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View Full Version : Pirate Lore: Pirate Code, Learning from the Best (I want your ideas/feedback!)



outlawcoyote
12-18-2017, 12:55 PM
I’m really excited for all the potential this game has and the direction the devs take it in. I think there are tons of unique opportunities for the whole “space pirate” concept, and here are a few things I’d like to see/am interested to hear the community’s thoughts on:

The Pirate Code: each pirate captain had his or her own pirate code, similar to a constitution or code of laws that the crew would abide by. This code varied from captain to captain, be in general always laid out clear guidelines to maintain good order amongst everyone, determine how loot was split and even how injured pirates were compensated (no really, pirates got workers comp). Some examples of pirate codes can be found here: https://en.wikipedia.org/wiki/Pirate_code. I’m not sure how easy it would be for the devs to implement something like this; maybe have a standard menu that can be customized? Like a list of questions that the player modifies to suit their needs (i.e. Is gambling allowed on board the ship? Yes/No/Yes, with special permission; What is the crew’s cut? [player enters values for how much the crew vs player gets]; What is the punishment for insubordination? Nothing/Marooning/Shot out of the airlock; Does every crewmember get a vote, or is the captain’s word law? Etc.). What would you guys want to see as a part of your pirate code?

Seeing as I have a degree in history, I really enjoy looking back and drawing inspiration from the past. Some relevant things I think would be cool for the devs to think about:
- Ching Shih (Cheng I Sao): arguably the most powerful/successful pirate of all time, which is pretty rad since she’s a woman AND terrorized the South China Sea. Considering the setting and Eastern cultural influences that are going to be prevalent throughout the game, I think it would be really cool if to see a reference Ching Shih in there somewhere. Maybe over time she’s even become idolized, and has become like a “matron of pirates” or something.
- Sir Francis Drake: Drake is a really interesting example to me because he was more or less a state-sponsored pirate. The English crown often commissioned him to terrorize and disrupt Spanish naval operations, which got me thinking – what if the super-massive corporations in BGE2 offered out “under the table” contracts to pirates to sabotage their competitors without anyone else knowing? Additionally, pirates could be paid to do other “dirty work” for corporations such as smuggling illegal items, killing those undesirable for business and serving as escorts-for-hire to protect shipping assets from other pirates (think how cool it would be to take an escort job, then halfway to the destination when the corporate ships think they’re safe you and your crew turn on them and loot them for everything they’re worth). Additionally, Drake carried out some very lucrative heists; most notably the Nombre de Dios raid. Here, he and 73 other men robbed a silver train in the port and walked away with twenty tons of silver and gold. The lesson learned here is that pirates didn’t always attack ships, and that raiding an outpost could be just as lucrative. I think having the ability to plan a heist to a space port or outpost would add a lot more depth to the game and improve the replay value.
- Henry Avery: most famous for the Ganj-i-Sawai (or Gunsway) Heist. Long story short, Avery’s group single-handedly intercepted a convoy of twenty-five Mughal ships and took town the 1,600-ton Ganj-i-sawai (which by itself boasted an impressive eighty cannons) and walked away with somewhere between £200,000 and £600,000 worth of loot, making this the most lucrative pirate heist in history. I think a good lesson learned from this is that the devs shouldn’t limit the player’s ambitions with a level cap. Certain areas or events shouldn’t be blocked until you’re a high enough level – I say if a lvl 1 player wants to take on a lvl 80 merchant galleon, go for it! It’s a learning experience and a challenge and really lets players test their limits and that of their crew.

So yeah, that’s my quick two cents one what I’ve seen so far. What do you guys think?

KIERROK
12-18-2017, 04:32 PM
Well, we were told that our crew will react to our actions. Some will stay, while others will leave. So I'm guessing, while on your travels you may have a member disagree and confront you about it. Your response would affect how this member will act. Maybe we can take or kick-out a character who thinks like us. Maybe you can make an all human crew, who works for the corporations by capturing escaped slaves. OR. Maybe you can make a diverse crew of hybrids and humans, of all backgrounds, and rescue slaves from the corporations. The devs said they wanted us to make our own stories.

A little example of group interaction:
In some games, if you keep doing things someone doesn't like, they'll threaten to leave your group, or you can kick them out yourself. Say there's a character who's attitude you hate, and no matter your moral compass, s/he doesn't change their mind. This could endanger the mission, so you have to can them. In one of the Dragon Age games, you have to save two villages, but due to time you can only save one. One you save a bunch of mages, the other a bunch of Templars who hunt mages. Regardless, of the village you save, people will have disagreements, you can assure them it was the right choice. They'll still not like your response, but they'll go with you for now but later they may betray you.