ships questions

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HyStErIcAl
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Re: ships questions

Post by HyStErIcAl » Sun Aug 01, 2010 11:49 am

Well. Just going to say it. More Sea Creatures.

It's too easy just rafting around and XCing everything that gets in your way, There should be something to atleast TRY to stop you from floating above their kingdom.

Mermaids.

Lobsters.

Great Whites.

Idk man... If there are going to be new powerful ships.. What are you going to use them on besides ... people.
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Re: ships questions

Post by Bugbo » Sun Aug 01, 2010 2:10 pm

"Release the Kraken!"

Maybe on reg if you're in a real powerful ship the big ass crab can come after you?

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Re: ships questions

Post by HyStErIcAl » Mon Aug 02, 2010 10:28 am

Well how about this. Normal ships requires 250 pieces of cloth, 1000 logs and 175 ingots of iron/steel, oh, And a fee for the dockworkers to Build the ship.. Maybe 250k?

And all other ships require the next level in these items, Eg, Ash logs, Battlehide and Gold nuggets = Galleon or something.
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Re: ships questions

Post by Flamesoffire » Wed Aug 04, 2010 7:42 pm

Fishing boats. Allows you to fish the old way :] Gives .2 the exp as normal. And fishes about half the speed as the last way. Unable to catch maps though! :o
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Re: ships questions

Post by Keighn » Wed Aug 04, 2010 11:51 pm

Fishing is nice, but it could use some revisions and perks/penalties to make it not so boring at times. ATM, I don't know what you can catch with what % but I just might start writing a log of it on reg. At least lava fishing seems pretty straight forward. Old fishing.... maybe with an artifact rod or something on an artifact boat.

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Re: ships questions

Post by ibrowniedefender » Thu Aug 05, 2010 5:57 pm

"pirate ship in a bottle"?

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Re: ships questions

Post by HyStErIcAl » Fri Aug 06, 2010 8:22 am

Galleon in a keg?
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Re: ships questions

Post by DrRude » Fri Aug 20, 2010 11:53 pm

What about squalls and ocean currents? Mountains and forests affect motion on land... ocean currents could affect travel by sea. Storms and squalls come and go at sea almost as if they have a life of their own. Before the age of ironclad ships, both factors were the greatest cause of damage to vessels on the high seas.
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Re: ships questions

Post by Keighn » Sat Aug 21, 2010 1:39 am

Don't forget swimming and drowning.

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Re: ships questions

Post by ChrisCooper » Wed Sep 01, 2010 2:03 pm

Flamesoffire wrote:Fishing boats... Unable to catch maps...
Or maybe fishing boats are the only way to catch maps? :o
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Re: ships questions

Post by Evanthia » Thu Sep 02, 2010 1:26 am

Alright, here's an advanced idea for ships: crews.
Every player on the ship that isn't leader can take up a different job voluntarily, be it fixing the ship or operating one of the (soon to be multiple) cannons. Ways this can be done:

slash commands-
There are so many open slots on each ship for each skill. /job (job) would set you as one of the workers for that until such time as the captain /jobremove (name) you or you /jobquit. Also, the captain can 'offer' players jobs using /hire (name) (job), so that people aren't allowed to take over any job they want, and /hire (name) (job) (GP per game day) to pay someone a daily wage for their help, and /fire (name) to terminate someone's employment.

Freely-
A bit more hectic, this would be based solely on commands. If you want to repair the ship one second and fire the cannon the next, go for it. This option is better for ships with few people, though when it comes to large groups on ships with few cannons, if they all try firing at once they won't be able to.

It could also be done so that the captain chooses the type of system used on their ship, as any good captain should be able to, or as I always say, this idea can be ignored completely.


Job ideas:
Captain- The head of the ship, always in command unless he or she leaves it for some reason, in which case the second mate takes over.
Commands-
/hire (job) (name) (wage- optional)
/fire (name)
Steering.
Can repair, must stop steering ship.
Can fire cannons, must stop steering ship.


First Mate- The second in command, takes over the ship's helm (steering) when the captain is off-board or incapacitated and can place people in jobs but can't set people's wages. ((Can use /hire (name) (job), but not /hire (name) (job) (GP per game day) )).
Commands-
/hire (job) (name)
/fire (name)
steering, only if the captain is incapacitated or absent.
Can repair, must stop steering ship.
Can fire cannons, must stop steering ship.


Engineer- The repair crew, the chief engineer is in charge of keeping the ship in working order. Ship repairs take a lot of time and effort, and the Chief Engineer is here to make sure that the Captain isn't distracted by it when he has equally important things to do.
Commands-
/repair
(repair has a considerable delay and amount of health regained is based on woodcrafting level)


((Etc etc, I'm a little tired to think up or look up more right now))


Sorry if this has already been suggested, it's just something that jumped into my head
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Re: ships questions

Post by Evanthia » Wed Sep 08, 2010 9:26 am

Were my ideas so awesome that nobody knew what to post after them, or are you all just busy laughing at the failure of such preposterous things?
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Re: ships questions

Post by Keighn » Wed Sep 08, 2010 3:13 pm

From my view it looks kind of complicated to just pilot 1 ship. Currently ship in a bottle is pretty simple.

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Re: ships questions

Post by Evanthia » Thu Sep 09, 2010 12:28 pm

I never did like simple.
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Re: ships questions

Post by Grunkk » Thu Sep 09, 2010 3:30 pm

LAUGHING OUT LOUD LIKE A MORON Ev, TL;DR.

Is any of this actually going to be looked at tho? i wonder if egg knows this topic is still alive >.>
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Re: ships questions

Post by Keighn » Fri Sep 10, 2010 2:21 am

Don't get me wrong Evantihia, I love complex esp when it comes to crafting. But this looks much more suited to an rpg where you control a party. Getting enough shipmates to handle a ship in a RTMORPG is not only going to be difficult but hard to manage, let alone to cooperate.

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Re: ships questions

Post by Grunkk » Fri May 20, 2011 2:22 am

Badda bing badda bump :>

Turn the SPT clan-hall into a boat that can be moved only by the clan leader.. BOOM.
Am I good at ideas or WHAT.
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Re: ships questions

Post by Ozimandias » Fri May 20, 2011 7:48 am

LAUGHING OUT LOUD LIKE A MORON that's not fair to other clans.

btw, noob question: are boats actually available on reg to any player (I take it through fishing and getting a boat in a bottle?).
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Re: ships questions

Post by NickNerdface » Fri May 20, 2011 11:51 am

Ozimandias wrote:LAUGHING OUT LOUD LIKE A MORON that's not fair to other clans.

btw, noob question: are boats actually available on reg to any player (I take it through fishing and getting a boat in a bottle?).
Boom, every other clanhall gets the ability to fly. SPT is suddenly screwed. ;D

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Re: ships questions

Post by Keighn » Fri May 20, 2011 12:20 pm

Flying guild halls? WTH?
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