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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.
Underrealm Speculation: Potential sea bypasses and underground chokepoints?
Hartwell
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Somethings we know about the Underrealm:
In other words, deep seas would obstruct the Underrealm, so most of it is probably under landmasses. The chances of there being passages under the ocean is slim. However, something is strange about the new map. I've noticed that the islands are more centered. The distance between lands may imply the level of depth of those waters. These distances are shorter near these islands.
I do not have any good tools for measuring the new map, nor do I really want to get all scientific about a screenshot from a livestream. I'll just use a simple line tool with equally sized and spaced dots. Called them "paces" as some pseudo measurement unit for distance. More paces means a greater distance. I've tried to make the "shallow paces" contain more paces intentionally, especially in the ice regions, so that people don't think I'm putting too many paces on the "deep paces" and not enough on the other.
Could these waters be shallow enough for the Underrealm? Would people like such routes to be present in the game? Should entrances to such passages be dynamically impacted by nodes and environments?
- The Underrealm is estimated to be 100 km2 in area.
- There will be areas that are obstructed by chasms or other features.
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.
In other words, deep seas would obstruct the Underrealm, so most of it is probably under landmasses. The chances of there being passages under the ocean is slim. However, something is strange about the new map. I've noticed that the islands are more centered. The distance between lands may imply the level of depth of those waters. These distances are shorter near these islands.
I do not have any good tools for measuring the new map, nor do I really want to get all scientific about a screenshot from a livestream. I'll just use a simple line tool with equally sized and spaced dots. Called them "paces" as some pseudo measurement unit for distance. More paces means a greater distance. I've tried to make the "shallow paces" contain more paces intentionally, especially in the ice regions, so that people don't think I'm putting too many paces on the "deep paces" and not enough on the other.
Could these waters be shallow enough for the Underrealm? Would people like such routes to be present in the game? Should entrances to such passages be dynamically impacted by nodes and environments?
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Comments
There are high risk options with high rewards, such as transporting goods in a short amount of time. Steven definitely wants that as a high risk option for moving goods across the sea. The low risk option for material transport would be an alternative route to that, but to have players take longer to get to their destination. The Northern most Island is a much longer path to take than just crossing the Ocean. It is effectively a U-turn towards any destination Southwards of it.
The alternative modes of transport that Steven listed in the comments section of that Youtube video were not low risk material transportation alternatives. Those were just for personnel. It does bring up questions to what he may have in mind for the low risk and low reward options for material transport.
Exploring and adventuring in the Open Seas is the risky part.
Steven says thats because there's unique NPCs and unique treasure-finding opportunities there.
If you wish to bypass those opportunities by traveling the Underrealm - you likely can. Especially if you can cross the Open Seas with a flight path.
Crossing with resources is the thing they want to be riskier, you can expect air traveling with reosurces to be nonexsistant or expensive