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Boats and sailing vessels

210
Travel by ship. Ive been working on a MOD but this would be much smoother compiled in the engine. Ships that are not mounted but more like a house. You can freely move about the ship and interface with various objects.

Merchant ships
Hulk class
Sailboats
Sloops (pirate ships)
Rowboats and canoe.
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Comments (25)
  • Accepted Answer

    Wednesday, April 08 2015, 11:24 PM - #Permalink
    22
    I think a longboat would be cool for the nord race. idk if you can edit that post but if you could add that please :D
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  • Accepted Answer

    Thursday, April 09 2015, 09:04 PM - #Permalink
    16
    Also add being able to fish from these boats. If you were to make a little fishing vessel to row out and catch different types of fish would be pretty cool. And maybe make it so the farther out you are from land the percentage of actually catching fish goes up.
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  • Accepted Answer

    Thursday, April 09 2015, 09:20 PM - #Permalink
    7
    O maybe even some whaling for lamps and stuff that would be awesome!
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  • Accepted Answer

    Saturday, April 11 2015, 08:21 AM - #Permalink
    7
    Any type of boat would be cool! I would love to sail up and down the coastal waters trading in far off lands. I hope this gets implemented!
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  • Accepted Answer

    Monday, April 13 2015, 05:47 PM - #Permalink
    17
    That is some awesome idea right there! :D I fear this can only be addressed post-release, because it is a really hefty piece of programming. :( :( :( But, nonetheless, some ideas:

    Claiming, binding and capture
    If possible at all, the smallest vessels would need to be claimed like a coop to be usable, an the larger ones would have binding slots just like houses or, even better, the coming siege tents. If the whole crew is slaughtered, all slots should be emptied, so the enemy could capture and use the ship.

    Battle and damage model
    To destroy or damage a ship, you would need to use the ram of another warship for medium damage, siege weaponry (either from the shore or a capital warship) for high damage, and fire arrows/naphtha grenades for low damage, but the chance to light it on fire.

    Shipbulding
    This could be implemented in the carpentry skill and would need to be divided into stages:

    The first stage would be the hull. The hull itself would be crafted like a piece of furniture and would, once completed, have the same properties as the building sites of structures. Then a tailor needs to craft a sail from rope and cloth (tailoring lvl 60), which then should be dropped into the hull and be "hammered in" to craft the final vessel.

    For progression and ship types, i propose something like this:

    lvl 60 small vessels like canoes/rowboats, requiring some boards, nails and/or bone glue, and a pair of oars (crafted with the knife from a billet, carpentry lvl 0), these could be equipped on the respective sailor like a hammer or so. High speed, almost no combat capabilities except boarding.

    lvl 70 a medium sized fishing boat with sails for 4 sailors, requiring boards, nails, and building logs in the first stage, and sails in the second. To use that boat, a character would have to be at least lvl 60 in fishing hunting and have a net (from rope, required tailoring lvl 30) equipped. Low to medium speed, almost no combat capabilities except boarding.

    lvl 80 a small warship, e.g. some kind of viking-like longboat for up to 7 sailors and armed with a ram - the sailors could of course board an enemy vessel or shoot with bows/crossbows if so desired - requiring boards, nails, bone glue and building logs in the first stage, the hull, then rope, sails and common ingots (the ram) in the second stage.; For rowing and a ram attack, the sailors would need to have oars equipped. Medium speed when under sail, high speed when rowed.

    Too at lvl 80 a small cargo ship (program-wise a floating small warehouse, i would say) for 6 sailors and built from the same materials as the warship, but with door modules instead of common ingots for the cargo bays. Low to medium speed, almost no combat capabilities except boarding, but higher defensive potential than a fisherman due to higher HP and better crew defense (higher railing, for example. As a special ability, this ship could be rowed AND sailed for a short period of time like the "FLEE!" ability - very high speed! At sea, this needs to be longer than ashore, like 10 minutes.

    lvl 90 a medium warship, e.g. a galley for up to 12 sailors, which is built and used like the small warship, but is more capable, like having a hoarding or similar. A slot could be added for a warfare engineer, who could use siege ladders for boarding. Medium speed, but lower than the small warship.

    lvl 100 a capital warship or galleon for 20 sailors and 2 warfare engineers, armed with siege weaponry like trebuchets, requiring the first two stages like the others, and the parts for the trebuchets in the third. Low speed, exceptional combat performance, due to boarding defenses, hoardings, trebuchets and high number of boarding personnel.

    Too at lvl 100 a capital merchant ship (a floating large warehouse) for 12 sailors, muchmore durable than the small one and with added defensive capabilities like hoardings and boiling oil for close quarters (boarding defense and chance of setting the enemy on fire)

    Balance and battle performance
    Balance-wise I would thus conclude, that
    a capital warship in a 1v1-battle, can defeat any other ship, if not caught by surprise (at night, for example) and boarded;
    a medium warship could defeat any smaller ship, but would be evenly matched against a capital merchant.
    a capital merchant should not be preyed upon by anything smaller than a medium warship.
    a small cargo ship can not defeat a small warship, but can outrun it for an hour or so (depending on mechanics like cooldown etc.), so it becomes very time-consuming to hunt down when it is competently sailed, giving the crew the possibility to seek shelter in a harbor or call in reinforcements.
    Fishermen need to stay close to shore, unless being guarded by a warship (I'm thinking of fishing fleets here, just like mining fleets in EVE Online). To give an incentive to use them anyway, i support the ideas from ape21675 and Mortdecai, especially whaling is a genius idea!
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  • Accepted Answer

    Monday, April 13 2015, 06:10 PM - #Permalink
    5
    Edit or "I forgot":
    The crew of a ship forms like a unit, making abilities like the aformentioned "FLEE!" possible, as well as using anything on the ship without alignment loss.
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  • Accepted Answer

    Wednesday, April 22 2015, 02:33 AM - #Permalink
    0
    MirakulixAndechs wrote:

    Edit or "I forgot":
    The crew of a ship forms like a unit, making abilities like the aformentioned "FLEE!" possible, as well as using anything on the ship without alignment loss.


    Well thought out!! I love it!! We actually have an entire class for ship building added on top of this. Our hope is the API supports our efforts as we plan several specialized crafts (harbormaster as one example) which require more points to further diversify the game and create player demand for trade skills.
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  • Accepted Answer

    Tuesday, November 24 2015, 09:04 PM - #Permalink
    1
    We need this to make water travel in the MMO viable please add this :o
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  • Accepted Answer

    Tuesday, November 24 2015, 09:58 PM - #Permalink
    0
    It would be really nice to be able to use a boat to get between the mainland and the island on the YO map. Even if it was just a building on each side (piers or static boat prop) that you could activate to quick travel (like the return prayer) between the two shorelines.
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  • Accepted Answer

    Saturday, December 05 2015, 09:33 PM - #Permalink
    1
    I have been speaking with a lot of people and they all are salivating over boats and ships. Above all else, I think this would be a key addition. With a race who's description explicitly mentions raiding ships (VIKINGS HELLO) , we really need to see some ships. The ships could be faster when using oars, but require more crew (while the opposite could be true of a ship just using the sail, in the case of a lone trader).

    I sincerely hope to see this in game. Most sandbox games have sailing for a reason. People crave it.
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  • Accepted Answer

    Monday, December 07 2015, 02:36 PM - #Permalink
    0
    Cause nordic raiders need longboats to spread terror.

    +1
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  • Accepted Answer

    Tuesday, December 15 2015, 10:21 AM - #Permalink
    0
    Make it happen devs.
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  • Accepted Answer

    Wednesday, July 13 2016, 04:41 PM - #Permalink
    1
    I've been saying the same thing about ships since I started. I am pretty sure my teammates are fed up to hear about it. Anyway, if it is in the plan to make other continents beside the one at launch, it makes totally sense to have ships to sail from continents to continents.

    The possibilities are huge!!! I would vote a thousand times if I could...+1000
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  • Accepted Answer

    Thursday, July 28 2016, 06:41 PM - #Permalink
    1
    http://skachatkartinki.net/photo/0-0/8114_ships__003.jpg
    http://pirates-life.ru/image2011/021211/535px-36-pesca-Taccuino_Sanitatis-Casanatense_4182.jpg
    please add network
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  • Accepted Answer

    Friday, January 12 2018, 07:43 AM - #Permalink
    0
    For the amount of water surfaces in the game world, it would be great to have at least rafts/boats, maybe larger ships on a later date.
    It would open up possibilities for new trade routes, and would have a huge impact on gameplay mechanics. Maybe even could add a new profession as sailor for the game, and have fishing on open water, whale huntin for oil and such fun things.
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  • Accepted Answer

    Friday, January 12 2018, 03:17 PM - #Permalink
    0
    I love the idea of boats. Currently, have a boat to go north to south at mid map would be a great shortcut from traveling around to the west.
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  • Accepted Answer

    Wednesday, August 28 2019, 11:11 AM - #Permalink
    0
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  • Accepted Answer

    Wednesday, September 18 2019, 11:48 AM - #Permalink
    0
    that they could only be built from a shipyard and that certain varcos would require that they have a crew number to navigate
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    Monday, May 25 2020, 07:20 PM - #Permalink
    0
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