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Shipwreck Island - Pirate King - Flagship - Pirate Bonus'

PostPosted: Fri Mar 24, 2017 11:45 pm
by Shadowood
Shipwreck Island, Shipwreck Cove, Devils Throat... These come from pirate lore from PoTC. But I thought I would use them here as discussion topic to further bonuses for Pirates.

Shipwreck Island -
Much of Shipwreck Island's history is shrouded in mystery. One of the best known legends on the Spanish Main, it was believed that the island was an impregnable pirate stronghold and sanctuary for hundreds of years. Most seafarers who heard of it regarded it as nothing more than the rum-soaked invention of tale-spinning pirates.

The island’s position was difficult, if not impossible, to pinpoint on a map. Some said that it had no fixed location, but that it...moved. But pirates who knew of it could usually find it...though not always. One of the few pirate maps that bore correct (at least at some times) coordinates for Shipwreck Island showed it as lying a day’s sail off the northeast coast of South America.

The inner portions of the island, Shipwreck Cove and Shipwreck City, were some of the main locations where pirates gather, particularly during the first meeting of the Brethren Court. Other than the pirates, very few parties were able to enter Shipwreck Island. In order to reach the center of the island, sailors were forced to pass through a narrow inlet known as the Devil's Throat, which claimed several ships every year.

In Shipwreck City, there were many places where people could gamble and drink, such as the Mermaid and the Drunken Lady. There were also many notable inhabitants who lived in the city, particularly pirates and wenches

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    - Shipwreck Island will be a place on the map, but it will only be visible and accessible to those flying the Jolly Roger.
    - This island/port will be a safe haven (of sorts) to Pirates as it will be invisible to all who don't fly the Jolly Roger.
    - Upon entering through Devil's Throat, each ship in fleet has a chance at random damage applied. Tail ship has a 5% chance to sink. Flagship is 100% protected from these effects
    - To enter Shipwreck Cove you must have less then 3 danger. While docked you gain 2 danger per hour. (This is to avoid abuse. Attack and hide) Danger gain does affect Flagship too.
    - Other players flying the Jolly Roger may attack you as they can see the Port.
    - Due to the bad habits of Pirates, RUM is of high demand. Pirates who ship RUM in are paid 18 g.c. per crate sold.
    - Shipwreck Island produces NO RESOURCE. You will not ship out any items, only ship in RUM

Pirate King -
I propose that there be a title given of "Pirate King"
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To be elegable:
- This Pirate must have won 10,000 Battles min
- This Pirate must have won 2,500 Skirmishes min
- The Pirate who has the most "Battles won" and has the above requirements, will be crowned Pirate King
- The Pirate King is granted access to a second Flagship which he commands and can upgrade
- If no one posses the above requirements, there is no KING (requirements of course are negotiable, but must be difficult to achieve given the prize)
- If the current Pirate King is dethroned, he keeps his 2nd Flagship, but does not command it (can't upgrade it further) (standard Flagship rules apply)


Flagship -
I purpose that a Flagship must be docked in Shipwreck City to apply "Construction Points".

Port Buildings
Once Port Building are live, I see Gambling, Drinking, Inn Keeping, Brothel as part of this Port as well.

This is just an idea for a place for a Pirate to call home, with a few added bonuses, but nothing to OP.

Location of this island shouldn't be to close to a RUM port. I suggest:
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Or

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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 12:10 pm
by OG Deadking
+1 but for the pirate king stats are a bit high

I suggest a fight for the title pirate king and it last a day or two till all surrender

Also maybe some food and cigars to ;) :))

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 12:12 pm
by Grimrock Litless
As I heard, there is lots of suggestion on turning into the middle island into a pirate island, no one is sure what should be done to the island.

"Due to the bad habits of Pirates, RUM is of high demand. Pirates who ship RUM in are paid 18 g.c. per crate sold."
Just be a bloody merchant, pirates can trade rum for so high? I doubt it. If the tail can sink, why? Party voodoo is a lot better. It goes with 20G and not 18G.

Gaining 2 danger per hour? That is just rubbish. Why would anyone even go there?


"- This Pirate must have won 10,000 Battles min
- This Pirate must have won 2,500 Skirmishes min
- The Pirate who has the most "Battles won" and has the above requirements, will be crowned Pirate King
"
I know you watch too much two piece, but, I think to become a pirate king, how about the requirement of having 5 Bill buried?

So far, the port would just be useless, so, -1.

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 12:24 pm
by Valar Morghulis
It may be better with a danger gain of one per hour.

Pirates, once known, remained their reputation during their active time. So it may be better that the danger level a fleet had upon entering the port, remains when it comes out.

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 12:30 pm
by Grimrock Litless
Valar Morghulis wrote:It may be better with a danger gain of one per hour.

Pirates, once known, remained their reputation during their active time. So it may be better that the danger level a fleet had upon entering the port, remains when it comes out.


Thing is, it says that you can only enter when you have less than 3 danger.

He even bloody spelled "than" wrong.

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 12:42 pm
by Valar Morghulis
True. The Pirate Haven is an idea worth pondering on although the finer details may need to be discussed

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 1:02 pm
by Grimrock Litless
How about, you lose no danger per hour in the Island, you gain 20 Danger per attack, you must have 90 or More danger to enter. You plunder 20% more gold from the targets. You lose 18 Danger per defence. When you enter, a ship in your fleet randomly sink (Lose 1 level if higher than level 1.). You can't build nor upgrade ships there. Any voodoo that targets a fleet or a ship that is in the port has a 50% chance to fail. Every time you lose a battle, your tail sinks (Lose 1 level if higher than level 1.), no matter the sink rate you have.

Oh wait, that would be a arena, oh rats, what can it be?

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 1:23 pm
by Dmanwuzhere
If there is a port others can not reach, then there should be an equal and opposite reaction written in involving non pirate ports. The fact a pirate did not abide by current moral codes of the time was what made them rich and infamous. A pirate started his career with piracy being a negative. Through hard work and some luck coupled with a fierceness fueled by determination they could rise to a higher status among their peers.For every infamous pirate with a huge reputation there were a thousands who did not make the cut. You have the advantage today of picking your enemy at every port. When historically if a pirate sailed into the right port at the wrong time, he would be met with a unified effort to end his career by all of the civil minded captains who had fleets to rival a pirate. If he survived it was due to skill, cunning, and luck on the back of a hasty retreat. I do not have a suggestion how to make a balance for a port only pirates may use. However when you have a list of all gains and your only negative is a possible tail ship sinking, I being the noob I am can only disagree and smh.

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 1:34 pm
by Grimrock Litless
If you want it to be realism, pirates dies left and right, merchants don't, they sit in their comfy chair away from danger. So, what do you say?

Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

PostPosted: Sat Mar 25, 2017 2:03 pm
by Shadowood
The reason behind having little to no danger to get in is spelled out I thought. This can't be a place where you rack up 400 danger on a merchant and then tuck tail and run/hide. That would be abuse of the feature. I added the danger gain as another safe guard of abuse to where this isn't another form of Marina.

I would love to discuss any other benefit of this port as it could be a pretty cool place. But again it can't be abused. So what could a pirate gain from being here