Feedback:User/Satanael/Ships
Ships | |
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User | Satanael |
Categories | Player vs. Environment Player vs. Player |
Now that we will be able to swim and we know that underwater exploration will be a major aspect of the game, I think we should be able to get on some ships and sail around. Ships would have to be manned by a minimum number of either players or NPCs. The captain of the ship, whether player or NPC, steers the ship, while other crewmembers man the cannons. During combat, players can either man the cannons, defend the ship from boarders with their own weapons, or board the other ship. Ships can be taken by killing its crew, or it can just be sunk. The advantage in taking a ship is it can then be sailed to the nearest port and sold, cargo and all, for a lot of money that gets divided amongst the crew. But in order to do that, the crew of the surviving ship will have to be divided, leaving both ships weaker against further attack.
Players can sign on to NPC-owned ships, either merchant ships or corsairs (maybe even privateers, if the story-line allows for it...). The merchant ships will be sailing from one port to another with a cargo-load, and the player(s) will have to defend it against corsairs. Corsairs can either try to take other ships or even raid coastal villages. All ships may have to defend themselves against the occassional kraken or other seamonster.
At the same time, a guild or an extremely rich player could buy a ship of their own and do the same thing (they could either hire henchmen or bring a party to man the ship). They can contract with merchants in port cities to bring cargo from one port to another, or they can choose to be corsairs themselves and attack other ships/villages
When Cantha is unlocked, players could join the Canthan navy and hunt down the corsairs.
A PvP aspect would have to be involved, that way corsairs with players on it could attack merchant ships with players on it, etc. Also, more organized pvp could come from the ability to raid guild halls that have signed up for it. For example, a guild that wants to raid guild halls would have to allow its own guild hall to be raidable. Guilds could purchase NPCs to defend the hall, as well as any of their own members could defend it while other members are out raiding. If a guild hall is successfully raided, the guild would then have to pay to repair damages to the hall and replace any NPCs (including merchants, traders, etc.) that were killed in the raid. Meanwhile, a successful raid would reap significant benefits to the raiders, say money for each NPC killed, maybe the NPC could drop items of significant value when they die (greater value items dropped by more valuable NPCs), and a reward chest appears if they kill everyone in the hall or if they kill the Guild Lord.
Prestige could be involved as well. For every successful raid and/or successful defense of the hall, the surviving NPCs could get certain upgrades like better skill sets, inherent damage increases or armor increases, etc. And, just for fun, a guild could hall could display the battered capes of any guild hall it has successfully raided. That way, the more successful a guild is at raiding or defending against raids, the harder it is to raid that hall, but the greater the rewards for doing so.