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Old League's Suggestions, #3: Dangerous Waters

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Old 05-14-2008, 03:04 AM
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Join Date: Mar 2008
Location: Playing Tortuga Hold'em
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League is a pirate wannabe
League's Suggestions, #3: Dangerous Waters

(This is currently one out of four of League's suggestions: check them out, and check out his hope-to-be-soon-to-be Guild.)

I have a suggestion, and yes, it does include the Dutchman. Howdya' know? Anyway, there could be a part of the open sea in each ocean or in some special ones where there is a Dark-water region. Upon entering this Dark-water region, three things happen: first, the name of the region appears on the screen, as it would as you enter any region; then, the waters turn a curious shade of red; last of all, in the distance, the Flying Dutchman or a tentacle of the Kraken comes out of the water. This acts as a warning, telling you to leave. Upon leaving the area, the sea returns to normal. However, if you don't leave, the Kraken or the Dutchman comes toward you. Stay long enough, and a battle is just bound to ensue.

Now, here I have the images for the one or the other:
The Dutchman- as you enter The Dark-Waters, you notice a sudden change of the seawater below, in addition to the tune being played. It's the Dutchman melody from the movies. Out in the distance, you see a long log emerge out of the water with another one behind it: A second later, the Dutchman tilts and you see it in full form: it's a large ship by the way. As soon as it fully leaves the water, it's coming at you pretty fast; it's in the midst of a mist, sort of like a leadership ability. Without your retreat in about a minute, it will reach you. (If you stay long enough for it to approach, you'll see the movie Dutchman, and there will be about two triple cannons firing the regular shots, though they are firing them fast, as they are triple cannons. The chain shots, grape shots, and firebrands are being fired as well. On board are the weird Davy critters throwing grenades.)

The Kraken- as you enter The Dark-Waters, you again notice a sudden change of the seawater below; the music changes as well. Out in the distance, you see a ship, with what appears to be an otter beside it: regardless, you can't tell what it it, as it is quite a distance away. Two seconds later, the otter reveals itslef to be a tentacle, and it extends out of the water and wraps itself around the ship, dragging it in. Then, a wave starts cresting toward you. Within a distance, you start to see a shadow of a giant squid moving toward you under the water: closer yet, as you see a giant eye: then bam! If you're not gone, it attacks! Basicly, you have no choice but to shoot the tentacles that attack you. You better be close to the edge, because the Kraken won't just simply die. You have about 5 minutes to kill it before it takes down your ship; after that, you better escape while it is down, because it hasn't died yet, just fled underwater.

If by chance of high, high powered crew and of flawless sailing you survive, you may defeat the opponent you face. However, you have to settle for the experience of victory because you don't get to see the actual thing happen. The Flying Dutchman can't be destroyed; you have to settle for taking out the sails. Upon doing so, you'll gain great XP, but no loot. After taking out the sails, you're forced to flee. Still, it'd be a fun thing to do. On the flipside, after defeating the Kraken, the Kraken disappears deep underwater. A 2-minute escape counter pops up, and you have that little time period to escape. Elsewise, you'll lose sections of your ship. With my other sailing ideas, that'd amout to a probable doom. However, you get plunder without actually using cargo: pieces of the Kraken are all worth quite a bit, and you are guaranteed one for taking out the Kraken.

If you enter The Dark-Waters while another ship is fighting the Kraken or The Flying Dutchman, you have a choice to join. You won't be able to see the visuals however. Still, it'd be quite an addition if only for the fun. Howzit sound?
_________________________________________________

With an all new addition to his idea for an addition, here is League again!

Why thanks for the introduction! (Reintroduction?) Anyway, I'm thinking that if we lose to the Dutchman or Kraken, we go down to the locker. The locker has gust wind walls that blow you back into the main part of the sand. (It's all flat sandlands down there.) However, there is a strange ship on the sand. If you go in, you see alot of Davy's fishmen playing Dice on the inside of the ship. At the very end of the room at the farthest point of you is Davy Jones. He's playing his piano. You can talk to the fishmen, but all they do is say some rude stuff. You're stuck till you talk to Davy...

Upon talking to Davy, he tells you of the certain... services... that you owe him. You may quickly accept or try to bring down your claim. It is said that your debt owed is about 100 men. If you accept, you're immediately grabbed by some weeds that seemingly are part of the ship, and you're dragged through the ceiling. You of course wake up in Tortuga. If you look at your health, it says that you are cursed. Cursed men only have a quarter of their health at max: this is to try and force them out to sea. If you play Dice with Davy and some of his fishmen to try and lower your claim, you must go through the game of dice. Your claim will automatically be ended and pushed onto another swab if you win completely. If your stake gets too high, Davy eventually says enough (We'll be playing till the Judgement Day if this doesn't quit-ta, and you'll be out-ta yar service when dead-da!) If you hit that number too high, the only way to bring down your claim is to actually sink ships... and, if you quit in the middle of a game, your service is recorded at the number you quit as.

Now, sinking ships is the service you owe: Davy wants you to send down men to the locker. Different ships have different numbers, depending on size. Frigate>Galleon>Sloop, War>Regular>Light. I don't have the exact numbers in mind. Upon getting all the service completed, your health completely returns. You can't fight Davy or the Kraken while you're in the cursed state, as to not allow you to get too high of a service number that exceeds the haggle area. Also, with Dice in the taverns, a pirate can wager his curse against another. If the cursed one wins, his curse is reduced. If one who is not cursed wins, he extracts money. Sound fair?

Last edited by League; 07-17-2008 at 03:06 AM..
 


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