Potential Stealth/Spy Update?

  • An update focused around stealth and subterfuge would be pretty cool. Here are a few possible features:

    • Crouch mechanic (ctrl/L3) that allows you to stealth, similar to crouch mechanics in other games. Crouching would hide the player name to enemy players like some player emotes do.
    • New Spy alliance/faction that has voyages focused on intercepting skeleton orders and other similar intelligence. Maybe their emissary flag isn't put on the mast and is invisible to Reaper emissaries?
    • New dagger weapon. It is faster than a sword but does less overall damage, does increased damage to the back, and maybe you take a small amount of damage if you use it to deflect a sword swipe. The dagger could be used to silently kill targets when you attack their back, you are not in combat (crossed sword icon next to player name), and they don't detect you. Players can already be one-shot killed by a blunderbuss, so this doesn't feel like a balancing issue.
    • Maybe a PvP function could be that you can steal voyages off of a player's voyage table while crouched and then finish that voyage. Items gathered from the stolen voyage can be sold to the Spy Alliance representative at an outpost.

    I'm sure more things could be added to an update like this, but this kind of gameplay sounds fun to me.

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  • @bittyoyster5288 that would be could maybe with like black outfits like it's a trading company of tuckers.

  • @gamer-robot2989 The costumes would probably be very similar to tuck outfits, I agree. Having rep and cosmetics associated with stealth gameplay would be cool.

  • Okay, let's break this down...

    @bittyoyster5288 said in Potential Stealth/Spy Update?:

    An update focused around stealth and subterfuge would be pretty cool. Here are a few possible features:
    Crouch mechanic (ctrl/L3) that allows you to stealth, similar to crouch mechanics in other games. Crouching would hide the player name to enemy players like some player emotes do.

    Crouching would lead to the ultimate insult in gaming - teabagging; we don't need that.

    Emotes hide the pirate's name because it's balanced by not being able to move out of place. They're used for hiding, not sneaking. To sneak, simply move when opposing pirates aren't looking, or otherwise can't see you.

    A crouch mechanic would be too OP and break the game.

    On an unrelated note, I would personally like to see a vaulting mechanic, to get over low ledges - we already have something similar with getting into rowboats, so I don't understand why this has yet to be implemented as a QoL change.

    New Spy alliance/faction that has voyages focused on intercepting skeleton orders and other similar intelligence. Maybe their emissary flag isn't put on the mast and is invisible to Reaper emissaries?

    Not enough currently to build upon.

    New dagger weapon. It is faster than a sword but does less overall damage, does increased damage to the back, and maybe you take a small amount of damage if you use it to deflect a sword swipe. The dagger could be used to silently kill targets when you attack their back, you are not in combat (crossed sword icon next to player name), and they don't detect you. Players can already be one-shot killed by a blunderbuss, so this doesn't feel like a balancing issue.

    I've supported the use of a dagger in similar fashion over the years, but why not just use the blunderbuss to do the same thing and have range? Plus, it's balanced by making a lot of noise. You only get 1 shot, and then your cover's blown - use it wisely. With a silent dagger, you could potentially assassinate an entire crew if they're not communicating, which could be OP. That said, with the "enemy here" quick-chat, it wouldn't really be viable anyways. You're better off just using the blunderbuss/cutlass loadout.

    Maybe a PvP function could be that you can steal voyages off of a player's voyage table while crouched and then finish that voyage.

    I kind of wish this would be a thing (sans crouch), but that in of itselfwould be OP - I mean taking away the very thing that they're doing? No. Just no. Maybe if you could COPY their voyage and try to beat them to it instead? That would facilitate potential confrontations.

    Items gathered from the stolen voyage can be sold to the Spy Alliance representative at an outpost.

    Again, needs to be more fleshed out, and has no previously established patterns in the lore.

    I'm sure more things could be added to an update like this, but this kind of gameplay sounds fun to me.

    Seems wholly unnecessary to me...

  • @galactic-geek still not a bad start to this idea may need some tweaks though

  • @bittyoyster5288 I like this idea and agree that it would be cool to see stealth and subterfuge as a bigger strategy.

    Maybe add a few boosts to the Sloop to make it a true Stealth ship. I had the idea to give the Sloop a foldable mast, so that when you stop, you could choose to drop mast and make it harder to spot on the horizon.

    Maybe a blessed cannonball to temporarily camouflage your ship.
    More coves to stash ships and wait in ambushes. Maybe a jungle area where ships are hard to spot against lush foliage.

    I like where you're going with the backstab idea.

  • @galactic-geek I'm not a fan of teabagging, but people already do other similar things like dig on dead players with a shovel or bucket them, so that doesn't really feel like a convincing pro or con against crouching. The point of crouching would be mostly to sneak against NPC's. You would move slower when crouched, but you are right that hiding the player name makes it unbalanced against players.

    As far as the Spy alliance, it's just a suggestion for now. Then again, gold hoarders voyages are very simple "go dig up a chest" mission, and that's not a lot of content for one alliance. Granted, they do have a very simple mission.

    I do like the idea of copying an enemy voyage instead of stealing it, and honestly that makes more sense anyway. A way that stealth killing with a dagger would be viable over blundering is that you reduce the crew size you're fighting to a manageable point where you can either kill any remaining members in combat before they have a chance to communicate, copy a voyage, and then get off their ship before they have a chance to react. I would imagine copying a voyage would take like, 5 seconds to do? There is no real reason it needs to be done while crouching. Why not just use a blunder? You certainly can, it's all up to play style.

    As for no patterns in lore, I don't think a spy organization really needs previous lore, as it is in the nature of a spy organization to stay hidden. Who's to say they just haven't revealed themselves? Maybe that isn't compelling enough for some, but I think I'd be satisfied with that.

  • @bittyoyster5288 the head owner of the company says,"lore? that's top secret information".

  • @prescafatty I really like the foldable mast idea. They kind of have the mechanic in place with being able to break and repair masts.

    I also like a camouflage cannon ball or throwable, though I would imagine it shouldn't be able to hold up when you're within 100 meters or something (whatever feels right to the devs).

  • Folding your mast over doesn't work because the ship silhouette displayed at long distances always shows the masts up for simplicity. Adding something like this would increase the number of different silhouettes by quite a bit for no good reason and given that the limiting factor is going to be the lowest grade XBox SKU I don't know if it's even worth doing. You don't get sail length data at these distances for probably the exact same reason - reducing complexity of the ships drawn at distance.

  • @d3adst1ck If only the sloop would get a foldable mast, then that's only one other low-poly model that would be added. This may not be how it works, but if there is some boolean value for "mast folded" where if it's set to 0, we get the low poly image of a ship with the mast as we normally see it, and if it's set to 1, we get a low poly image of a ship with the mast down, then it might not be too difficult to implement.

  • @bittyoyster5288

    Some very good ideas here.

    I espicially like the copy/stealing voyage idea

    I cool with a crouch althou i would have to give up a hotkey button on controller.

    Always wanted a dagger and i love the mechnic of an assassination althou i would make it instant it would be a one hit kill but you have to a complete a rather long animation uninterrupted to keep it balanced.

    No point making them an emmissary they could just as well be extention of the reapers.

    Maybe add a mechnic to pick players pokets?

  • @enf0rcer I'd like the idea of extending the pickpocket mechanic to skeletons to take their bullets or cannons.

    I also like the longer animation idea for a stealth kill, I'm sure the devs would be able to find a way to balance it.

    The hotkey for a crouch isn't set in stone with L3, I use keyboard mouse, so I don't know what the hotkeys are for controller.

    It's kind of hard to find a compelling reason for spy emissaries, since a spy wouldn't want to advertise they are a spy.

    I disagree with them being an extension of reapers because being a spy would be more about "gathering intelligence" rather than stealing from other players. The player interaction by copying their voyage still feels like a subterfuge activity instead of waiting for them to get the loot and stealing it from them.

  • @bittyoyster5288 said in Potential Stealth/Spy Update?:

    @enf0rcer I'd like the idea of extending the pickpocket mechanic to skeletons to take their bullets or cannons.

    I also like the longer animation idea for a stealth kill, I'm sure the devs would be able to find a way to balance it.

    The hotkey for a crouch isn't set in stone with L3, I use keyboard mouse, so I don't know what the hotkeys are for controller.

    It's kind of hard to find a compelling reason for spy emissaries, since a spy wouldn't want to advertise they are a spy.

    I disagree with them being an extension of reapers because being a spy would be more about "gathering intelligence" rather than stealing from other players. The player interaction by copying their voyage still feels like a subterfuge activity instead of waiting for them to get the loot and stealing it from them.

    On a controllers defualt settings right, Left dpad and Right thumbstick click are the free inputs that you can easily assign a function but all the keys a remapable the problem is not enough keys for many important gamplay functions.

    As for the spy and reapers, i feel as thou they have inherent symbiotic relatioship as info on ships and quest would be invaluable to a reaper job in hunting and stealing. I mean a robber nomally casses the joint b4 he robs the place.

    I sure reaper would pay hansomely for intel. This makes sense for reaper quest. Players acting as info brookers also would add a nice and unique social interaction to the game. Maybe even finally give a reason for crews to meet up in a tavern?

  • @bittyoyster5288 said in Potential Stealth/Spy Update?:

    @galactic-geek I'm not a fan of teabagging, but people already do other similar things like dig on dead players with a shovel or bucket them, so that doesn't really feel like a convincing pro or con against crouching.

    I haven't really seen pirates use their shovel or bucket after putting me down, but both make more sense than teabagging - 1 puts you under, and the other is for collecting tears; teabagging though, is just gross because it's putting your ahem in my face...

    The point of crouching would be mostly to sneak against NPC's. You would move slower when crouched

    NPCs are already pretty clueless as is, and moving slower seems to be the exact opposite of what you should be doing if you don't want to get spotted (especially since noise with footsteps isn't a factor here).

    As for no patterns in lore, I don't think a spy organization really needs previous lore, as it is in the nature of a spy organization to stay hidden. Who's to say they just haven't revealed themselves? Maybe that isn't compelling enough for some, but I think I'd be satisfied with that.

    This is actually a fair point. It'd be nice if there was a limited time event where we would be the ones to bring them into the spotlight. 😁

  • Not sure about the dagger, feels a bit redundant since you can apply that backstab mechanic for cutlass. How about a throwing dagger as a very short range ranged weapon but very silent? Faster firing rate than guns but less ammo, say 3?

  • @korpp1s I can see why a dagger would feel redundant. Maybe it can do regular melee swipes but then enable throwing with ADS instead of blocking. In that case, I could see having no ammo with it and you can only get another dagger back by either running over the dagger you through or going to the weapon box/ammo crate.

  • @galactic-geek said in Potential Stealth/Spy Update?:

    I haven't really seen pirates use their shovel or bucket after putting me down, but both make more sense than teabagging - 1 puts you under, and the other is for collecting tears; teabagging though, is just gross because it's putting your ahem in my face...

    They're all forms of disrespect. I think if someone is the type of person to tbag, they will find a way to disrespect other players. It happens in voice and text chat all the time. Either way, I still don't see this as a very compelling reason for or against crouching.

    NPCs are already pretty clueless as is, and moving slower seems to be the exact opposite of what you should be doing if you don't want to get spotted (especially since noise with footsteps isn't a factor here).

    In my experience, it feels like NPC's have some sort of proximity aggro, it doesn't matter if they can see you or not. I can see how adding crouch/stealth would require a large rework of this aggro system, but it could potentially just keep enemies from aggro'ing until they see you. Obviously could use a lot of workshopping to get a system that feels good and works with the current code base.

    This is actually a fair point. It'd be nice if there was a limited time event where we would be the ones to bring them into the spotlight. 😁

    Yeah, that would be pretty rad. Even a new tall tale could bring you to their HQ.

  • @enf0rcer

    On a controllers defualt settings right, Left dpad and Right thumbstick click are the free inputs that you can easily assign a function but all the keys a remapable the problem is not enough keys for many important gamplay functions.

    Ah, cool. I didn't they they allowed you to remap controls on controller.

    As for the spy and reapers, i feel as thou they have inherent symbiotic relatioship as info on ships and quest would be invaluable to a reaper job in hunting and stealing. I mean a robber nomally casses the joint b4 he robs the place.

    In a PvP sense, Reapers and Spies do have something in common. My initial vision of a spy organization is mostly a PvE faction that tries to intercept movements of skeleton ships and the like. The PvP aspect of copying/stealing voyages from other pirates is more that SoT is a PvP game at heart.

    I sure reaper would pay hansomely for intel. This makes sense for reaper quest. Players acting as info brookers also would add a nice and unique social interaction to the game. Maybe even finally give a reason for crews to meet up in a tavern?

    I agree that Reapers would be interested in intel. But they're also interested in everything else. I think it's fine to leave Reapers as the "piracy for piracy's sake" alliance where they will accept Spy Intel as loot they buy. But at the same time, their emissary puts you on the map for everyone to see, and that makes no sense for a Spy.

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