New Crime Suggestion: Scuba Diving & Deep Sea Salvage
I’ve been thinking about a new addition to the Crimes 2.0 ecosystem:
Scuba Diving. It brings a fresh environment to the game and utilizes items that currently have little to no use.
Education Requirements (New Diving Track)
To progress, players must complete specific certifications. These would act as "gatekeepers" for deeper, high-nerve dives:
Basic Certifications (Entry Level):
Open Water Diver: Unlocks basic shore diving.
Advanced Open Water: Increases depth limits to 30m; unlocks better loot tables.
Specialty Courses (Loot Modifiers):
Wreck Diver / Search & Recovery: Necessary for searching armored trucks and ships.
Enriched Air Nitrox: Reduces hospital time from decompression accidents.
Equipment Specialist: Reduces the chance of gear failure.
Professional Level (Elite Crimes):
Divemaster / Technical Diving: Required for the most dangerous 50-nerve deep-sea missions.
Equipment & Logistics
Required Gear: Scuba Suit, Fins, and Air Tanks (Consumable item?).
Nerve Cost: 10 to 20 for basic dives; 50 Nerve for high-stakes deep-sea salvage.
Skill Progression: Levels 25 / 50 / 75 as per standard Crimes 2.0.
Potential Loot & Scenarios
High-risk dives could yield massive rewards:
Sunken Armored Truck: Raw cash and rare coins.
Party Yacht Wreck: High-end alcohol and batch of Xanax (unique).
Radioactive Transport: A chance to find Cesium (unique), Radioactive blood
Historical Shipwrecks: Treasure chests filled with gold/cash or Egyptian Amulet.(unique)
Risks & Failure States (The "Why" it's a Crime)
Salvaging isn't just "finding things"; it's often illegal. Failure could lead to:
Legal Seizure: "The wreck’s insurance company has tracked your activities and seized the haul before you reached the shore."
Mafia Retaliation: "The loot belonged to a Mafia-run vessel; you were intercepted by their hitmen." (Hospitalization/Mugged).
Coast Guard Arrest: Lack of permits leads to jail time.
Physical Hazards: Shark attacks (may be a new honor bar "Shark Bite"), equipment failure, or the "Bends" (Decompression sickness causing long hospital stays).
Legal Context
Grounding this in reality, any discovery in territorial waters belongs to the State, the original owners, or the flag State. Taking it for yourself is legally classified as looting and theft, which is why it fits perfectly in Torn's criminal world.
Private Island Synergy
The Yacht becomes a mobile base for this crime:
Bonus: Owning a Yacht provides a success rate boost.
Exclusive Content: Certain "Deep Sea" or "International Waters" crimes (with the best loot) can only be accessed if you own a Yacht to reach those locations.
[!NOTE] A Final Note: This is a foundational concept meant to spark discussion. The specific balancing of loot tables, nerve costs, and technical integration would obviously need further refinement to fit the current Torn ecosystem. I’d love to hear the community’s thoughts on how to expand this!
For context, here is why these activities are classified as crimes:
Discovering a shipwreck does not automatically grant you ownership. In almost every case, the "loot" or cargo belongs to either the coastal State, the original owner (or their heirs), or the vessel's flag State.
The following core rules apply:
The Duty to Report: Any discovery of a wreck in territorial waters must be reported to maritime authorities within a very short timeframe (often 48 hours). Failure to do so is legally classified as looting or theft.
Maritime Cultural Property: If a wreck holds historical, archaeological, or artistic significance (generally if it is over 100 years old), it automatically belongs to the State. It is protected, and any unauthorized interference is prohibited.
Persistent Property Rights: A vessel is not considered "ownerless" just because it has sunk. Original owners or their insurers often retain their property rights even decades after the event.
Warships (Sovereign Immunity): Wrecks of warships and other government vessels remain the property of their flag State indefinitely, unless a formal and explicit abandonment is issued by that country.
New Crime Suggestion: Scuba Diving & Deep Sea Salvage
I’ve been thinking about a new addition to the Crimes 2.0 ecosystem:
Scuba Diving. It brings a fresh environment to the game and utilizes items that currently have little to no use.
Education Requirements (New Diving Track)
To progress, players must complete specific certifications. These would act as "gatekeepers" for deeper, high-nerve dives:
Basic Certifications (Entry Level):
Open Water Diver: Unlocks basic shore diving.
Advanced Open Water: Increases depth limits to 30m; unlocks better loot tables.
Specialty Courses (Loot Modifiers):
Wreck Diver / Search & Recovery: Necessary for searching armored trucks and ships.
Enriched Air Nitrox: Reduces hospital time from decompression accidents.
Equipment Specialist: Reduces the chance of gear failure.
Professional Level (Elite Crimes):
Divemaster / Technical Diving: Required for the most dangerous 50-nerve deep-sea missions.
Equipment & Logistics
Required Gear: Scuba Suit, Fins, and Air Tanks (Consumable item?).
Nerve Cost: 10 to 20 for basic dives; 50 Nerve for high-stakes deep-sea salvage.
Skill Progression: Levels 25 / 50 / 75 as per standard Crimes 2.0.
Potential Loot & Scenarios
High-risk dives could yield massive rewards:
Sunken Armored Truck: Raw cash and rare coins.
Party Yacht Wreck: High-end alcohol and batch of Xanax (unique).
Radioactive Transport: A chance to find Cesium (unique), Radioactive blood
Historical Shipwrecks: Treasure chests filled with gold/cash or Egyptian Amulet.(unique)
Risks & Failure States (The "Why" it's a Crime)
Salvaging isn't just "finding things"; it's often illegal. Failure could lead to:
Legal Seizure: "The wreck’s insurance company has tracked your activities and seized the haul before you reached the shore."
Mafia Retaliation: "The loot belonged to a Mafia-run vessel; you were intercepted by their hitmen." (Hospitalization/Mugged).
Coast Guard Arrest: Lack of permits leads to jail time.
Physical Hazards: Shark attacks (may be a new honor bar "Shark Bite"), equipment failure, or the "Bends" (Decompression sickness causing long hospital stays).
Legal Context
Grounding this in reality, any discovery in territorial waters belongs to the State, the original owners, or the flag State. Taking it for yourself is legally classified as looting and theft, which is why it fits perfectly in Torn's criminal world.
Private Island Synergy
The Yacht becomes a mobile base for this crime:
Bonus: Owning a Yacht provides a success rate boost.
Exclusive Content: Certain "Deep Sea" or "International Waters" crimes (with the best loot) can only be accessed if you own a Yacht to reach those locations.
[!NOTE] A Final Note: This is a foundational concept meant to spark discussion. The specific balancing of loot tables, nerve costs, and technical integration would obviously need further refinement to fit the current Torn ecosystem. I’d love to hear the community’s thoughts on how to expand this!