ships questions
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- HyStErIcAl
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Re: ships questions
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.
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
"Release the Kraken!"
Maybe on reg if you're in a real powerful ship the big ass crab can come after you?
Maybe on reg if you're in a real powerful ship the big ass crab can come after you?
- HyStErIcAl
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Re: ships questions
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.
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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- Flamesoffire
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Re: ships questions
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!
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- Keighn
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Re: ships questions
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.
- ibrowniedefender
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Re: ships questions
"pirate ship in a bottle"?
- HyStErIcAl
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Re: ships questions
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.
- Keighn
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Re: ships questions
Don't forget swimming and drowning.
- ChrisCooper
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Re: ships questions
Or maybe fishing boats are the only way to catch maps?Flamesoffire wrote:Fishing boats... Unable to catch maps...
I'm here to kick ass, and chew bubblegum. And I'm all out of bubblegum.
Re: ships questions
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
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
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?
They say insanity is bad, but it hasn't killed me yet.
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- Keighn
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Re: ships questions
From my view it looks kind of complicated to just pilot 1 ship. Currently ship in a bottle is pretty simple.
Re: ships questions
I never did like simple.
They say insanity is bad, but it hasn't killed me yet.
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- Grunkk
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Re: ships questions
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 >.>
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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- Keighn
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Re: ships questions
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.
- Grunkk
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Re: ships questions
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.
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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- Ozimandias
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Re: ships questions
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?).
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
Boom, every other clanhall gets the ability to fly. SPT is suddenly screwed. ;DOzimandias 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?).