-1000 tales of Terror-
So how many times will a good player end up running through sunless sea? From my experience I can see how someone could easily be done after 3 or 4 captains. Games are long, can get grindy at points (unless you’re exploiting certain trade opportunites). When I heard comparisons to Rogue Likes and FTL I thought I would survive about 3-4 hours into a game, die, and then pass on a minor bonus to my next character. I was very surprised at just how forgiving many of the story events are, and the few that could kill you have pretty extensive warnings. It was not difficult surviving 40+ hours on my second captain as I detailed in another thread. So when I say 1000 tales of terror, even if you’re thinking those little stories you carry around in game rather than how many captains you’ve gone through, it’s a rather intimidating number taken literally.
-The Idea-
A Mod that shortens game length significantly and makes current "victory" conditions things that should be the capstone of a Dynasty, not a single captain. From a creation perspective, this would involve fairly extensive modifications of current storylines just so people can experience something new of course, but what I’m really more interested in here is the mechanics changes that would be needed. Some things I was thinking:
*Ship speeds doubled (maybe even tripled) - It’s been mentioned before that the first time through the game the effect is cool and creepy, but after 20 hours or so it just feels slow. Our target is for a character to retire in about 4 hours on average (a good night of gaming).
*More time/use based limits - After getting far enough in the game, I started seeing opportunities finally close off. Sphinxstone ran out. The Coffee trade to Vienna dried up. Hunter’s Keep burned down. As opportunities close, you feel closer and closer to the close of a story, wrapping up loose ends and (from a gameplay perspective) ready to finish your character’s career to open those opportunities again for another character.
These should happen faster and more often. The ideal kind of experience I’m going for is being able to close down 2-4 opportunities/storylines in a session and having that be enough to encourage the player to start a new character. This could take the form of opportunities slowing down after something like Another Day, Time the healer = 100 and just being done at = 150 or so.
*More Deadly - Learn through trial and error, but don’t become so invested in a character that death is a major setback. Have more events give Wounds, mostly without warning. Attack the Privateer Encampment/Blemmigan Colony options should always have a chance to give wounds. Make wounds unhealable or far more difficult to heal. Or make healing wounds give "scars" and if you’re travelling with wounds, you have a chance to trigger an event increasing your current open wounds. Make Dying happen at 5 wounds or so, but start taking permanent skill damage after 5 scars. Haunting Scar: Minimum Terror of 20. Lost eye Scar: -10 Iron and Mirrors. Deep Wound Scar: Chance to receive double wounds. Claustrophobia Scar: -20 Veils. Blinded (Requires Lost eye Scar): -50 iron and Mirrors.
This would make wounds more of a real risk than just a inconvenience you have to sail back home to be rid of. If you lost an eye, do you retire before you lose the other to ensure your next captain has better options for starting skill levels? Etc. More push your luck gameplay which I think would be exciting.
*More varied but more balanced carry overs - anyone who’s managed to transfer 30000+ echoes to a new captain thanks to that legacy knows how quickly this leaps a brand new character straight to endgame material. Or perhaps you spent your entire career building up to a frigate/merchant vessel, finally completing the Neathbow, only to get a deed to a ship that was a significant downgrade on the one you didn’t have to work nearly as hard for. It means nothing to that character, but would be really cool for a new Captain just starting out. The Zong of the Zee took forever to build for very minor stat boosts that required a slot I had in use. Again, another cool item for a new captain that wouldn’t be overpowered, but fairly meaningless endgame if that wasn’t your "ambition".
Allow different kinds of heirlooms in your residence/will. Captivating treasure heirlooms are already there for pure echoes. Leave your ZotZ or your Deed to A Yacht as an Heirloom. Leave storyline heirlooms for completing certain stories that change their outcomes or make getting to the end of them easier. Leave a Moth Mask heirloom and you can automatically succeed all challenges on Visage. Leave a Phoebe’s Locket behind and in the next playthrough Hunter’s Keep won’t ever burn down. Leave a souveneir from the burning of London and your next captain instead starts in the Khanate with all the options of London available to him/her there instead. There’s tons of possibilities. Limit 3 heirlooms for a House and 6 heirlooms for a Mansion and cut your house resale values tremendously so their only viable in desperate situations (or for roleplay!).
-Feedback-
These are just some of the main things I think would be necessary to change the gameplay experience to what I stated in the beginning. There’s of course lots of other things I’d like to do like making trading goods more viable, but making every port function similar to the iron Republic, making certain ports only looks for certain goods some of the time so you can make a better profit, but also are subject to the whims of the market or supply and demand. Have epic quest lines similar in scope to the Neathbow retain statuses across captains and make it an affair for your descendents. Other things I’m sure I can’t think of right now because I’ve been typing for a while.
Anyway, that was the idea I’m working with. It’s certainly a fair bit different of a vision than the creators of the game intended I’m sure, but I think it would be a cool mod idea. Ofcourse again, all the stories would have to be altered because their best experienced for the first time, but that’s something to worry about later. What I’d like to know from other experienced players is if you think the couple major changes I listed would work well together and give the kind of experience I’m trying to find?
edited by delta_angelfire on 2/17/2015
edited by delta_angelfire on 2/17/2015