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SHIP PARTS / SHIPS / SHIP CLASSIFICATIONS

You can really infer a lot from the information that was in the AMA. Amongst the topics covered, yours truly found the mentions of upgrades & classifications of ships to be of interest.

The mention of upgrading your spyglass/spotting mechanisms had also alluded to other upgrades possible for ships. Knowing that there will be sub-components to ships really expands the scope of shipwrighting - and I'm really, REALLY hoping for a system akin to starfighter engineering in SWG.

Also - about the classifications? NEAT! The mention of natural detection/visibility-ranges and how the ship itself will differ from the render-range of player names felt like a great idea. Knowing that ships can have different classes and weights expounded upon a topic a lot of us are eager to hear more about.



Comments

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    You can really infer a lot from the information that was in the AMA. Amongst the topics covered, yours truly found the mentions of upgrades & classifications of ships to be of interest.

    The mention of upgrading your spyglass/spotting mechanisms had also alluded to other upgrades possible for ships. Knowing that there will be sub-components to ships really expands the scope of shipwrighting - and I'm really, REALLY hoping for a system akin to starfighter engineering in SWG.

    Also - about the classifications? NEAT! The mention of natural detection/visibility-ranges and how the ship itself will differ from the render-range of player names felt like a great idea. Knowing that ships can have different classes and weights expounded upon a topic a lot of us are eager to hear more about.




    The system as described seems like Archeage.

    In that game you could upgrade sails, rudders, cannons, sunglasses, harpoons and a few other things I cant recall off the top of my head.
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