Naval

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Naval content refers to content above and below the sea.[3][4]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[9]

There will not initially be naval content (such as a Dark Lake) in the Подземный мир, but this may be something that gets added in future expansions.[10]

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.[11]

Naval schedule

Naval content will be present in Alpha-2.[13][14]

Naval NPCs

Naval NPCs exist in and around the oceans.[3]

There's an NPC structure that exists out in the oceans. These take the form of sailing NPCs, fortresses, whether that be large frigate or galleon based ships, and they take the form of raid bosses. They take the form of general sea-based NPCs. There's treasures that you can find on land and explore out at sea, as obviously one of the missions is why you would be going out to sea. There's escort missions that you can participate in... Some of those are straightforward and interact but with an NPC to receive a quest for; and some of those have to be discovered at sea. So these are all things that are make that type of area in an MMO exciting. You don't just want to have water for water's sake. You want to have water because it's a different experience from a content perspective than what's on land; and in order to be a different experience you have to have that content.[3]Steven Sharif

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Классы умельцев. As a player gains experience in these different skills they become more adept at using them.[17][18]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[17]Steven Sharif

Корабли

Tea transport PAX East 2018 exclusive cosmetic ship skin.[20]

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.[21]Steven Sharif

Корабли are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[22]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[23]
    • Quest lines may have NPC driven ships.[23]
    • 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.[23]

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.[23]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.[22]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[24]

Ship classes

Корабли are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[14][26][27]

Size Type Usage.[27] Crew.[28]
Small Personal vessels.[24] Solo/personal content.[14] 1-3
Medium Frigates.[3] Group content.[14] Group size (8)
Large Galleons.[29][30] Raid content.[14] Raid size (40)

The amount of crew required in order for a ship to be effective depends on the ship's class.[31]

  • All ship classes minimally require a captain to drive the ship.[31]
  • Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[32]
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.[26]Steven Sharif

Naval caravans

Alpha-1 Никюа naval caravan 3D render.[33]

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.[34]Steven Sharif

Naval caravans (also referred to as raft caravans)[35] allow the transportation of trading goods.[36]

Summoning ships

Only the player who has the ship item in their inventory can summon that ship.[22]

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.[40]Steven Sharif

Ship building

Naval concept art.[42]

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.[43]Steven Sharif

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.[6][29][44]

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.[45]Steven Sharif
There are absolutely attachments that can apply to the ship and some of those are decorative in nature. There are also slots that have utility aspects to them as well but are also decorative.[46]Steven Sharif
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[47]
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.[48]Steven Sharif
  • Ship components can be sold to other players.[6]
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.[6]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.[6][7]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[49]
  • Players can choose which "joints" get populated with either offensive (weaponry), defensive, or utility attachments they want on their ship prior to construction completion.[43][51][52]
    • The types of attachments that are available are dictated by the ship's class.[43]

Naming ships

Корабли will be able to be named.[53]

  • Ship names may potentially appear on the ship's hull or as floating text above the ship.[54][53]

Naval combat

Alpha-2 Negalith naval raid boss.[13]

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.[13]Steven Sharif

Naval combat involves different types of Корабли 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.[13][27]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[28]Steven Sharif

PvP в море

Канониры оружейных платформ корабля смогут начать морское PvP-сражение против других кораблей в следующих трёх случаях:[57]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[56][58]

Coastal/island nodes

Приморский концепт из преальфы.[59]

В игре будут узлы вдоль берега и на островах.[5]

  • Для этих узлов будут созданы специальные усиления и способности, услуги и цепочки заданий, связанные с водой и морем.[5]
  • Прибрежные узлы меняют таблицы появления близлежащего водного контента и могут вызвать специальные события.[29]
  • В портах прибрежных узлов будут начинаться цепочки заданий, связанные с океаном и ближайшими островами.[29]
  • Будет иметься возможность осадить прибрежный город с моря.[60]

Цепочки островов являются частью морского контента Ashes of Creation.[4][9]

Harbors

Alpha-1 harbor early preview concept.[61]

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.[62]Steven Sharif

Harbors appear along the coast as a result of a node being developed on or near to the coast.[6][7] Harbors have a significant amount of influence over the waters.[3]

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.[7]Steven Sharif

Рыбацкие лодки

В Ashes of Creation рыбацкие лодки нужны для глубоководной ловли рыбы.[64][65][66][67][68][69][70]

Winds

High winds, rain, and snow - our dynamic weather system has you covered![71]

Wind will influence the speed and direction that ships travel on the open sea (non-coastal areas of the map).[72][73]

  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[73]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[73]Steven Sharif

Tides

Waves on a beach by Michael Bacon.[74]

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.[75]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[76]

  • There won't be nodes underwater or in the water.[5]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[78]

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