Will we see solo carts down the road?

I get that we will need caravans. In my mind there should be different levels of a caravan, poorly funded to high priced. And to that it will show the value of what it's carrying.

But I keep thinking, will we see one man carts too at some point? It's not a caravan, but would let you move your items, but only as one cart. Maybe it's something for NPCs only, but I feel it would add a level to the system.

How about this idea:

1. solo cart without escort high risk

2. solo cart with escort mid-high risk

3. two carts without escort high risk

4. two carts with light escort slight risk

5. two carts with heavy escort low risk

6. three carts max with light escort slight risk

7. three carts max with heavy escort low risk

This would still work with the caravan idea, just fleshing it out more.

 NPC Escorts would very on what you want to pay, and who you want to guard the load. Mages to bowmen, and a few fighters in between. The better the protection you want, the high the price of the guards.

But another question: will caravans be under auto or manual control, and will we get that option?

Comments

  • ArchivedUserArchivedUser Guest
    edited November 2017
    I think this is a great idea. The players planning the node delivery can choose the most expensive option, offering them decoy carts and strong protection to make it extremely difficult to plunder. The most expensive options should be extremely difficult to attack, regardless of the amount of guarding players. The NPC's should be strong enough and the main cart and decoy carts durable enough that it would require a fourth of decently sized guild, say about 25-30 players to be able to last long enough to overpower the protection and wear down the armor on the carts.

    Caravans should DEFINITELY be controlled by a player! Let's not have a roleplay game where a role is filled by a NPC! Many, many players would enjoy being the driver of a caravan!

    Also, the carts should have some main controls like, "Stop" "Speed" (increases speed on cart by 50% for 5 seconds, but has a 20 second cooldown) "Defensive Barrier" (a magical shield that can surround the cart and prevent 75% of magical and 50% physical damage, for CRUCIAL situations, lasts 10 seconds, 2 min cooldown) "Auto-pilot" (can't think of a name, but this would allow the player to switch with an NPC so they can fight if the defending players need help) and "Magic Turret" (something that gives the carts offensive ability to help the team and has to be manned by a player and has limited ammo depending on what the players choose before sending the cart, does damage depending on type selected, most damaging cost much more, have decreased ammo limits and can slow down the caravan when used.)

    Some would say, "What if a troll or betrayer is riding in the caravan? They'll let the resources be taken!!" To that I say, put someone that you can trust, yourself, for example, at the helm, or a very trusted officer or lieutenant in the guild/node.

    These are some ideas on how the carts can be upgraded and be purposeful, not just big wooden, armored punching bags.
  • I am just speculating here but from what I know and what I guess:

    1. player chooses a route for caravan (starting point, destination, one of offered routes between them)
    2. caravan starts moving automatically (PvP area following it)
    3. player might have an option to tell the caravan to stop temporarily, and to continue to move, but will not be able to actively drive the caravan which way he wants. Caravan will auto move along chosen route.
  • I like the thought of being able to drive a caravan, or bolster the caravan during crafting, but I don't think the caravan itself should have any "abilities" outside of those inherent to design; faster versus stronger and such.

    There will be personal cart-types, we know there are mules to carry more material than a player can but less than a caravan. I don't think there is a need for multiple options between the two, either it's a mule or a caravan.

    I do like the options you presented and would use a similar set up with my pen and paper group, but I think it would be too much for Ashes.
  • The carry capacity as given so far goes in factors of 10. A character 100 units, a mule 1000 units, and a caravan 10000 units. Also came with the disclaimer that those numbers were subject to change and were just early ideas being thrown around. Testing will tweak those numbers substantially. If they find that people are getting around using the caravan system through "mule runs" they will adjust totals up and down to keep mechanics relevant.
  • People will use mule runs to get around the caravan system, you can bet whatever you want on it.
  • This will make players with mules just as big as caravans for PvP targeting.
  • mostly unrelated but I would personally get a chuckle if instead of a mule you'd get some poor NPC to lug all your stuff around like all those vendor mules people used in other games, instead of an actual mule.

    i am glad they will have an actual in-between level of item transportation between what you can carry and a caravan, was wondering if they would do that. when you're first starting out having to pay for a caravan would be a killer at low levels


  • ArchivedUserArchivedUser Guest
    edited November 2017
    I think you should have the option to hire different quality caravan leaders (NPCs) with varying stats, favored routes, races, morals, etc. @Gothix your comment about mules got me thinking, off to start a new thread see you there! :D
  • Azathoth said:
    This will make players with mules just as big as caravans for PvP targeting.

    As long as mules are corruption free. :)
    Otherwise this could be seen as exploiting (getting around caravan system, while being protected by corruption mechanics).
  • ArchivedUserArchivedUser Guest
    edited November 2017
    Gothix said:
    Azathoth said:
    This will make players with mules just as big as caravans for PvP targeting.

    As long as mules are corruption free. :)
    Otherwise this could be seen as exploiting (getting around caravan system, while being protected by corruption mechanics).
    Exactly what I was thinking when reading this (Relating to Corruption). But yeah, Caravans shouldn't be driven by players either. The concept is cool but they'll run themselves off a bridge into a gorge to stop players taking their items.
  • ArchivedUserArchivedUser Guest
    edited November 2017
    I'm not sure if you mean they would be unguarded, but I suppose I get the premise. 

    Solo caravans I think are discussed, you wouldn't need 3 caravans to transport hay from one node to another unless it's in high abundance. 

    So I think solo caravans might be a given, even merchant caravans for example... Do you have jewelry to sell? You have a singular caravan.

    I look forward to seeing more of this.
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  • Players transporting goods with mules being having a roaming PvP zone?

    I would be against this inside their Node/ZOI of citizenship. But outside that area, yes, treating them like caravan to prevent the work around would likely be necessary and reasonable.
  • Azathoth said:
    Players transporting goods with mules being having a roaming PvP zone?

    I would be against this inside their Node/ZOI of citizenship. But outside that area, yes, treating them like caravan to prevent the work around would likely be necessary and reasonable.
    What if a low level player can only afford a Mule? Poor guy will get ass-blasted as soon as he leaves his home node.
  • Some really great points being raised in here! 

    I personally hope caravans work similarly as to how @Gothix has described:

    Gothix said:
    1. player chooses a route for caravan (starting point, destination, one of offered routes between them)
    2. caravan starts moving automatically (PvP area following it)
    3. player might have an option to tell the caravan to stop temporarily, and to continue to move, but will not be able to actively drive the caravan which way he wants. Caravan will auto move along chosen route.
    I dislike the idea of player driven caravans because I think it would be messy. I really don't want to be in the middle of a Forrest harvesting sap from a tree, to then see a random caravan trying to squeeze between tree trunks to avoid the road. If it is player driven I would appreciate it being locked to roads and pathways. 

    In addition~
    Remember that Caravan systems won't only be for personal trading!
    You'll need to use the caravan system for quests, castle and node supplies (https://youtu.be/f8SpiG0Ulbg?t=45m20s).

    In terms of weight @UnknownSystemError correctly highlighted how we understand the capacity system for now:

    The carry capacity as given so far goes in factors of 10. A character 100 units, a mule 1000 units, and a caravan 10000 units. Also came with the disclaimer that those numbers were subject to change and were just early ideas being thrown around. Testing will tweak those numbers substantially. If they find that people are getting around using the caravan system through "mule runs" they will adjust totals up and down to keep mechanics relevant.
    This suggests that it will be weight based rather than quantity. Therefore you would want to factor in the risk/reward/time concepts when it comes to personal trading.
    (I'll use gathering as an example because it is what I'll be doing :3) All hypothetical but here we go!
    • I can CHOOSE to harvest lighter materials so I can carry more in my bag, or on my mule to remove the RISK factor of Caravans. This type of produce will probably have a low profit margin due to being a popular risk free material. To make any sort of satisfactory profit I would need to do multiple runs which is time consuming.
    • I can CHOOSE to take the RISK and continue to harvest lighter materials but in large quantities, taking the weight threshold to the point of a caravan. This would mean there is a CHANCE my caravan is attacked. If I successfully defend I'll feel proud as punch. If I loose I will lose a portion of my materials and feel pretty salty but I would not have lost everything. Large supplies of the produce would make me the "go to" at the market stalls because players will look for fair prices and quantity.
    • I can CHOOSE to harvest heavier materials which means if I wanted to avoid the risk of Caravans, I would only be able to hold in my bag and mule. If the resource exists in the world in a large quantity and I can only carry a few, I need to RISK the opportunity of missing out on a large profit margin. I would need to do multiple trips and hope the supply doesn't run out or be happy with the fact that I'll make a decent return on the product (which will probably sell for a fair price) and that it could sell pretty quick.
    • I can choose to take the RISK and continue to harvest the heavier materials but in large quantities, taking the weight threshold to the point of a caravan. This would mean there is a CHANCE my caravan is attacked. If I successfully defend I'll feel proud as punch. If I loose I will lose a portion of my materials and feel pretty salty but I would not have lost everything. I'd be able to make a tasty profit that would feel super satisfying and rewarding because I took the risk.
    Personally the Caravan experience sounds far more memorable and enjoyable in comparison to the pack and mules.
    Players can upgrade their caravan and hire NPC () to help defend their goods. 
    It is something I really look forward to focusing on! :D


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