Unknown2004-10-27 16:28:12
One thing ive noticed in most MUD's is that all guilds and skills are land based, i mean, sure there are skills that relate to water, like waterbreathing, but there is nothing specifically on water.
I think it would be nice to enjoy some H2O every once in a while, so im thinkin something like a pirate guild, with skill sets specifically for water. The skills shouldnt totally focused on water, or else they wouldnt be able to interact with land to well, but most of the skills would be water.
I think it would be nice to enjoy some H2O every once in a while, so im thinkin something like a pirate guild, with skill sets specifically for water. The skills shouldnt totally focused on water, or else they wouldnt be able to interact with land to well, but most of the skills would be water.
Bau2004-10-27 16:38:54
I know it's not much, but in totems, there are two skills directly related to water, (River and Trout) one of which must be initially used in water to help at all. Tis a start, at least.
Unknown2004-10-27 16:46:38
I still think that Shipwright should be a tradeskill......I mentioned it on the Iron Portal forum but if sea warfare could ever be an option, I have a link with tons of helpful information we could use.
Nementh2004-10-27 17:24:56
Sea warfare, while I would love it, would either be to complicated, or to simple to be fun.
Someone like me, wants to worry about sail trim, sail suits, points of sail, cross seas, currents, reefs, navigation (Both celestial and dead reckoning), and I havn't even gotten to the combat portions, like weather gage, smoke, jury rigging, etc...
But most people would be much more along the lines of, 'sail north' 'fire broadside' which would become rather simple very quickly.
That, and cannons don't really fit into Lusternia's world, and while Tirame's and the such would still please me, most would not be interested in that style of Navy warfare.
While I wish it was there, I understand it is very unlikely and actually hope they don't try, because it will more then likely flop.
Someone like me, wants to worry about sail trim, sail suits, points of sail, cross seas, currents, reefs, navigation (Both celestial and dead reckoning), and I havn't even gotten to the combat portions, like weather gage, smoke, jury rigging, etc...
But most people would be much more along the lines of, 'sail north' 'fire broadside' which would become rather simple very quickly.
That, and cannons don't really fit into Lusternia's world, and while Tirame's and the such would still please me, most would not be interested in that style of Navy warfare.
While I wish it was there, I understand it is very unlikely and actually hope they don't try, because it will more then likely flop.
Unknown2004-10-27 21:39:58
id like to own a ship...boat whatever...sailor nikua muahaha
Shiri2004-10-27 22:36:11
Odd how we aquamancers can't form demesnes under the sea.
Bau2004-10-27 23:20:22
*point Evarayn* can we have something like that, please? It's difficult when people can swim quite easily, but at leat there you can build ships, sail them and crash them. (You die if you scapre enough/crash...)
Unknown2004-10-27 23:22:11
If sailing were implemented and it were possible to make boats in Woodcrafting and such, there'd need to be more ocean rooms. And there would have to be different kinds of boats depending on the city they were made in. For example, Celestian junks or Magnagoran longboats. To make it more complicated, perhaps it could just be, "You spot a longboat nearby" and then you wouldn't be sure whether it was Magnagoran-controlled or just a captured Magnagoran longboat.
Wind and currents would be a factor, and they could be seen with Forecast in Environmentalism. If you stayed too long in one place without weighing anchor, the current would draw you away. And due to the lack of cannons, fighting would sometimes be neccessary. Bows could perhaps be used to break sails, thus making a ship move slower if they were using their sails. The wind could sometimes die, forcing you to take out oars and row (could be about the same speed as swimming without fluidswim). NPC oar-rowers could also be an option, but you'd have to pay them gold to hire them.
Now I'm imagining the possibilities of people with Waterbreathing enchantments sabotaging the hull...
Wind and currents would be a factor, and they could be seen with Forecast in Environmentalism. If you stayed too long in one place without weighing anchor, the current would draw you away. And due to the lack of cannons, fighting would sometimes be neccessary. Bows could perhaps be used to break sails, thus making a ship move slower if they were using their sails. The wind could sometimes die, forcing you to take out oars and row (could be about the same speed as swimming without fluidswim). NPC oar-rowers could also be an option, but you'd have to pay them gold to hire them.
Now I'm imagining the possibilities of people with Waterbreathing enchantments sabotaging the hull...
Unknown2004-10-28 04:26:09
Sure it would take a while to figure out the right measurement between commands and people getting bored, but all MUD's have to be tested to be balanced, so it wouldnt be a new concept trying to make this work.
Unknown2004-10-29 14:14:45
I for one am ALL for an ocean going, ship drivin, hull sabotagin' Lusternia. Its not so hard as you think, I have seen it done elsewhere. Perhaps the combat could be like getting your army of faeries within flying distance of the enemies ship, or close enough so your combat magicers could start hitting it with spells or you could just climb aboard and have a nice little floating arena?
Gwynn2004-10-30 09:07:52
QUOTE (Nementh @ Oct 28 2004, 03:24 AM)
Sea warfare, while I would love it, would either be to complicated, or to simple to be fun.
Someone like me, wants to worry about sail trim, sail suits, points of sail, cross seas, currents, reefs, navigation (Both celestial and dead reckoning), and I havn't even gotten to the combat portions, like weather gage, smoke, jury rigging, etc...
But most people would be much more along the lines of, 'sail north' 'fire broadside' which would become rather simple very quickly.
Someone like me, wants to worry about sail trim, sail suits, points of sail, cross seas, currents, reefs, navigation (Both celestial and dead reckoning), and I havn't even gotten to the combat portions, like weather gage, smoke, jury rigging, etc...
But most people would be much more along the lines of, 'sail north' 'fire broadside' which would become rather simple very quickly.
Combat on land isn't really a great deal more complicated than the example you give for Naval combat anyhow. The thing that makes it complicated is curing, which could be accomplished in a different, though similar way (Oh no, the hulls on fire! CREW ORDER EXTINGUISH AFT).
It has alot of potential, I believe. If the staff are willing to devote time and energy to it, I believe it would be a great idea (and I'm even willing to help design it!).
As for Cannons not being in Lusternia, this is a fantasy realm, there are much more pressing things to worry about than a few iron balls, like Cosmic Fire slinging crew, or Moonbursting Maidens.
Sailing could (and probably should) also be a skillset, like riding, so there's profit involved for the game *grin*
You could even tie it in with your guildskills (You have moonburst in Moon totem, you can hire moonbursting crew...you have Trans Blademaster, you can hire crew that are much better during boarding manuevers). Its all good.
Typhus2004-11-01 19:38:26
Heh.. The Magnagora Man-o-War and the Celestian gally are locked in mortal combat. Geomancers from the Man-o-War spend out their wyrms to rend the hall of the gally. Quickly, Paladins repel down the side of the ship to drive the wyrms away. Seeing an oppertunity, the Celestians call upon a host of angels to create a cage of light about the Man-o-War. Aquamancers quickly cause the water to whirlpool about the Man-o-War seeking to sink it. Quickly the Nihilists cover the surrounding area in darkness and sail the ship about for boarding. Ur'Guard beging storming the gally in full force... You all see how it could be?
Ixion2004-11-02 00:48:52
QUOTE (Ellara_Feyranti @ Oct 27 2004, 06:22 PM)
Now I'm imagining the possibilities of people with Waterbreathing enchantments sabotaging the hull...
Just make sure the Cap'n goes down with das boot.
Oh, and Ellara, that's not even funny. At 1500 ft down, it takes barely under a half inch hole to make a boat unrecoverable.
Niara2004-11-02 09:36:48
I would like to see ships being owned by players. Use them for transport over the seas and maybe for trading. Every city/commune, village needs things, outside commshops I mean, like meat, grain, alcohol, whatever and in large quantities. It would be nice to be able to trade such with ships and maybe even via land with caravans or something like that, just to earn some gold. It might need an extra skill but not necessarily. Maybe you can assign a captain for your ship, maybe an npc or even a player, or you can just rent the ship with a crew and all.