So, there's still a good number of people who enjoy and participate in seafaring, sailing, diving, fishing, etc on a regular basis. Since I keep noticing things that would be interesting, and hearing good suggestions from others, figured would make one thread instead of twelve.
To start, some recent things I've noticed:
- With ship commands, most are spoken as well as having an actual syntax counterpart (i.e. Say Full Sails | Ship Sails Full). There doesn't seem to be an unspoken syntax for Cast Off, requiring it to be spoken simply as Cast Off. I like to Say one thing to give anyone on board a more descriptive indication of what's happening. Instead of just saying 'Row', I usually say something like "Dip the oars and row, put your backs into it!" Something to make it a little more interesting and not so bland, and I follow it with the unspoken ship command to ensure the order is carried out. In summary, ensuring commands that are spoken can also be used via syntax of SHIP <command> would be nice.
- Currently with Ship Trades, you can dump cargo, but you cannot transfer it between ships like you can with crew. Not sure how people feel about that being an option, but I think it would be a good addition. Usually with ship trades, you have leftover remnants of cargo which you perhaps can't use immediately. If a friend should need it, or they didn't buy enough and need a transfer, the option to exchange cargo with other ships would be very helpful. SHIP TRANSFER # OF <cargo> TO <ship id/alias/name> IN EXCHANGE FOR # <gold/specific cargo type> (can also just use 0 for one way transfers with no exchange).
- Fixing the coral-encrusted chests found when diving to where there's a certain action with a time delayed result of pulling it out of the sand, compared to spamming PUSH|PULL|TURN chest for about three minutes and hoping it'll eventually pop loose.
- Possibly reworking the things found in chests to be either more items than just gold, or slightly increasing the amount of gold found in chests. Currently the average is around 200-380 per room for regular chests, and around 1,000-2,500 for strongboxes which seem to be scarcer in comparison.
Other people may have other ideas, or comments on the above. If so, feel free to post and discuss them here. More to come as more leagues are traveled.
Comments
I like the rest of the ideas.
Ship trades could definitely use some tlc from the admins, though, to make them more attractive. They're a fun mechanic, but the limitations and the lack of variety (both in terms of what you can trade for and there being only two ports currently open for trading) really stifle it.
It'd be nice if you could trade cargo with other ships, and if the different cargo items could be traded individually similarly to comms. Some ports would randomly need armaments, or perfume, and would pay more than the base cost of that cargo for trade.
Ships are cool, and all, but right now there's just not enough reason to get out there and sail.
Lothos is an excellent example of what I want to see more, not just either desert sand or arctic islands with nothing but bashing fodder.
Btw, Kresslack I'm surprised you didn't see
Capt. + Owner:
ADD|CLEAR|REMOVE|SHOW * PERMS - * = BOARDING|CREW PERMS.
(e.g. SHIP ADD CREW PERMS SARAPIS)
ALL STOP - stops!
ANNOUNCE msg - tell 'em all whatever you like.
APPOINT who * - * = CAPT[AIN], [CREW]CHIEF, HELM.
CASTOFF - cast off from a harbour.
1. A major org-based competitive element.
Everything is in place for ships to fight each other, all that's lacking is a good reason to fight (beyond "we're pirates, let's do this"). Some reason for cities' ships to form fleets and sail against rival cities' fleets, whether as a means of warfare, or to fight over resources or territory.
I have no specific ideas here unfortunately. I struggle to come up with mechanics that aren't flawed. For example you could have cities 'claim' island harbours - but then it's a similar situation to Icons, where either you protect them 24/7, or an enemy city swoops in and takes them back when you log out.
It would be super cool if ships could bombard enemy cities from their harbour. Have it destroy rooms, like city destruction. But this wouldn't really work because only three of the six cities are coastal.
2. A couple of group PVE activities to get more people out on the ocean, to facilitate piracy. (Harpooning, Seamonsters.)
I think more people would be willing to engage pirates if they were prepared. If you're out with four people to do something, and you have a ballista and know how to use it, you're prepared to fight. If you're just sailing to Zanzibaar to go bashing and you don't even have an Arcanian Arm fitted, you're just gonna keep sailing.
2.1 Harpooning.
Deepsea fishing on steroids. It could require 3 people: one to sail, one to aim/fire the harpoon, one to haul it in or something. Harpooned fish would have an extremely good payout, but the act of harpooning would rapidly drain ship crew endurance so you could only do it for so long at a time, eg. 30-45 minutes.
2.2 More rogue seamonsters.
It just seems like a good way to make the ocean more lively, and hunting them down would be fun. It is heaps of fun to fight seamonsters. I don't know what kind of issues exist in terms of seamonster AI, presumably that's a problem. Plus you could give them rewards. You could have seamonsters occasionally drop treasure charts, that let you dive for a guaranteed good-or-better treasure. Fun.
I think the best way to do it would be to remove the PTV/shipreturn shortcut, and bump up all island quest and bashing payouts to take into account the sailing time required to reach them, turning them into better repeat destinations. Probably an unpopular move, but whatevs.
Shop combat between cities is already a working, if somewhat flawed, option. Thing is, besides one ship from Targ, the only cities that actual seem to train for ship combat are Ashtan and Mhaldor. Been holding my breathe for someone in Cyrene to start fighting, but the official regulation there seems to be training people to Wavecall four times once a threat is discerned.
I'd like if players aboard a ship got experience for sinking another ship that has crewmates and shipmates on it.
I don't agree with removing Shipreturn, as it's pretty useful.
Maybe chests like in diving could be randomly buried on islands.
I'm not suggesting removing Shipreturn. I'm specifically talking about the Pierce The Veil/Shipreturn combo, where you leave your ship parked at an island and can completely bypass the sailing trip. It's a nice perk of dragonhood, and it does require using your ship for nothing else. But if they were ever to consider increasing island payouts, balancing their bashing/questing to take into account the sailing trip required to get to and from them, the PTV/Shipreturn bypass completely wrecks that balance.
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Ship return encourages people NOT to sail.
The one sides nature of ship combat, that is how easy it is to escape and the number of defensive skills Vs the tactics available to attackers and fact that cutters have no real options against a strider means most people will just hit the gtfo button that is wavecall rather than even attempt to learn how to do anything else.
Chops are bullshit.
Let me say that one again. Chops are BULLSHIT!
War galleys are useless for a number of reasons and in no way worth their price.
The available content does not match the group nature of seafaring. Fishing and diving are a solo activity. You can run from combat by yourself but you need a crew to sink all but the most incompetent sailors. Sinking people is the only real group activity and there isn't even a reward for it.
Also chops are bullshit.
There needs to be more group activities. The rewards for everything from trades to the islands you can visit need to match the investment in time and lessons and gold required to use a ship properly and the power of all the defensive abilities needs to be looked at.
Lastly, fuck chops.
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Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
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