I've written a bit about indirect competitive loops here: https://www.seaofthieves.com/community/forums/topic/167339/ok-a-thought-indirect-competitive-loops-and-sea-states/1
I stand by that idea, and the benefits of it, but the more I think on it, the more I think I'm trying to slap a bandaid on what may be a deeper flaw in Sea of Thieves. I haven't really tried to articulate it until now, but in many cases it's been back there.
Meaningful PVP, or, more specifically, the lack of it. Don't get me wrong, there's PVP. I engage in it. There's stealing a world event, there's competition for a world event, etc. But, at the end of the day....it's a little hollow.
There's the common analogy for PVP about "sheeps" and "Wolves" where PVP players (wolves) need people to hunt and kill (Sheep). Rare's answer to this was to create the Emissary system, and introduce the Reaper's bone's faction. They were the "Wolf Faction" that you joined when you wanted to PVP. It KIND OF worked....until people figured out you could also level it through regular world events, and it became a sort-of 'evilish, quasi-pvp justified faction'. However, at the end of the day, it had some lore behind it, but the fights are still hollow. Worse, IMO, is it also created a PVP = Evil mindset, by making the faction that was DESIGNED TO BE THE PVP faction the villains of the story. At this point, the reapers are "evil people" doing "evil things" like taking forts from innocent people who just want to play. But within the actual game itself...there's no point in PVP. They kill you and take your stuff because they want to and they can.
If we look back to the golden age of piracy though, this wasn't really the point. People rarely were pirates for the simple sake of being pirates. They did it for a reason. Some pirates were Professionals working for a rival government (a.k.a. Privateers), others turned to it because it was the skill set they had, and the legal working conditions were horrible. So they made money stealing. It was their livlihood. But, you didn't really role up on a ship, threaten the crew, and put a price on your head just for the 'glory' of it.
SOT takes the romanticized version of Piracy, and they play it up with a bit of a sandbox. But... I think that they've missed the needed context to motivate conflict. This is evident in how there is no real risk to being an 'emissary' anymore. You raise the flag, and 99% of the time, reapers are doing world events...not hunting ships. You don't feel anymore at risk raising an emissary than without, and people who are going to kill you will kill you just because. Heck. Even the reapers hunt themselves. They aren't a faction so much as an individual declaration of potential ill intent.
No. I think we need to change something up. I keep thinking back to the Privateers of old. They WERE pirates, but LEGAL Pirates, contracted to attack the enemies of a specific nation. And, I think that's bringing me around to my thoughts on loops above. The indirect competition of loops might help us. Loops are really just cyclical races, with the winner getting a reward, then everything starting all over again. It's the way we advance in those races that really change the gameplay. In this case, what we want is 'action with a purpose' that 'informs pvp' decisions.
I think there are many ways to do this, some without necessarily introducing even more new factions...but for now, I'm going to lean on new "factions" layered on top of what already exists.
I'm going to skip the lore, and lay this more more mechanically. We introduce 3 Factions A, B, C in a looped competition. You align your captained ship to a faction, but on a more quasi-permanent fashion. (It is only allowed to change once per loop). Your faction gains points in the race when you sell loot while aligned with a faction, however, like with the Reapers, if that loot was stolen from another faction, you gain a bonus to the sell. At the end of the loop, whichever faction wins that race, some reward happens (devs can figure out that).
At this point, by introducing the factions, you now have 3 groups in conflict, and importantly, PVP between them actually serves a purpose. You aren't fighting just to fight, you are fighting for your cause (faction).
Honestly, if we went this route, I would remove Emissaries all together, and replace the emissary system with this loop, but that's a discussion for another day.