoph, need to stay inside captain’s cabin or have resistances

--- Full moon(s)
--- Something regarding undead, maybe strengthening or dangerous, depending on which moon is full?

--- Lucky Wind
--- Winds of luck bring more merchant and treasure ships in the area, but only lasts for a very short time

--- Whirlpool
--- Your ship gets caught up in a massive whirlpool and is transported to a random place on the sea, like rifting? Ship damage may occur.

- Allow additional birds in crow’s nest
-- Maximum number based off of number of ships owned, notoriety?
-- Simply purchasable?

- Allow for specialized ordinance to be made via alchemy
-- Anti-magic cannonballs to reduce or remove magical attacks/effects from enemy combatants (uses mandis crystals or whatever those shards bandits throw at you to dispel you?)
-- Cannonballs that dazzle the enemy that cause a variety of effects such as Blind, Confused, etc.

- ‘Lord of the Flies’ island
-- CvC is accepted on island
-- Area of ship to ship CvC with boarding
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