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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Ships and hijacking them
Drunkninja
Member, Alpha One, Alpha Two, Early Alpha Two
After some discussion on the discord today and looking at the Wiki, I'm curious about everyone's thought's on the little blurb about hijacking ships.
What ships do you think can be hijacked? Do you like the concept of being able to steal other ships? Would battles over ships and people being pirates and trying to take a ship as a prize appeal to you?
What ships do you think can be hijacked? Do you like the concept of being able to steal other ships? Would battles over ships and people being pirates and trying to take a ship as a prize appeal to you?
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Comments
Y'all better watch your backs out there because I'll be hunting for booty and I'll hijack whoever I need to for it 😈
When I'm through you'll be usin' your foremast fer a dinghy oar.
Hello, sailor!
If it's rather simple to hijack and ship and there is no clear advantage or the attacker is more likely to win then I'm more towards no PvP hijacking.
If it's in favour of the defender however then I'm more on board for it.
Without a defender having a clear advantage I'm worried that it will create a steep curve for getting into naval content as newer players could easily lose their ships.
Player owned Naval Caravans I think hijacking is fine though as it's part of the risk involved.
My biggest thing would be I'd want hijacking a player owned ship to cause corruption (unless it's a caravan).
Both land and naval caravans should be hijackable after confirmation of military intent.
- The hijacked ship should act as a temporary vehicle. You only get it until perhaps you "dock" the ship? At which point you don't keep it I feel.
- Following this - are ships intended to serve as resource sinks as well? Will you have to keep making them after a certain amount of excursions/losses? Or are you just expected to repair them indefinitely but you technically keep the ship?
- If the owner re-enters the sea and summons the ship (assuming they keep it), is there technically 2 entities of the ship? Can they not summon it until the other instance of the ship is removed?
Alot of this hinges on how these mechanics work but hijacking to me can go so many ways. I feel like this would probably be a decent question for the live stream as it's not too clear at the moment.
I personally would like the idea of Hijacking if the person hijacking can control the ship, but perhaps has limited power. I think that if you own the ship you should have access to all of your abilities/bonuses, but if you hijack a ship then the sabotage aspect and potentially stealing a greater ship than your own, plundering etc. should be the rewards but thematically, I feel that the captain should be expected to be the master of their own ship and therefore can maximise its resources.
Once I know what the parameters are I can create a suitable pvp framework.
It will act like a land caravan though:
100% resource transfer.
Cost of caravan replaced on loss.
Resources lost on loss.
Archeage is an excellent base but improvements are par for the course.