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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#43 (permalink) |
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Member
Join Date: Apr 2009
Rep Power: 5
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I'm all for being able to build ships, but they need to not follow in the footsteps of Darkfall with the implementation. A solo person, with enough dedication, should be able to build their own ship. There shouldn't be any ultra-rare components required for basic ships that even large-scale clans have trouble acquiring.
There shouldn't be such ridiculous gold and resource requirements (or any gold requirements for that matter) that it's faster and easier to build a ship in real life than it is to build one in the game. |
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#45 (permalink) | |
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Member
Join Date: Apr 2009
Rep Power: 10
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Quote:
A simple ship with a ram and arrow slots should be enough. Along with taht they'd be the perfect transport for large amounts of players who have too far to run and need a faster way to get around. |
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#46 (permalink) |
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Member
Join Date: Apr 2009
Location: In your toaster, eating your toast!
Age: 25
Rep Power: 6
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I would love to see ships enter the game if possible, not big 3/4 deck battleships with cannon, oh no no no. But maybe 1-2 deck Cogs, with ballista or a ram on the prow. Maybe galleys with banks of oars.
But what I'd really love to see are boats specific to races - triremes for example for the Tindremene's, some form of sleek yacht for the Elves <shrugs>, perhaps a triangular sail rigged ship for the Sidoian, but most prominantly, longships for the Kallard. Ideally I'd love these ships to be crewed only by player-characters, but getting 60 people in one place to row/sail a ship could be a chore and a half. Perhaps fill the ship with an NPC for each oar and then a player-character can take an NPCs place? Means you can get about with NPCs, but having PCs will make the ship faster? <shrugs> Just a thought. |
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#47 (permalink) | |
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Junior Member
Join Date: Feb 2009
Rep Power: 0
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#49 (permalink) |
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Member
Join Date: Mar 2009
Rep Power: 1
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Well to expand I think it should be a near to impossible task for a singleplayer to collect enough resources for a galleon or big ship. Much like it be practically impossible for a single person to build their own city or town. Stuff like that should be a guild effort.
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#50 (permalink) | |
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Member
Join Date: Apr 2009
Rep Power: 5
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Quote:
That's not what I'm talking about. I'm saying, for example, that one of the resources needed to make a ship shouldn't be an item that has a 0.2% chance of dropping from the best chest in the game. You know, something that would make it impossible for any single player to ever make a ship. What you're talking about is difficulty, while I'm talking about impossibility. |
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#51 (permalink) | |
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Junior Member
Join Date: Mar 2009
Location: Pearland, Texas.
Rep Power: 1
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Quote:
Agreed. I would also like to see ballistas, ram, arrow slats, etc. on ships instead of cannons, and Ballistas should also require player-made ammunition. The cannons in DF, which are 10x more powerful than they should be, would have to be super-nerfed and require Player-made ammo to be implemented, imo. Also, if i could bring 10 guildies on a galleon to spend hours catching fish (with a challenging mechanic to it) like the concept art-ones in this thread, that would be unbelievably incredible...
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"If tyranny and oppression ever come to this land, it will be under the guise of fighting a foreign enemy." --James Madison "An error doesn't become a mistake until you refuse to correct it." --John F. Kennedy |
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#52 (permalink) | |
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Member
Join Date: Jan 2009
Location: Northants UK
Age: 40
Rep Power: 4
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Quote:
I can imagine guilds racing to get the materials together to build a ship to be 1st to go explore a once lost continent.... New captains sellling passage to brave adventurers etc
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#54 (permalink) |
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Newbie
Join Date: May 2009
Rep Power: 1
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It would also be nice with ship releases other 'islands' can be found and controlled if your craftsman creates a few buildings on the island, then it can be a supply shop or a merchant town.
Or possibly something like Buc's Den in UO, a unguarded merchant town for the filth of the land to actually shop and not get stopped or whacked by the guards. |
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#56 (permalink) |
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Member
Join Date: Oct 2008
Location: California
Rep Power: 7
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Well they have said rather specificly that they have no plans for ships at launch.
What I hope is that they have an eventual plan to add ships as they add other continents and are thinking about what mechanics they should put in now to support the addition of ships later. Underwater fighting is something they have mentioned they have been working on and platearmor making you sink - great ideas IMO. The other thing I think they should include is unevenly distributed resources, and making resources difficult to carry (requires a wagon or something and guards to get past all those banditos). This would give ships an immeadeate purpose other than just pirateing other pirates who are trying to pirate you and no one even brought any gold or resources worth taking in the first place. |
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#58 (permalink) | |
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It'll be interesting to see how they pull those behemoths off and how players are supposed to catch them. Probably require a full party on a ship all using large harpoons.
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Quote:
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#59 (permalink) |
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Newbie
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It could be like an instant for combat on naval warfare so it wont take resources away from the actual server and maybe limited to each player running a ship. the nice thing is it can go far with upgrades on crows nest (better viewing distance), not enough food or rum could run the risk of mutiny, Having a good navigator can make you ship go faster and also give you a better chance to run. Of course this can go into a whole new area that people can venture with in a latter date
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Give me some ale and ill follow you to war... |
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#62 (permalink) | |
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Member
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Love your idea, and did you say Fish Sticks? mmmh
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#65 (permalink) |
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Member
Join Date: Jun 2009
Location: Inbred Hillbilly Village
Rep Power: 3
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http://www.mortalonline.com/files/sc...TindremWIP.jpg
pretty boats. Also if you will look at the hand of the statue in comparison to the little sailboats that look like they can fit about 3 people, Tindrem must be pretty massive. |
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#66 (permalink) |
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Member
Join Date: Jan 2009
Rep Power: 7
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Use search!!!
And yes, EVENTUALLY MO will have ship building in it. Although at launch it will not.
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If something is underlined in red when you type it on the forums, take the extra two seconds to right click it and fix your spelling mistake! |
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#68 (permalink) |
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Member
Join Date: Apr 2009
Rep Power: 1
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Yeah, thanks haha ^_^
I started this suchh a long time ago, it had so much good conversation and info I had to revive it. I was probably one of the first people to start a thread about it. Great convos guys! I will reply more when I'm not on my phone. Take it easy! |
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#74 (permalink) | |
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Member
Join Date: Apr 2009
Rep Power: 1
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Quote:
Haha, sounds epic, eh? I would laugh as well, lmao. But how cool would it be if you got eaten by a giant fish, and it was big enough so that you could live inside it =O. And then you happen to stumble upon a lost treasure inside the fish, because it ate it too! Now thatd be cool! |
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#75 (permalink) |
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Newbie
Join Date: Jun 2009
Location: Finland
Age: 22
Rep Power: 1
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Hello all.
I personally like the idea about shipbuilding and sailing alot, i am not so very concerned about the actual naval combat, that is pretty easy to do. What i am more intrested and concerned about is the actual sailing, how to make it intresting. I propose abit of a minigame here. Let's start of with the basics. I feel that while beeing captain and sailing the ship, you control and move it with WASD, and change sail sides with Q and E. Buttons 1-2-3 are for dropping the sails. "1: No sails, 2: Half Sails, 3: Full sails" You have a ship sailing skill, it increases when going out with small row boats, and smaller boats with sails, it increases faster the bigger boat you are sailing, but without training with smaller boats, sailing a big battleship/trading ship will be very hard. The better the skill, the more accurately WASD works, and the faster you change sail sides, and drop and raise sails. + The latter two changing sail sides and raising sails should also affect how many crewmembers you have on the ship to help you. Now, for the actual sailing when you go out on the sea, there will be strong currents and wind, that you have to take into account while choosing your course. If you choose a bad course, you might ram into a shallow or crash somewhere, that will damage your ship and if you reach zero hitpoints you will sink, with all the items and players onboard. So you have to dive and salvage them if you wish to do so, or if even can.. depending on how deep it is to the bottom of the sea/lake. You can come to the place with another ship, and throw the anchor and start salvaging if you wish so. Currents affect (WASD) - So better control with higher ship sailing skill. Strong winds affect "sails sides, and if you go with full sails". And since nighttime sailing is possible you are gonna need to build lighthouses, to show you where the shore is, and look at the stars to navigate. Insturments to help you nagivate are of course, seamaps and a compass, sextant. Alright, well that's what i came up with when i was reading the post, a small lonewolf brainstorm if you so wish to say. What do you guys think? Last edited by Sinned : 6th July 2009 at 22:14. |
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#76 (permalink) |
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Member
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I feel like some real time and consideration should be put into ships in terms of Navigation as well as construction. I don't think it would be fun for ships to be massive resources the only the largest and wealthy guilds can afford and at the same time I don't think every one should own a reasonably sized ship.
Ships should be large construction projects possibly involving multiple people. This encourages more player interaction. The seas shouldn't be a safe place. Nave is a fantasy world so including sea monsters as well as other sea hazards such as choppy seas ( able to sink boats that are constructed poorly ) should be in and should make players thing twice about sailing their expensive ship anywhere with a destination. There should also be some uncertainty with piloting a ship as well. As we saw in the beta video, riding a horse is just like walking, but a bit faster. As we've seen in Darkfall, piloting a ship is just like walking, but on water. Controls are instant, which isn't shouldn't be. Everything involved with sailing a ship should be featured, making it no easy task.
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#78 (permalink) |
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Junior Member
Join Date: Jun 2009
Rep Power: 1
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All I want is the ability to control ships relatively realistically (No turning on a dime), ship boarding/storing items on ships, and ship to ship or ship to city combat. It would be more effective to siege a harbor city with ships than to attack it on land because of the fire power. But if we're talking about what we really want then... I think cannons should be unwieldy and slow to turn and aim and no set cross hair drop thing just a camera lined with the barrel. I think cannons should be inaccurate but powerful in scale. You can hit a ship relatively easy and do decent damage (much more than if you shot it with a bow or stabbed it with a sword) but its very hard to hit a person and if you do you kill or severely injure them. I want to be able to siege and defend a harbor with cannons. I want to shoot the walls down or shoot balls up and down into the city when attacking. I want to be able to have ships fire over the city and hit invaders. I want cargo to be visible inside the hull on the floor or in crates that work like inventory. I want it to be common practice and easy/effective to load a ship with items for transportation but all the while dangerous because of pirates. I want it to be a viable way to make money using ships. Owning a ship(s) and having people operate it for you. Owning your own ship and sailing it for profit or sailing another persons ship. Transporting people and cargo with ships. Protecting the ships as a guard or attacking the ship as a pirate. I want to have some system where a port is agreed upon and once the port is reached the captain receives automatic payment from your bank. That way there is little in it for the captain to drive you out to no where and just leave you there or kill you. That or captains will need to be trusted friends because of the above statements. Trusted shipping and transport captains/groups would also be posted on forums too as advertising for possible shipping companies.
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#79 (permalink) | ||
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Member
Join Date: Mar 2009
Location: Barcelona, Spain
Rep Power: 5
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Quote:
Quote:
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Last edited by opuri : 8th July 2009 at 18:29. |
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#80 (permalink) | |
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Member
Join Date: Mar 2009
Location: England Land
Rep Power: 3
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Quote:
Not too much to ask then.
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