Shipwright

by Aebrin

Back to Ideas.

Aebrin2005-01-25 20:15:34
That's it, I just read enough post to think it's popular enough to toss.

SHIPWRIGHT
I found the Fonts function biggrin.gif

INSPECT
INSPECT
Studying the ship at dock, you are able to identify the type, firepower, and integrity and the city which it hailed from. At sea, you will only be able to discern the city it hails from and an approximate integrity. The only exception to this is your own ship.

BOAT BUILDING
Build Boat from (Requires: 10 Wood)
Anchoring Costs: 1 Rope
Repair Costs: 1 Leather
Taking your first step as a shipwright, you are able to build a small boat for travel on water. The boat must be registered to a city and can only carry up to 4 people. You can move 3 ocean locations without endangering your integrity.

PADDLE
Craft Paddle (Requires: 4 Wood)
Paddle
You can now move within your transport.

ANCHOR
Craft Anchor (Requires: 3 Iron)
Attach Anchor to (see specific Ship details for attachment cost)
Drop Anchor

Raise Anchor
By dropping an Anchor, you may remain in the same position of the sea, regardless of current. You may also now sleep in your boat at sea.

FISHING
Craft Pole (Requires 1 cloth, 1 wood)
Drop line
You can now fish in your boat, bringing up fresh fish.

BAITING
Dig for Bait
Bait Pole
In a natural environment, you may find tasty treats to entice the fish in.

BURNING
Burn
Due to Shipping Mandate, you are only allowed to possess one craft at any one time. To own another or another type, you must destroy your first. You can only burn your own craft.

MERCHANT SHIP
Build Merchant Ship from (requires: 20 Wood)
Anchoring Costs: 2 Rope
Repair Costs: 1 Wood, 1 Leather
Merchants of the seas, arise. This ship can act as a small shop, transporting goods to various docks on the ocean. However, the hold can only contain so much and the number of items allowed to be sold from a merchant ship can only total to 25. To price goods, simply ENTER HOLD. While you are in a ship, your identity will be masked and another captain may only see the colours you show (ie city loyalty). In a Merchant Ship, you may carry together 10 People. You can move 4 ocean locations without endangering your integrity.

MASTING
Build Mast (Requires 5 Wood, 2 Cloth and 5 Rope)
Harnessing the Wind, you can now move without paddling.

DEEPHULLING
HULL (Requires: 10 Wood, 2 Iron)
Crafting a deeper hull in your Merchant Ship, you are able to fit 10 more items in your hold, thus bringing the total item able to be held onboard to 35.

LURING
Craft Lure (Requires: 1 red tint, 1 yellow tint, 1 cloth)
Attach Lure to Pole
Taking a piece of cloth, you dye it in bright colours to entice fishes to come to you. When fishing, the poles with bait will have their chances double for a fish. Those with a lure as well, the chances will double again.

PRIVATEERING
Establish Privateer Contract (Requires: 7500gp and 10 Power (Any)
Prey on
Getting a contract from your registered city, you hide your loyalty and fall prey upon any ships on the sea. Should your ship's firepower outgun your target, any items from your target's hold will be placed into your inventory.
(Can someone think of something like Influencing here?)

BUOYANCY
Now able to balance properly your ship, your danger of capsizing is reduced.

CANNONS
Build Cannon (Requires 10 Iron and 2 Wood)
Forge Cannonball (Requires 2 Iron)
Load Cannonball (Requires 1 Sulfur and 1 Salt)
Fire Cannon at

Add protection to your ship. These cannons must be made within a forge and then dropped into your ship. Any hit from cannonfire will reduce your integrity of your boat, and thus when reaching zero integrity, your ship will sink and leaving you in water stunned with a short blackout. At the moment your Merchant Ship may only hold 2 Cannons.

LIGHT WARBOAT
Build Light Warboat from (Requires: 35 Wood, 5 Iron, 4 Rope)
Anchoring Cost: 4 Iron
Repair Costs: (2 Wood, 1 Iron)
You craft a small ship of war. This ship is able to carry a small amount of troops and has a considerable increase of firepower compared to your previous creations. You may put up to 5 cannons on this type of ship. You may now carry 25 people on your boat. You may move 7 ocean locations without endangering your integrity.

RAM
Ram
By ramming a ship, you reduce their integrity. There is also a slight chance of completely capsizing the boat. The amount of integrity and chance of capsize increases with the comparison of your size to theirs.

REPAIR
Repair
At a dock, you can regain integrity of your boat by repairing. For each repair, the boat regains 5% of its integrity. Of course, you will never be able to get it to return to 100%.

PORTAGE
Portage
Unportage
(Must be next to non-moving water environment)
The ancient art of portaging is now known to you. You are able to take the boat out of water and on logs, roll it across the fields. It will take balance for each room moved. (The group portaging will be like an entourage). After Portaging, the wood used will return to you, half the amount of the requirements. The leader will be the builder and owner of the ship, who will initiate the portage.
Portage Requirements:
Boat: 1 Person
Merchant Ship: 5 People, 6 Wood.
Light Warboat: 10 People, 10 Wood.

HAULING
Haul (Requires 2 Rope)
In another ship, above a sunken wreck, you can haul the remains onto your ship thus regaining some of the commodity that was built and any items that was in its hold.

FIGUREHEAD
Craft Figurehead (Requires 10 Wood, 3 Green Tint)
Attach Figurehead to (Special: may only be done on Warboats)
This acts similar to the statues. One must attach runes to her and then tune her against an enemy. She can only hold 2 Runes. Any who enter in your location and is tuned against will be stricken.

HEAVY WARBOAT
Build Heavy Warboat from (Requires: 60 Wood, 30 Iron, 20 Ropes)
Anchoring Cost: 10 Iron
Repair Costs: 5 Wood, 3 Iron, 5 Ropes
Portage Requirements: 20 People, 16 Wood.
Master of the ocean, you are now able to craft the most powerful of ships. She holds 15 guns and can carry up to 50 people on board. You may move 6 ocean location without endangering your integrity.

BALANCING
Attaching certain balances to the within of your ship, you are no longer subject to currents.

REINFORCEMENT
Reinforce (Requires 3 Iron)
Reinforcing the exoskeleton of the ship, the integrity loss at battle and fast travelling is reduced.

CROWS NEST
Climb Nest (Special: May only be done on Merchant Ship and the warboats)
Build Crows Nest (Requires 4 Wood, 1 Rope)
Having such a function on your ship, by climbing it, you can LOOK
and see up to 2 rooms away.

RUDDER
Attach Rudder to (Requires: 2 Wood, 1 Rope) (Special: Heavy Warboat does not require this)
Steer towards docks
Stop Ship
Having a sternsman, you are no longer required to control your boat, but to order it to her destination.

---

That's all I can think of. There probably needs to be a really nice trans skill there, but I couldn't think of one. Also this skill below needs to go somewhere, but not sure where:

CAPSIZE
Capsize (Must have axe)
Depending on the makeup of the ship, you reduce the integrity of the ship until it sinks.

Let me know...

EDIT: Just to explain the travelling thingy that you might have noticed. Basically it's like walking when it says "You can't walk so fast" or whatever. Except that, it comes up with the notice, but you are allowed to go on. However, for each step or room more, it reduces the integrity of the boat.

EDIT Part II: Added the Stop ship ability to Rudder.

EDIT Part III: Changed "Identify" to "Inspect" because it sounds better.

EDIT PART IV: Clarification of Masts. Only the Large Warboat have Masts prebuilt. The other two must have them made and attached. You can only build a crows nest on a craft that's masted. Also increased comms of the Mast (by 2 cloth) because you need one to get blown.

EDIT PART V: Just realised what I put down. Clarification: You need cloth on a mast (sails) for your ship to get blown around the sea - not you need a mast to get blown.
Unknown2005-01-25 20:18:23
Thats quite impressive, I thought shiri was the only here with good ideas. good job
Vesar2005-01-25 20:20:23
Problem with cannons is that there are no explosives in Lusternia, though I suppose you could devise some way to making magically-fired cannons... I like it.

Edit: Maybe it'll give the aquamancers something to do.
Jalain2005-01-25 20:30:30
Heh.. I can just see a group of people portaging a ship around the highway out of boredom.

A Heavy Warboat is portaged in from the east.

Jalain doffs his Feathered Tricorn Hat to you.

A Heavy Warboat is portaged out to the west.
Aebrin2005-01-25 20:31:06
Thanks guys.

Re: the cannon issue. Just because there's no explosives now, doesn't mean there can't be (unless there's a reason I'm unaware of). But the magical cannons sounds promising, but it reduces the costs.

OH re: cannon as well, any one could load it. But once shot, it has to be reloaded or it can't shoot again.

Also thought of this for the fishing skills:

NETTING
Weave Net (Requires 5 Rope)
Drop net
Dropping a net, you may now catch more than one fish. Also little bits of gold and debris may be found also in your nets.
Unknown2005-01-25 20:31:43
Eh.. easy to roleplay an event with a pirate inventing gunpowder or even Bob making something (Though the Bob thing IS going to get old eventually). If people can summon staves with magical properties then I don't think the invention of a cannon (Maybe it'll have an elemental array in the actual cannon and use power per shot.)

My issue is that there isn't enough water.

Edit: Fixed sentence.
Aebrin2005-01-25 20:34:08
QUOTE(Jalain @ Jan 25 2005, 10:30 PM)
Heh.. I can just see a group of people portaging a ship around the highway out of boredom.

A Heavy Warboat is portaged in from the east.

Jalain doffs his Feathered Tricorn Hat to you.

A Heavy Warboat is portaged out to the west.
36181




Hahaha:

A heavy warboat is portaged in from the east.

inspect ship
This ship is slightly battered and carries the flags of New Celest.

Daevos says, "Hullo hullo, what have we got here?"

A cough comes from inside the heavy warboat.

A voice echoes out, "Uhmm, we're just going for a walk..."

Daevos says, "Is that so? Warboats walk often?"

A voice echoes out, "Sure, but usually in the dark."

Daevos says, "Well, carry on then..."
Jalain2005-01-25 20:39:19
QUOTE(Aebrin @ Jan 26 2005, 06:31 AM)
Also little bits of gold and debris may be found also in your nets.
36182



Don't forget the shoes and boots!
Aebrin2005-01-25 20:45:14
Another Crows Nest ability.

OBSERVATION
Observe On/off
At a constant drain of Willpower, you will be able to see two room ahead of the direction you are heading. Thus if approaching enemy ship, you can stop the ship and prepare for battle or avoid the confrontation.

I possibly may keep popping ideas, but I needa pee and shower.

EDIT: *cough* just solving Hendrix' issue of not enough water. Just kidding.
Jalain2005-01-25 20:52:20
They probably won't keep us confined to the Basin forever.. Maybe one day Bob will build a canal between the Inner Sea and the Ocean that is over the the mountains.
Unknown2005-01-25 20:57:04
Well, there's supposed to be water past the desert to the west.. at least from the old picture that used to be on the website. At least after you pass the hills, planes, and grasslands there.

Edit: Well, hell.. duh, there's water all over. Sorry about that, just saw that wasn't the only mountain-blocked path leading to water.

http://www.lusternia.com/images/maps/lusterniafull.jpg
Jalain2005-01-25 21:07:24
http://www.lusternia.com/map.php?file=imag...sterniafull.jpg

Though it doesn't seem to want to load the image for me.
Aebrin2005-01-25 21:15:01
Another idea:

Note that these singular ideas are just coming out of my... head and not in any particular order. The first post is in order. Perhaps when I run out of juice I'll delete all these singular ideas and put them into the first post.

HARPOON
Craft Harpoon (Requires: 1 Rope, 1 Wood, and 1 Iron)
Load with Harpoon
Fire Harpoon
at
Retract Harpoon

By loading a harpoon into your cannon, you can pull an adjacent ship towards you into your local area, thus allowing the use of your cannons. However, this takes time. During the time, the targetted ship may run free. They can only do so by having at least 5 people onboard to dislodge the harpoon (DISLODGE HARPOON).
Jalain2005-01-25 21:18:15
And thus began the practice of Whaling..
Aebrin2005-01-25 21:24:04
Hahahaha

Make that the trans skill. Whaling, you get lots of food from it. And put them in tins too.

Then we wait for some greenie to start saying we endorse Whaling.
Jalain2005-01-25 21:27:46
Whale oil could be used to more make more powerful cannons.
Aebrin2005-01-25 22:44:54
Clarification of Portaging:

When you're portaging, you're OUT of the ship, therefore you are visible and targettable.

It should look something like this.

Aebrin enters from the east, portaging a large warship.
Shiro is following Aebrin, portaging a large warship.
Rhysus is following Aebrin, portaging a large warship.
dum di dum....

And to enter a ship, you do EMBARK , DISEMBARK to get out.
Unknown2005-01-25 22:47:45
Aww, you added my name for your example; I'm so happy!! *ducks*. I still hope for an army and navy for the commune and cities.
Aebrin2005-01-25 22:53:41
Hehehehe, I will add anybody else to my future examples. Requests are taken now.

Actually does anybody not know what IRL portaging is?

Basically the ship's in water right? So you line up huge logs across the ground (usually a nice hardened beach) and with lots of men, you pull the ship out of water with ropes and onto the logs. Then you roll it forward a little and some men are in charge of getting the logs from the back then putting it in front of the ship to keep it moving.

EDIT: To forestall all stupid questions: No it doesn't happen nowadays because we got funky machinery and all our ships are made of fibreglass. And yes that's logs with men, not the other way round.
Unknown2005-01-25 23:40:04
Yes, there is a big ocean of the west of the Razine Mountains. If you walk along the mountains (Or it might be Avechna's Peak) it actually says the name of the ocean, although I can't remember it right now.

Suggestions;

Allow the cannons to be aimed at the ship's deck to cause damage to the people 'in' the ship, the sails to reduce its speed, and the hull to reduce the ship's actual 'health'

When two or more ships are in the same room, at sea, you can use an ability in athletics to leap onto another boat (either to attack the crew or assist them). Ships can 'ram' into eachother to deal minor damage to each side and allow those without athletics to enter the other boat as they please. You can also 'disengage' to remove the ramming effects.