Ship building

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Haditengerészeti concept art.[1]

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.[2]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node, coastal or not, with a harbor.[3][4][5][6]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[2][10][11] The types of attachments that are available are dictated by the ship's class.[2]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[16]
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.[17]Steven Sharif

Ship repair

Hajók may be repaired but it will be a lengthier process than in other games.[18][19]

  • Ships can be repaired at sea if players have the correct materials.[18]
  • Ships that are completely destroyed will incur great costs to restore, and may only be re-launched from land.[18][19]

Harbors

Alpha-1 harbor early preview concept.[20]

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.[21]Steven Sharif

Harbors are initially dilapidated points of interest that appear in coastal areas.[3] Harbors have a significant amount of influence over the waters.[22]

Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[3]Steven Sharif
  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[21]
    • 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.[21]

Naming ships

Template:Naming ships and buildings

Emblems

The user interface will allow emblems, logos and symbols to be designed in-game.[27][28][29]

Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[30]Steven Sharif

Mariner classes

A tengerész kasztok különböző készség fákat adnak, a mesterség kasztokhoz hasonlóan. A játékos ezen készségek használatával szerzett tapasztalattal növeli ezek hatékonyságát.[34]

You can spec into and 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.[34]Jeffrey Bard

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