Strevi wrote: » I would like to have ways to cloak small ships and stay invisible as long as enemies are not very close. 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.
Dolyem wrote: » Strevi wrote: » I would like to have ways to cloak small ships and stay invisible as long as enemies are not very close. 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. 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
Strevi wrote: » Dolyem wrote: » Strevi wrote: » I would like to have ways to cloak small ships and stay invisible as long as enemies are not very close. 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. 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.
Dolyem wrote: » Another idea, since gunpowder isn't a thing, is ships with little to no firepower(potion launchers), built sturdy/tanky, and meant for a focus on ramming and boarding. Such as Triremes. Allowing for a dynamic to not only have ships with an arsenal but also ships with a different tactic in combat. Triremes can keep battlefields moving instead of a few ships just strafing one another over and over.
Dolyem wrote: » I'd also like to see blind spots for ships. Keeping the targeting zone to only shooting out the sides of large ships and not having a bunch of tab targeted attacks shooting directly out the front of the ship as it gives chase to someone escaping. Positioning should be important
Strevi wrote: » Dolyem wrote: » Another idea, since gunpowder isn't a thing, is ships with little to no firepower(potion launchers), built sturdy/tanky, and meant for a focus on ramming and boarding. Such as Triremes. Allowing for a dynamic to not only have ships with an arsenal but also ships with a different tactic in combat. Triremes can keep battlefields moving instead of a few ships just strafing one another over and over. Dolyem wrote: » I'd also like to see blind spots for ships. Keeping the targeting zone to only shooting out the sides of large ships and not having a bunch of tab targeted attacks shooting directly out the front of the ship as it gives chase to someone escaping. Positioning should be important 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?
Strevi wrote: » 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?
Dygz wrote: » Strevi wrote: » 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? Long range spells. I wouldn't rule out Fire damage on ships, though.
Strevi wrote: » Potions which freeze the water could help catching fast ships.
Laffreux wrote: » I also like ses of thieves, was a lot of fun sailing alone, fighting the bff duo teams and my kamikaze raid ! 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