Ships

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Tea transport PAX East 2018 exclusive cosmetic ship skin.[1]

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 abilities: Let's say in combat or traversing just the world.[2]Steven Sharif

Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[3]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[4]
    • Quest lines may have NPC driven ships.[4]
    • 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.[4]

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.[4]Steven Sharif

  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[3]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[5]

Naval content will be present in Alpha-2.[7][8]

Ship classes

Ships are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[8][12][13]

Size Type Usage.[13] Crew.[14]
Small Personal vessels.[5] Solo/personal content.[8] 1-3
Medium Frigates.[15] Group content.[8] Group size (8)
Large Galleons.[16][17] Raid content.[8] Raid size (40)

Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[18]

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.[12]Steven Sharif

Galleons

Galleons (also called Capital or Raid ships.[8]) a class of ship in Ashes of Creation.[8][16][17][13]

  • These are targeted at naval raid content.[13]
  • Galleons have a crew size of 40 players.[14]

Naval caravans

Alpha-1 Niküa naval caravan 3D render.[20]

Caravans are capable of transitioning from land to naval 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 kind of 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 you know a minute to two minutes. There's a little bit of vulnerability in that regard.[21]Steven Sharif

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[22] Naval caravans allow the transportation of trading goods.[23]

 

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[26][27][28][29][30][31][32]

Ferry services

Players can provide water-based transportation services (ferry services) but there won't be automated boats.[33]

Summoning ships

Only the player who has the ship item in their inventory can summon that ship.[3]

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.[35]Steven Sharif

Ship building

Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[38][16][39]

You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[40]Steven Sharif

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[38][41]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[42]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[38]Steven Sharif

  • Players can choose which "joints" get populated with either offensive (weaponry), defensive, or utility attachments they want on their ship prior to construction completion.[44][45][46]
    • The types of attachments that are available are dictated by the ship's class.[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.[44]Steven Sharif

Ship repair

Ships may be repaired but it will be a lengthier process than in other games.[47]

  • Once repaired, ships can only be launched from land.[47]

Harbors

Alpha-1 harbor early preview concept.[48]

For coastal nodes there are hooks out to points of interest that take control of harbors. Harbors have a significant amount of influence over the waters. That's their their primary hook.[15]Steven Sharif

Harbors appear along the coast as a result of a node being developed on or near to the coast.[38][41] Harbors have a significant amount of influence over the waters.[15]

There will be harbors that boats can go inside of those will be present along the coast. Harbors can pop up as a result of a node being developed nearby, if it's near the coast or if a node itself is on the coast it can have a harbor component to it. There will likely be quests that are granted from this harbor, specifically with regards to the sea and sea content; and what you can do in this harbor will be a lot of different things including upgrades to the boats.[41]Steven Sharif

Naming ships

Ships and Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[49]

Emblems

Import of user-created image content (UCC) is being considered.[51] This was previously not under consideration.[52]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[53]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[51]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[53]Steven Sharif

The user interface will allow emblems, logos and symbols to be designed in-game.[52][54][55]

Emblem editor functionality is tentatively planned for Alpha-2.[55]

Naval combat

Alpha-2 Negalith naval raid boss.[7]

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.[7]Steven Sharif

Naval combat involves different types of Ships 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.[7][13]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[14]Steven Sharif

Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[58]

Guns and gunpowder

The Gilded Galleon pre-order pack cosmetic ship skin.[59]

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[60]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[61][62]

  • Ships will utilize a larger form of potion launcher in place of canons. These canons will be able to be equipped with different potions that have different effects.[60]
I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[61]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[60][61][63]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[63]Steven Sharif

Hijacking ships

Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[64]

Ship physics

Ship physics may be simulated to avoid performance issues.[65]

Ship destructibility

Ship destruction at sea will leave its crew stranded, since ships (excluding Naval caravans) may only be summoned from a port or harbor.[34][24][35]

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.[34]Steven Sharif
I mean traditionally if we did not use dynamic destruction, that what we would use is decals to simulate damage on the ship based on an overall hit point value. At certain hit point values we would swap out the mesh to show a more destructive state potentially; and that and you know at that point for a user in regards to immersion you know both are very similar from the immersion factor right?[66]Steven Sharif

Mariner classes

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.[67]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[67]Jeffrey Bard

Ship navigation

The prevailing thought among the developers is that ship navigation may be through the use of a spyglass that gives direction and skims the horizon, as opposed to "radar" navigation.[68]

Tides

Waves on a beach by Michael Bacon.[69]

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.[70]

Naval content

Naval content refers to content above and below the sea.[15][65]

Naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[74]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[75]

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.[76]

Ship skins

Ship skins apply to certain ship types.[17]

See also

References

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