Hello everybody,
with some of us being shocked, some of us being excited, the Flagging change has been in the forefront of the discussion regarding last month’s livestream.
However, as we are edging closer to Alpha 2 und information regarding the Naval Content, I would like to hear what you would like to see regarding the naval system? Questions that come to mind?
My own wishes/ideas are hidden behind the spoilers so keep the thread easier to read. I’d appreciate some feedback and would love to hear your ideas/preferences.
What would you like in terms of content?
- Huge Naval Raid Bosses, that take several ships to kill.
- Fishing, both in Coastal (Safe) Areas and Open Sea (PvP Areas) that tie into the alchemy, cooking and enchanting profession or alternatively work the same way hunting certificates do (Price depends on how much said fish was delivered) – no static prices
- Treasure Hunting/Diving as wells as underwater caverns, shipwrecks and the floor to explore.
- Chasing and Hunting of large sea animals (Whales?) with Harpoons
- Roaming NPC Pirates to defeat
- Danger in form of weather/storms and different challenges in different seas.
What would you want in terms of ship customization?
First of all, I think there should be multiple tiers of ship types. The first warship you get should not be the last. There should be a progression to be achieved.
Small Boats (Sail Boats, like AA Clippers) for 1 to 4 Player
Warships (each of these with multiple improving tiers/versions, whether they require different amount of people to be operated at 100% can be discussed):
- Corvettes - Lightships with very fast speeds but light weaponry (8-16 People) - Great for Chasing Down stuff.
- Frigates - Medium Ships which a slower than Corvettes, but more heavily armed (16-24 People)
- Heavy Ships which are very slow, but carry heavy weaponry (24-40 People) - Great for defending single points or when brought to a big battle, bad at chasing things down)
Other Boats: Merchant Ships, Rafts, Fishing Boats, Transport Boats…
Ship Customizability
For a game focused on Naval Content, AA really dropped the ball in terms of ship customizability and depth. I really hope, that AoC will provide us with a significantly deeper version, especially considering, that there is an entire profession revolving around it. Things I’d like to see resemble the information we have for the other crafting professions:
Instead of Pre-Built Recipes I would want
Modular and Customizable Ships
Provide us with basic ship blueprints, that just define the class and possible load outs of the ship.
The stats and properties of the ship itself should vary depending on the modules, the base material used and the adaptions made by the ship builder so
every ship may be unique).
Quality and Player Choice
The Quality/Strength of Parts should depend on, the quality of raw/processed materials used, the shipbuilding skill of the ship builder, the tier of the workbench used by the ship builder. Maybe through a grade system like gear (Common -> Legendary), with higher grades being more expensive to maintain/repair, but also more powerful.
Each tier should have multiple different raw materials, each with their own properties.
Ship Moduls and PartsHull:
Personally, I would like to have different weapon types and resistances, like elemental resistances on gear. This would make the choice when building your Ship’s Hull more meaningful and provide a rock-paper-scissor like ship building system, that would prevent from the better geared ship to automatically be the winner. It helps better prepared crews and ship owners to do well when searching specific fights and allows for “dominant” ships to be countered effectively.
https://imgur.com/a/Pqcn1z1
Additionally, the ship builder who builds the hull should have the option to define how massive the hull should be (more massive = more HP, but less speed)
Weapons and Ammunition:
Weapons and Ammunition should follow the same system as the hull. The person creating the weapon parts could be able to balance out range, fire rate, damage per hit and accuracy.
Better Quality Ammunitions = more damage
More Ammunition on board = less speed
Wheel/Rudder:
Different Types of Wood / The Shipbuilder could balance out maneuverability vs. damage resistance.
Storage Unit
Define how much units of different resources you can transport. Small Fish vs. Large Fish vs. Treasures vs. Regular Materials vs. Ammunition vs. …
Obviously, more stuff on board = slower speed.
Sail Mast:
The Sail Mast could define the quality of lookout/sail, that may be placed on the ship and affect, how resistance it is to bad weather/storm/hazards on the water.
Sail:
Based on Material/The Tailor creating it, the speed of the ship the durability of the sail and its effects when damaged as well as the impact of wind may be affected.
Lookout:
Allows for a player to see a greater distance and spot other ships further away. Potentially with extra effects depending on quality.
- Common = no effect,
- Uncommon = increased viewing distance,
- Rare = further increased viewing distance + may identify the owner and crew of another ship,
- epic = further increased viewing distance + identifies the quality of resources (fishing and diving spots)
- legendary = further increased viewing distance + identifies he loadout of other ships (type of hull, weapons…) + identifies the weakness of certain monsters on the sea
Important: parts should require the source material to be repaired when destroyed (like gear).
This acts as a monetary sink and rewards players when they managed to destroy a highly geared ship of an enemy group.
What kind of weapons and tools should ship feature?
- Harpoons to hunt animals or slow/tie down ships.
- Grapple Irons, that allow players to safely board another ship when connected.
- Variety in Projectile Weapons (Cannon/Potion Launchers?)
What kind of use do you see/want to see for naval mounts over ships?
- Solo Travelling to other islands. The ability to temporarily dive under water should help solo players to safely access other islands albeit at a slower pace.
- The only form of transportation, that can be summoned while on the water itself. So, you do not have to swim back, catch up when you fall off the ship/disconnect.
- Ability to dive when going for treasure hunting / under water exploring.
- Support in underwater combat (however that may look)
How would optimal ship combat look to you?I would prefer actual aiming rather than Tab Target.
Multiple different hitboxes (for cannons, mast, hull etc.) feels unnecessary).
Preferably requiring multiple people to do well. Depending on the ship size.
Im looking forward to hearing your opinions, ideas and maybe other questions.