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Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Preferences/ideas/suggestions For Naval combat
Dolyem
Member, Alpha Two, Early Alpha Two
Alright, let's discuss what people predict and what people would like to see for Naval Combat. Use plenty of other game references and don't be afraid to voice what you like!
Personally I love sea of thieves and see it as the standard for Naval combat. Everything is skill shots and there are different types of ammo that bring all sorts of dynamics to the fights.
Basics that I want include
-skill shot/action based attacks with the few exceptions of some AOE, buff, or debuff abilities.
-sailing mechanics similar to sea of thieves requiring a crew to be on point with sail control, steering, directions, etc.
-several ammunition types for specific effects
-different ship classes with advantages and disadvantages, perhaps even a sort of rock, paper, scissors ship class system so everyone isn't always using the same ship that us a meta
-boarding options for on-ship fighting and some balancing around that.
-making it difficult but not impossible to board enemy ships from the water.
-points of importance on a ship where if someone tampers with them it can have a negative affect or even disable a ship.
Those are just a few. Looking forward to hear everyone's ideas and what sort of games with Naval Content they enjoyed!
Personally I love sea of thieves and see it as the standard for Naval combat. Everything is skill shots and there are different types of ammo that bring all sorts of dynamics to the fights.
Basics that I want include
-skill shot/action based attacks with the few exceptions of some AOE, buff, or debuff abilities.
-sailing mechanics similar to sea of thieves requiring a crew to be on point with sail control, steering, directions, etc.
-several ammunition types for specific effects
-different ship classes with advantages and disadvantages, perhaps even a sort of rock, paper, scissors ship class system so everyone isn't always using the same ship that us a meta
-boarding options for on-ship fighting and some balancing around that.
-making it difficult but not impossible to board enemy ships from the water.
-points of importance on a ship where if someone tampers with them it can have a negative affect or even disable a ship.
Those are just a few. Looking forward to hear everyone's ideas and what sort of games with Naval Content they enjoyed!
2
Comments
Another thing I would like is to have underwater vehicles too which would not be crafted but biological and adjusted somehow to fit the role of underwater movement. I would see them like floating things, alive, but not animals. With a little bit of magic, players could use them to navigate below water too.
Alive but not animals.... just get in the whale pretty boy. We're going as deep as she goes.
Personally I don't like the idea of submersibles. Leaving a player exposed to dangerous environments while underwater sounds way more appealing as far as content goes. Use the air vent feature that most games utilize to add a mechanic and sense of urgency while exploring or trying to get things done
I think you are right. In first stage the game should create good mechanic based on water.
I am glad you are not against the invisibility feature.
That can be used in more ways: surprise attacks, pretending to be a single harmless ship, breaking blockades, to observe battles and learn or just to explore.
But I think it can be OP if is not balanced well.
The stealth would just have to apply to very light/small ships. Nothing that could have a lot of firepower. Even then I'd think it should be at least a shimmer for the keen eye to see
I'd also like to see a host of boarding techniques, the ability to destroy masts / sails, destroy hull integrity below the water line, and eliminate a ship's crew in order to steal a ship.
Edit: OHHH - and knock players off the deck into the waiting jaws of hungry sharks.
What is the purpose of potions launchers?
If there are no cannon balls to damage, to make holes and sink the ships... then the potions are meant only against players? Like very long range spells?
We arent sure yet. My guess is that potion launchers will act as cannons
Can players repair ships in docks?
If yes, then ships can be damaged somehow.
oooo I like it, basically a ship stun
However, gathering and crafting is always boring in mmo, it is why the cost of building a boat is already to high for my kamikaze attacks !
Wish, there will be node where we can "rent" a boat in order to (at least) enjoy fishing near the coast
Note for myself: find a way to "borrow" the leader flying mount... maybe for kitesurfing
to each their own. I enjoy most aspects of MMOs whether it be crafting, gathering, or pvp
I like the way the best ships are super hard to get.
I like that different ships have different pros and cons, ie. Speed, Health, Firepower.
A boring must do mecanism because you cannot only rely on loots and rewards for gold and equipment.
Back to your topic, sailing should be simple but hard to master (thanks Riot!), simple enough in order for the most to enjoy and have some fun fishing, treasure hunting, PvE or PvP and hard enough if people aim for challenging PvP and/or PvE end content.
Can't wait to summon and fight Kraken, Cthulhu and more ^^
About PvP, I was thinking about canon ball my crew or myself to board another ship !
It is always better choice to sell a boat and keep the loots instead of sink the boat then dive for its loots ;p
@Anyra : The more diversity the merrier !
The Effectiveness of the cloak should increase or decrease depending on the weather.
For example fog = better stealth while rain could "disrupt" the spells cloaking the ship making it normal visible.
As visible it can be in rain.
Another thing is cargo.
Ships that are insensible cant have cargo onboard.
Otherwise the meta would be to transport high value goods not with a fleet of warships but with a single small vessel sneaking by.
It is better than giving some cargo detection spell because ships can act as if they have cargo when they don't, distracting pirates, to help the real cargo ship pass safely.
I'd like to see naval combat to work in a variety of phases,
Ph 1 Spotting and the chase
- being spotted should be intense, as you are uncertain if friend or foe (perhaps there could be a literal flag ships can fly to signal i'm friendly) eg fly a green flag if you don't want to pvp or even better be able to design custom pirate flags to quickly swap your green ones with when you get in close. but there should be a chase element between being spotted and engaging in combat
Ph 2 ranged negotiations, combat and mutiny, I'd like to see perhaps a form of proximity VC where you can tell people on opposing sides to surrender etc. or lob some volleys of potions to soften them up, ships should have a number of things that van be impacted eg you sails should be flammable and as a captain you need to decide whether to cut the sails loose or risk the fire spreading. Ships should need to provision defenses like sand, water and potions to put out these fires, I'd like to see specific classes having different utility in naval warfare. (mutiny if you hire non guild members they should be able to try to mutiny and become hostile to there crew if given enough incentive by the opposing faction, eg you get a button called incentivize mutiny (bard skill?) where you can offer x% of the ships value or currency to encourage people to join your side if they do they join your party and become hostile to their old crew but in ph 4 if still alive they automatically get guaranteed that reward.
Ph 3 boarding / ramming and melee combat, once a ship has become immobilized, you can choose to ram them or go for a clean boarding depending on your vessel type. I think ships should have an infirmary which can act as a temp respawn point with a long cd so that if you die early on you can keep the battle going / spectate for a bit to keep things interesting and fun. (mutineers do not respawn onboard)
Ph 4 looting / scuttling or stealing the boat. Once captured you should be able to loot the ship and then you have a choice you can tow the ship which will allow you to take everything being transported at a severe speed cost or take what resources you can hold and scuttle/sink the old ship or if they surrendered perhaps you take a % and leave the ship to sail onward.
with respect to boarding I think there should also be the possibility for some water mounts to act as raiding parties eg you and a few friends sail out with your ship hop in the water and mount up and try to close the distance while negotiations are taking place and your ship has the opponents attention, depending on the speed of your target I think some water mounts should be able to match or overtake heavily laden traders for example
The Wolves of Verra
are recruiting: https://discord.gg/Rt8G3sNYac
I'd also like to see a host of boarding techniques, the ability to destroy masts / sails, destroy hull integrity below the water line, and eliminate a ship's crew in order to steal a ship.
Edit: OHHH - and knock players off the deck into the waiting jaws of hungry sharks."
^This- and too add, i think different area and damage based affects on the ships structure would be a nice feature- such as if you hit a weak point of a ship, or if the weak point takes enough damage then it can leak and cause the ship to start sinking, or if you hit a strong point maybe it can deflect the shot back to the target to a certain degree.
I dont believe it should be possible to board from water unless the ship is completely still.
I dont believe having submersion vehicles like submarines would be good for the game (only my opinion).
Having said that I would like to be mounts that traverse underwater yes but not so on open sea where pvp is permitted or if possible they shouldnt be able to damage ships.
Another thing maybe unrelated is that I would LOVE to see guilds focusing on trade across continents by sea and making contracts with other guilds solely for protection on open sea combat. Sure this can be done just talking but I think it should exist a party system on the open sea aswell like a raid party or some sort so you could purchase protection
Yea I love the idea of more types of contract in general, to enforce that verbalized agreement that can be made in so many different ways throughout the different game systems.
Yeah I think it would be awesome and bring people together cause the same can be said about raiders like forming a big raiding party to attack ships hauling goods you know? I hope that there's the possibility to have like 10 ships full of goods making the trip belonging to several players inside a guild and like having like 5 more ships for protection and seeing that players that want to attack and steal be forced to make pacts aswell with other likeminded individuals in-order to be able to steal from such organized parties with alot of protection.
Now regarding payment on such deals for protection it could either be an ammount agreed upon with the party that provided protection and be paid from "player to player" using a trade mechanic or it could like be sort of a "quest" where X% of the profit would go to the party that provided security I dunno if any of this is actually possible but it would be awesome because we all know that people/players not always uphold their word but that kinda makes part of the world and human race so .. xD
The rotation direction of the vortex could be random or with more skill, the direction could be influenced.
To be proper, real skill related, I see it as trying to influence air pressure on the battle field.
No need to be realistic but let's say is magic related pressure or something.
The potion launcher has to target some areas visible on a special mini-map to create a pattern which would eventually create the cyclone.
What will be important:
- precision to hit certain points
- the ammo type to change the state in a certain way
- understanding the dynamic of what that mini-map shows. Waiting the right moment or acting fast enough could be important.
- moving on the battlefield to attract the enemy ship into a certain spot or predicting where the ships will be when the effect is finally triggered
- both ships might observe and try to influence the outcome, if both have the proper equipment and ammunition.
What the vortex of the cyclone would do is up to be discussed.
Maybe other effects can happen too, not only cyclones.
or parcourt thru a field with explosive magic seamines
boat races orderd by npc
sea monster like kraken, or sea water whirlpools sucking the ship into the undersea traveling to the exit while batteling several amphibic mobs and bosses and behind the last boss is a watergeysir that brings you back to the normal sea.
or a dungeon entrance where the ship getting wraped into a bubble in order to travel underwater but where the players need to be carefull so that the bubble doesnt burst. (one piece style)
Would be akin to WoW pre-expansion events. Massive storms, maelstroms, aggressive sea monsters. Would make for awesome precursors to Raid events in areas at sea.