Navale

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Navale content refers to content above and below the sea.[3][4]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[9]

There will not initially be naval content (such as a Dark Lake) in the Sottorealtà, but this may be something that gets added in future expansions.[10]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[11]

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classi artigiane. As a player gains experience in these different skills they become more adept at using them.[12][13]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[12]Steven Sharif

Navi

Tea transport PAX East 2018 exclusive cosmetic ship skin.[15]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[16]Steven Sharif

Navi are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[17][18]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[19]
    • Quest lines may have NPC driven ships.[19]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[19]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[19]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[20]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[21][18]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[21]
    • If the ship 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.[21]
    • Other ship permissions may include operating weapons, anchors, and utility items.[18]
  • Nothing can move or or block ships. Ships have the ultimate priority.[17]

Ship classes

Navi are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[25][26][27]

Size Type Usage.[27] Crew.[28]
Small Personal vessels.[22] Solo/personal content.[25] 1-3
Medium Frigates.[3] Group content.[25] Group size (8)
Large Galleons.[29][30] Raid content.[25] Raid size (40)

The amount of crew required in order for a ship to be effective depends on the ship's class.[31]

  • All ship classes minimally require a captain to drive the ship.[31]
  • Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[32]
Ships have their own class of vessel and the class that is related to the vessel has a certain purpose both in battle, in PvE raids, in transportation.[26]Steven Sharif

Summoning ships

Navi (excluding raft caravans) can only be summoned from a port or harbor.[33][34][35][36]

You can summon your ships up but you'll need to summon them from land, which means that if something happens to your armada out at sea you won't have backups to just summon immediately in the middle of the fight... They'll have to do so from shore somewhere from some port or harbor.[36]Steven Sharif
Rivers can only be used by caravan rafts. Ships that are intended for the ocean cannot travel upstream in a river. It is too shallow.[33]Steven Sharif
  • Rivers can only be used by raft caravans.[37] Previously it was stated that ships may be able to be summoned in rivers (or other bodies of water) depending on the depth of the water.[38]

Ship building

Navale concept art.[44]

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.[45]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.[46][47][48]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[45][50][51] The types of attachments that are available are dictated by the ship's class.[45]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[55]
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.[56]Steven Sharif

Naming ships

Template:Naming ships and buildings

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[57]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[58]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • Roads for the transit goods via the caravan system.[59]
    You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[59]
From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[58]Steven Sharif

Naval caravans (Naval caravans)

Alpha-2 raft caravan in the Riverlands biome.[39]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[42]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[61][40][62][43]

Combattimento navale

Alpha-2 Negalith naval raid boss.[64]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[64]Steven Sharif

Combattimento navale involves different types of Navi with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from Pvp and PvE perspectives.[64][27]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[28]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[71]Steven Sharif

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[70][72]

Coastal/island nodes

Pre-alpha naval concept.[73]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[74]Steven Sharif

There will be nodes along the coast and on islands.[5]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[5]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[74]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[29]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[75]Steven Sharif

Harbors

Alpha-1 harbor early preview concept.[77]

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.[78]Steven Sharif

Harbors are points of interest that appear in proximity to coastal nodes.[75][6][7] Harbors have a significant amount of influence over the waters.[3]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[78]
    • 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.[78]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[80][81][82][83][84][85][86]

Tides

Waves on a beach by Michael Bacon.[87]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[88]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[89]

  • There won't be nodes underwater or in the water.[5]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[60]

Artwork

Community guides

See also

Riferimenti

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