I'm really curious to see how the meta game around abusing game mechanics is going to evolve.
Mermaids: free teleport back to ship, anytime, any ocean.
Ships: disposable, free, infinite replacements, restocked with supplies
Respawning: no penalty other than time spent on ghost ship
I enjoy the forgiving, light-hearted fun the game offers, but I'm curious if there should there be a little more risk/reward to decisions?
Examples of mechanic abuse/cheesing:
-- While being pursued, 3 people from the lead ship jump into the water and try to grab onto the pursuing ship's ladders as they chase. If they miss, it doesn't matter, just mermaid back.
-- Lead your pursuers astray by sailing past an island while you jump off, letting you ship sail off into the sunset. When out of sight, scuttle ship to respawn it, take mermaid back.
-- If you're ship gets stolen, no worries, just take the mermaid teleport to it. If the enemy crew kills your crew, no worries, just keep respawning on your ship. Or just scuttle it.
-- Ran out of planks and cannon balls? Just scuttle and respawn a new ship.
Shouldn't there be at least some small cost to each action? Not as a huge penalty, but at least weigh on the decision making to create a little more depth to the gameplay.
Simply charging gold to respawn ship or use a mermaid probably isn't the answer.
You can charge people time, like on the ghost ship, but waiting for a ship to be built or a mermaid to transport you might not be right either.
Kinda imagine that a new resource or mechanic would need to be introduced to balance these things.
I have an idea...
A Team-based Life Counter: The Soul Lantern
- Each ship hold a Soul Lantern, holding X number of lives
- Every time your team mates respawn, it consumes a life from the ship's Lantern
- Souls can be collected like any inv item, acquired from PVP or PVE (?)
- Souls can be stored in the ship's Lantern, similar to items in barrels
- When the Lantern is empty, your team can't repsawn on the ship until it's refilled
- The Ferry of the Damned gets 2 exits now, one for your ship's Soul Lantern, and the other for an outpost. (so you can choose to wait on the ferry for your team to refill souls or just go to an outpost)
- A Mermaid will charge you a fee of 1 soul (from your personal inventory)
- A ship will cost X gold to rebuild (fee maybe equivalent to rewards of a half-day voyage quest?)
I think this would create a system that still allows you to have fun taking risks while choosing HOW MUCH risk (souls) you want to take. It allows to weigh decisions (in souls) and make judgement calls on can you afford to spend lives doing reckless actions. It also provides an in-world lore explanation for dry game mechanics.
Suddenly the examples I gave first become more interesting. The 3 players trying to swim onto the perusing ship might get stuck in the ocean (and die, taking up time) if they don't have a handy soul to pay the Mermaid. The guy ditching his ship into the sunset will lose his lantern full of souls, but he can collect some more from island PVE. If your ship is being boarded, you'll get plenty of chances to respawn and defend yourself (fun) but not infinitely.
By having a soul resource that goes up and down, collectible and spendable, suddenly you now value your own life a little more. And your team-mates life!