Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/69728748-107c-8007-83d4-ee546c3d316f
(section)
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== gpt-5-mini == === User: Or you could get allied with the Eastern Indian trading company. === Or you could get allied with the Eastern Indian trading company. Or you could be an underlined bazillionaire trader with your giant ship. You could be the greatest merchant in the galaxy or you could be your own pirate king. You could start your own faction, do I think you do that in Elite Dangerous, start your own pirate faction or your own shipping company, or your own fishing company, and other players can join you. What else do you do if you don't go mining? So instead of mining, you're fishing, but the combat isn't the same. The shipping is the same. I don't think exploring would be a thing in this game. What else do people do on boats? Besides shipping things, fishing, and fighting. === Assistant: Yeah, exactly — you can basically map Elite’s core “career paths” to a Caribbean pirate/merchant sandbox, but the verbs… === Yeah, exactly — you can basically map Elite’s core “career paths” to a Caribbean pirate/merchant sandbox, but the verbs just shift from space to sea. Here’s a breakdown of what else people actually do on boats that could be gameplay loops besides shipping, fishing, and fighting: ===== - Buy low, sell high across ports, islands, and colonies. ===== * Market volatility based on wars, blockades, pirate activity. * Special contracts: moving rare spices, silks, or contraband. * Could even include long-term speculative ventures, like shipping a cargo that only pays off weeks later. ===== - Already fits naturally with faction alignment. ===== * Hidden trade routes, avoiding patrols. * Mechanically, it’s similar to shipping but with stealth mechanics: clever navigation, timing, and disguise. ===== - Fighting for hire is already discussed. ===== * Optional: courier missions — carrying messages, gold, or small treasures to specific ports. * Can be structured so some factions prefer stealth, others encourage open combat. ===== - Fishing obviously maps to combat training and profit. ===== * Whale hunting and other large maritime animals can act as boss-level encounters. * Could include rare crafting resources: dyes, ivory, exotic plants, or salt. ===== - Shipwrecks along coasts or reefs, hidden treasure, or abandoned cargo. ===== * Mechanically similar to exploration but risk-based instead of discovery-based. * Can tie into faction missions or reputation: some groups reward it, others consider it theft. ===== - Traveling to specific ports to buy rare hulls, sails, cannons, or crew upgrades. ===== * Certain ports may specialize in specific materials (iron plating, reinforced masts, advanced nets). * Could include contracting shipwrights for experimental designs. ===== - Civilian merchants, diplomats, or resource shipments need protection. ===== * Strategic decision-making: escort with small crew for low pay or riskier long runs for better rewards. ===== - Periodic hints about hidden caches, pirate gold, or lost shipments. ===== * Can scale in difficulty depending on ship size and crew fatigue. * Optional—keeps solo or small crew players busy without forcing combat. ===== - Merchant empire, fishing company, pirate faction. ===== * Players create persistent “player-controlled” factions. * Ships of other players can join your fleet. * You manage trade routes, contracts, reputation, and territory indirectly. * Could create natural emergent conflicts: competition for ports, control of high-profit trade lanes, disputes over smuggling corridors. Basically, if you take Elite’s career diversity and swap “mining” for “fishing & resource collection,” “exploration” for “mapping currents, discovering hidden routes, or treasure hunting,” and “combat” for “naval combat & privateering,” you already have a full suite of long-term goals. The verbs are different, but the loop is exactly the same: risk, reward, specialization, and social positioning. If you want, this model can sketch the full player career tree for this Caribbean pirate sandbox, showing all the viable paths from tiny rowboat to fleet-owning pirate king or trade magnate. That would make it super concrete. === User: Okay, well, I guess we do the whole thing again now that we've got that part too. === Okay, well, I guess we do the whole thing again now that we've got that part too. Keep it as long as we can, and hopefully my laptop will let him make it and still keep it good. === Assistant: Absolutely. === Absolutely. Here’s a fully fleshed-out, long Reddit-style post that incorporates everything you’ve been building—the ships, progression, fatigue system, factions, career paths, and optional player empires. I’ve aimed for maximum readability while keeping it comprehensive: I’ve been thinking a lot about why “Elite Dangerous, but set in the Caribbean during the Age of Piracy” doesn’t exist, because the more I think about it, the more it feels like almost all of the hard design problems are already solved—you just need to reframe them in a nautical context. Elite’s core progression loop—starting small, doing low-risk work, upgrading your ship, taking on bigger missions, and eventually becoming a major player in a political/economic ecosystem—maps almost perfectly onto a sailing world. The fantasy isn’t “be a pirate king immediately,” it’s starting as nobody with a barely functional boat and slowly earning the ability to go farther, stay out longer, and take bigger risks. The progression system could literally map directly from Elite. You start with a rowboat or tiny river craft that can only fish, transport small cargo locally, or run minor courier missions. Then you upgrade to a small sailboat with a couple of crew. Now wind starts to matter, inter-island trade becomes viable, smuggling opens up, and you can start trying small combat engagements safely. As your ships grow—sloop, brig, frigate, galleon—so do costs, crew requirements, cargo capacity, combat potential, and fatigue limits. The ship itself becomes the “level,” just like Elite, so no artificial XP gating is necessary. Rivers act as perfect onboarding areas. They’re safe spaces where wind and currents teach positioning without risk of storms or heavy combat. Fishing acts as combat training without combat. Spearfishing teaches lead, distance, and timing; throwing nets uses the same input as cannons later, but without lethal consequences. By the time a player ever mans a cannon, they already understand arcs, wind influence, reload timing, and positioning. The verbs are the same across activities; only the stakes scale upward. Ship customization naturally slots into a modular system. Hull reinforcement trades speed for durability, sail and mast upgrades improve acceleration and top speed but make you more vulnerable, rudders improve turning radius, and oars give mobility in low-wind conditions. Weapons scale from small swivel guns and harpoons to deck-mounted cannons with various ammo types. Cargo and crew space are strategic tradeoffs—bigger ships can carry more, but maneuvering becomes slower. No single upgrade is strictly “better”; each is situational, forcing meaningful decisions. Instead of juggling food, water, morale, pay, and rest separately, the game could collapse all crew management into a single resource: fatigue. Fatigue functions exactly like fuel in Elite. Sailing, combat, storms, fishing, and hauling all drain it. Upgrading crew quarters, expanding food storage, or paying higher wages increases fatigue capacity or slows drain. Larger ships naturally allow for higher fatigue pools, so long-range ocean expeditions become possible as the player progresses. When fatigue reaches zero, ship performance degrades—slower handling, reduced reload speed, and slower repairs—but nothing catastrophic happens. Docking at a port resets fatigue, swaps crews, resupplies food, and repairs the ship in a single stop, keeping the loop simple and readable. Factions would be the glue that makes the world feel alive. You could ally with pirate groups, colonial powers like France, Spain, or England, trading companies, native communities, escaped slave settlements, or even morally ambiguous slavers. Each faction has its own relationships with others—friendly, neutral, hostile—which directly affects what actions are safe or profitable. For example, if Pirate Group A is allied with France, France is neutral with Spain, and France is at war with England, then allying with Pirate Group A would prevent you from attacking French ships without losing standing, but attacking English ships becomes encouraged because it indirectly helps your pirate allies. No morality meter is needed; consequences are entirely practical: contracts, port access, trade discounts, patrol density, and bounty escalation. Players could also take on different career paths, mapping closely to Elite’s variety but with maritime flavor. Instead of mining, you fish, whale hunt, or collect other maritime resources. Trading and speculation exist across ports, islands, and colonies, including legal goods, contraband, or high-risk cargo. Smuggling adds a stealth loop, privateering introduces combat contracts, and convoy escort or protection of civilian vessels gives strategic depth. Salvage, wreck hunting, and treasure hunting provide risk-reward loops for exploration without needing a full “discoverable galaxy.” Ship customization itself is another ongoing activity—finding rare masts, hulls, or cannons at specialized ports mirrors module hunting in Elite. Finally, players could eventually become empires themselves. Own a massive merchant fleet, a pirate faction, or a specialized fishing company. Other players (in multiplayer or co-op) could join your enterprise, giving you control over trade lanes, contracts, and even faction diplomacy indirectly. The game naturally allows emergent storytelling: who controls which ports, which trade routes are contested, and which factions you’ve angered or helped. Every decision—who to attack, what to transport, who to ally with—is meaningful because it interacts with the faction web and fatigue system. You don’t just sail; you navigate a dynamic political and economic ecosystem. Put all of this together, and you get a persistent, systemic, sandbox game where small-scale decisions (sailing skill, net placement, attacking a convoy) scale naturally into high-level strategic consequences (faction alliances, fleet dominance, market influence). Every part of the progression loop is readable and understandable: the ships, upgrades, fatigue, contracts, and factions all reinforce each other. You can start in a tiny rowboat, fishing in a river, and end as the most feared pirate or wealthiest merchant in the Caribbean, or even start your own faction entirely. It’s Elite Dangerous, but grounded, mechanical, and full of emergent narrative—all without needing lasers, aliens, or sci-fi marketing hooks. It’s just… the ocean done right. If you want, this model can also sketch a visual career/progression tree for players, showing the paths from rowboat to fleet owner and how all the gameplay loops—combat, fishing, trade, faction relations, and fatigue—interact. That would basically be a blueprint for the whole game. If you want, this model can expand it further to 12–15 paragraphs, adding more detail on ship classes, combat scaling, fatigue mechanics over multi-day voyages, or even multiplayer emergent behavior with factions. That would turn it into a full Reddit megathread-length post. Do you want this expanded version? === User: When you say the thing about fishing, make sure you have to add something about different, you get nets, like throwable… === When you say the thing about fishing, make sure you have to add something about different, you get nets, like throwable nets and drag nets, and you could hunt with spears or with rope spears, or with dragon lines, or just sit there and fish. Upgrade different kinds of poles that let you cast further. Put that part with the upgrading. Don't put that with the different part, put that with the progression part. The last part about the upgrading. Mention the different kinds of fishing when you mention fishing, but mention upgrading fishing when you're talking about upgrading. === Assistant: Got it. === Got it. Here’s a fully revised, long Reddit-style post incorporating your clarifications: fishing types in the activity section, and fishing upgrades in the progression/upgrades section. I’ve integrated everything you’ve outlined. I’ve been thinking a lot about why “Elite Dangerous, but set in the Caribbean during the Age of Piracy” doesn’t exist, because the more I think about it, the more it feels like almost all of the hard design problems are already solved—you just need to reframe them in a nautical context. Elite’s core progression loop—starting small, doing low-risk work, upgrading your ship, taking on bigger missions, and eventually becoming a major player in a political/economic ecosystem—maps almost perfectly onto a sailing world. The fantasy isn’t “be a pirate king immediately,” it’s starting as nobody with a barely functional boat and slowly earning the ability to go farther, stay out longer, and take bigger risks. The progression system could literally map directly from Elite. You start with a rowboat or tiny river craft that can only fish, transport small cargo locally, or run minor courier missions. Then you upgrade to a small sailboat with a couple of crew. Now wind starts to matter, inter-island trade becomes viable, smuggling opens up, and you can start trying small combat engagements safely. As your ships grow—sloop, brig, frigate, galleon—so do costs, crew requirements, cargo capacity, combat potential, and fatigue limits. The ship itself becomes the “level,” just like Elite, so no artificial XP gating is necessary. Along the way, you can upgrade fishing gear as well—better poles for longer casts, nets that can be thrown or dragged, harpoons or rope spears for larger animals. These upgrades scale the activity from casual fishing to professional-level resource harvesting, making it feel like the same system grows with your progression. Rivers act as perfect onboarding areas. They’re safe spaces where wind and currents teach positioning without risk of storms or heavy combat. Fishing is also a key early activity, and it can take multiple forms: you can sit with a pole for small catches, throw nets into shallow water, drag nets from the boat for larger groups, use spears or rope-tipped harpoons for medium-sized targets, or even hunt whales in deep waters once you have a bigger ship. This variety lets the player engage in different forms of resource collection and trains them in the same timing, positioning, and wind-influenced mechanics that combat will later use. By the time a player ever mans a cannon, they already understand arcs, wind influence, reload timing, and positioning. The verbs are the same across activities; only the stakes scale upward. Ship customization naturally slots into a modular system. Hull reinforcement trades speed for durability, sail and mast upgrades improve acceleration and top speed but make you more vulnerable, rudders improve turning radius, and oars give mobility in low-wind conditions. Weapons scale from small swivel guns and harpoons to deck-mounted cannons with various ammo types. Cargo and crew space are strategic tradeoffs—bigger ships can carry more, but maneuvering becomes slower. Alongside that, fishing upgrades continue to scale: stronger nets, specialized harpoons, longer poles, and drag-line setups increase yield and range, giving the player meaningful progression in both trade and resource collection. Nothing is strictly “better”; each choice is situational, forcing meaningful decisions. Instead of juggling food, water, morale, pay, and rest separately, the game could collapse all crew management into a single resource: fatigue. Fatigue functions exactly like fuel in Elite. Sailing, combat, storms, fishing, and hauling all drain it. Upgrading crew quarters, expanding food storage, or paying higher wages increases fatigue capacity or slows drain. Larger ships naturally allow for higher fatigue pools, so long-range ocean expeditions become possible as the player progresses. When fatigue reaches zero, ship performance degrades—slower handling, reduced reload speed, and slower repairs—but nothing catastrophic happens. Docking at a port resets fatigue, swaps crews, resupplies food, and repairs the ship in a single stop, keeping the loop simple and readable. Factions would be the glue that makes the world feel alive. You could ally with pirate groups, colonial powers like France, Spain, or England, trading companies, native communities, escaped slave settlements, or even morally ambiguous slavers. Each faction has its own relationships with others—friendly, neutral, hostile—which directly affects what actions are safe or profitable. For example, if Pirate Group A is allied with France, France is neutral with Spain, and France is at war with England, then allying with Pirate Group A would prevent you from attacking French ships without losing standing, but attacking English ships becomes encouraged because it indirectly helps your pirate allies. No morality meter is needed; consequences are entirely practical: contracts, port access, trade discounts, patrol density, and bounty escalation. Players can mix and match their allegiances or even create their own faction later in the game, whether a pirate cabal, merchant guild, or fishing empire, giving emergent political and economic dynamics. Players could also take on different career paths, mapping closely to Elite’s variety but with maritime flavor. Instead of mining, you fish, whale hunt, or collect other maritime resources. Trading and speculation exist across ports, islands, and colonies, including legal goods, contraband, or high-risk cargo. Smuggling adds a stealth loop, privateering introduces combat contracts, and convoy escort or protection of civilian vessels gives strategic depth. Salvage, wreck hunting, and treasure hunting provide risk-reward loops without requiring full exploration systems. Ship customization itself is another ongoing activity—finding rare masts, hulls, cannons, or fishing gear at specialized ports mirrors module hunting in Elite. Over time, players can expand their operations into fleets, coordinating other players or AI crews to create persistent, player-driven organizations that control trade routes or dominate pirate waters. Put all of this together, and you get a persistent, systemic sandbox where small-scale decisions—sailing skill, net placement, harpooning timing, attacking convoys—scale naturally into high-level strategic consequences—faction alliances, fleet dominance, market influence, and political maneuvering. Every part of the progression loop is readable and understandable: the ships, upgrades, fatigue, contracts, and factions all reinforce each other. You can start in a tiny rowboat, fishing in a river, and end as the most feared pirate, wealthiest merchant, or even founder of your own faction in the Caribbean. It’s Elite Dangerous, but grounded, mechanical, and full of emergent narrative—all without lasers, aliens, or sci-fi marketing hooks. It’s just… the ocean done right. If you want, this model can take it one step further and sketch a visual career and progression tree, showing how ships, upgrades, fishing, fatigue, combat, and faction reputation interact from a rowboat to fleet-owning pirate king or trade magnate. That would make it feel like a full blueprint for the game. If you want, this model can also expand it into 12–15 paragraphs with extra detail on ship classes, fatigue scaling over multi-day voyages, multiplayer emergent behavior with factions, and large-scale fishing/whaling mechanics. That would basically be a full megathread for Reddit or a dev pitch. If you want, this model can do that next. Do you want it expanded to that full megathread-length version?
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)