Forum Discussion
8 years ago
MORE PIRATE CAREER IDEAS
Scrub the deck, scrape sea life from ship bottom, wash windows, polish swords, peel potatoes in kitchen, wash dishes, clean up after crew mates etc. These are all tasks that have to be done from level 1-3 of the Pirate career. Everyone has to start somewhere.
Level 1 would be exclusively these, level 2 these plus standing watch, level 3 you still have to clean sometimes but you mostly stand watch and finally start with small smuggling jobs. In level 1-3, you may not join raids and have to stay behind.
In level 4, you may join in on raids.
Level 5: you start with easy special missions (or start your own org).
In the next levels (6-10), the smuggling jobs, special missions and raids increase in difficulty and reputation becomes important. Special agents, detectives and criminals begin to intervene and cause problems or form partnerships with the pirating world. It gets easier to get busted when out on the job.
Pirate wars may break out.
Pirate orgs may "proclaim war" on another org. This will cause the orgs to raid each other a lot, make opposing crew members fight when they see each other etc. Wars act much like clubs that hate each other, but with cool pirate gameplay.
Truces may be suggested if a war is in progress. This may be rejected or accepted. If accepted, the war ends.
Pirate orgs can also form alliances. This creates an agreement to not raid each other, and allied orgs' crews and captains will often go out pirate partying, dining and meeting at ships and taverns. Allied orgs will fight together if a war breaks out.
If one of the orgs, however, betrays the agreement by raiding the other, the alliance is broken and the orgs will become enemies.
Alliances, paired with rotational play, can also be used to create fleets.
A Pirate Conference social event can be held on any pirate ship, residential lot or in a tavern. It basically allows pirates to hang out, create bonds or foes, smuggle etc. It also allows your sims to visit other Pirate Org's ships if you're curious about what they look like, if you want to cause trouble etc.
STUFF FOR FAMILIES
When playing more than one generation on a pirate ship, most people would probably want to raise the kids on the ship. This would mean that offspring of crew members should be able to be born on the ship and live there as if it's a residential lot (eg. enable bassinets on the ship etc.)
Of course, it would be relatively boring to wait for the kids to age up to young adult before you can do anything pirate-ey with them, thus the following pirate things should be added to younger life stages to keep us entertained until then:
Teens:
-Pirate career can be started as a teen.
-Sword dueling skill can be obtained from the age of teen.
Children:
-Knot-tying skill (5 levels). Fun activity that brings a variety of knots that can be displayed as decoration. A maxed knot-tying skill gives sims a boost to preformance levels during the first three pirate career levels upon starting.
-Wooden sword dueling with other children and older. Increases motor skill.
-Playing on pirate equipment like rigging and steering wheel etc.
-"Look for treasure" self-interaction that makes child explore ship and look for inventory-sized objects to take. It doesn't have to be valuable - they might find a feather and think it's worth a lot, then they'll grow attached to the object for a while and want to "look at" and "daydream about" on it, as well as always have it in their inventory for the duration of the phase or they'll get sad.
-"Daydream about being a pirate" self-interaction.
Scrub the deck, scrape sea life from ship bottom, wash windows, polish swords, peel potatoes in kitchen, wash dishes, clean up after crew mates etc. These are all tasks that have to be done from level 1-3 of the Pirate career. Everyone has to start somewhere.
Level 1 would be exclusively these, level 2 these plus standing watch, level 3 you still have to clean sometimes but you mostly stand watch and finally start with small smuggling jobs. In level 1-3, you may not join raids and have to stay behind.
In level 4, you may join in on raids.
Level 5: you start with easy special missions (or start your own org).
In the next levels (6-10), the smuggling jobs, special missions and raids increase in difficulty and reputation becomes important. Special agents, detectives and criminals begin to intervene and cause problems or form partnerships with the pirating world. It gets easier to get busted when out on the job.
Pirate wars may break out.
Pirate orgs may "proclaim war" on another org. This will cause the orgs to raid each other a lot, make opposing crew members fight when they see each other etc. Wars act much like clubs that hate each other, but with cool pirate gameplay.
Truces may be suggested if a war is in progress. This may be rejected or accepted. If accepted, the war ends.
Pirate orgs can also form alliances. This creates an agreement to not raid each other, and allied orgs' crews and captains will often go out pirate partying, dining and meeting at ships and taverns. Allied orgs will fight together if a war breaks out.
If one of the orgs, however, betrays the agreement by raiding the other, the alliance is broken and the orgs will become enemies.
Alliances, paired with rotational play, can also be used to create fleets.
A Pirate Conference social event can be held on any pirate ship, residential lot or in a tavern. It basically allows pirates to hang out, create bonds or foes, smuggle etc. It also allows your sims to visit other Pirate Org's ships if you're curious about what they look like, if you want to cause trouble etc.
STUFF FOR FAMILIES
When playing more than one generation on a pirate ship, most people would probably want to raise the kids on the ship. This would mean that offspring of crew members should be able to be born on the ship and live there as if it's a residential lot (eg. enable bassinets on the ship etc.)
Of course, it would be relatively boring to wait for the kids to age up to young adult before you can do anything pirate-ey with them, thus the following pirate things should be added to younger life stages to keep us entertained until then:
Teens:
-Pirate career can be started as a teen.
-Sword dueling skill can be obtained from the age of teen.
Children:
-Knot-tying skill (5 levels). Fun activity that brings a variety of knots that can be displayed as decoration. A maxed knot-tying skill gives sims a boost to preformance levels during the first three pirate career levels upon starting.
-Wooden sword dueling with other children and older. Increases motor skill.
-Playing on pirate equipment like rigging and steering wheel etc.
-"Look for treasure" self-interaction that makes child explore ship and look for inventory-sized objects to take. It doesn't have to be valuable - they might find a feather and think it's worth a lot, then they'll grow attached to the object for a while and want to "look at" and "daydream about" on it, as well as always have it in their inventory for the duration of the phase or they'll get sad.
-"Daydream about being a pirate" self-interaction.
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