Ship repair

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Navi may be repaired but it will be a lengthier process than in other games.[1]

  • Once repaired, ships can only be launched from land.[1]

Harbors

Alpha-1 harbor early preview concept.[2]

Harbors that are located in specific areas around the world along the coast and those are points of interest that get adopted by a node when they reach certain levels in proximity to that harbor, or if the node gets vasseled by a parent or sovereign node in relationship to their vassal owning that harbor.[3]Steven Sharif

Harbors are points of interest that appear in proximity to coastal nodes.[4][5][6] Harbors have a significant amount of influence over the waters.[7]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[3]
    • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[3]

Ship building

Navale concept art.[13]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[14]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[9][15][16]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[14][17][18] The types of attachments that are available are dictated by the ship's class.[14]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[22]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[23]Steven Sharif

Ship destructibility

Ship destruction at sea will leave its crew stranded, since ships (excluding raft caravans) may only be summoned from a port or harbor.[24][25][26]

We don't have a recall... There is consequence for you losing the means of your mobility and if you lost the means of that mobility then those consequences are it's going to take you longer to get to where you need to go, or you're going to have to suffer some experience debt.[24]Steven Sharif
  • If a ship's navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[27]

See also

Riferimenti