How could a land-based version of the ship system work?
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How could a land-based version of the ship system work?
The ship mechanics are awesome and add a great deal of opportunities for teamwork and groups, and converges greatly with settlement and faction RP too.
Would it be interesting for it to have a land-based equivalent?
By this i mean something like a trade caravan system, a "settlement-wide" version of the warded package writs, where several player horses are required to transport some "epic goods" towards another settlement, without portals and etc. Since the players carrying the goods would be encumbered, an escort would be advisable. During the journey, the goods could automatically spawn random encounters in the same areas, raids and etc, like while sailing. When a quest like this is started by a settlement official, the target settlement receives a warning that a trade caravan is expected. This in turn offers an opportunity for other factions to reply and help escort, or intercept.
I was just thinking of something to encourage trade-route based roleplay and all. The warded packages are great for that too, but a caravan of sorts would be something nice, if possible, and involve settlements a bit more, while making the actual trip more dangerous than just some lvl 5-12 mobs, without ruining the areas for lowbies when no trade caravan is going through them.
Or maybe all of this should just be Rped and there's no need for such a challenging mechanic? Thoughts?
Would it be interesting for it to have a land-based equivalent?
By this i mean something like a trade caravan system, a "settlement-wide" version of the warded package writs, where several player horses are required to transport some "epic goods" towards another settlement, without portals and etc. Since the players carrying the goods would be encumbered, an escort would be advisable. During the journey, the goods could automatically spawn random encounters in the same areas, raids and etc, like while sailing. When a quest like this is started by a settlement official, the target settlement receives a warning that a trade caravan is expected. This in turn offers an opportunity for other factions to reply and help escort, or intercept.
I was just thinking of something to encourage trade-route based roleplay and all. The warded packages are great for that too, but a caravan of sorts would be something nice, if possible, and involve settlements a bit more, while making the actual trip more dangerous than just some lvl 5-12 mobs, without ruining the areas for lowbies when no trade caravan is going through them.
Or maybe all of this should just be Rped and there's no need for such a challenging mechanic? Thoughts?
Stratonike Silvbriga
Archamus Schelen
Demetrius Herhtov
Re: How could a land-based version of the ship system work?
I have concerns about the team based, rp-lite PvP that can come from ship combat. These concerns are small because the ship system is optional.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
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Re: How could a land-based version of the ship system work?
Agrees. PvE wise ships are amazing.Curve wrote: ↑Sun Jan 16, 2022 6:17 pmI have concerns about the team based, rp-lite PvP that can come from ship combat. These concerns are small because the ship system is optional.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
PvP I have concerns about ships being able to fire at will, but suddenly have to rp when boarded along with so much depending on a bloated sail skill
Re: How could a land-based version of the ship system work?
You all may be missing the *significant* amount of RP that takes place while not even on the ships, but is entirely to do with sailing.malcolm_mountainslayer wrote: ↑Mon Jan 17, 2022 5:05 amAgrees. PvE wise ships are amazing.Curve wrote: ↑Sun Jan 16, 2022 6:17 pmI have concerns about the team based, rp-lite PvP that can come from ship combat. These concerns are small because the ship system is optional.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
PvP I have concerns about ships being able to fire at will, but suddenly have to rp when boarded along with so much depending on a bloated sail skill
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Re: How could a land-based version of the ship system work?
Yes, but they're not saying that there's no RP to be farmed from ships in general.Rasha wrote: ↑Mon Jan 17, 2022 1:34 pmYou all may be missing the *significant* amount of RP that takes place while not even on the ships, but is entirely to do with sailing.malcolm_mountainslayer wrote: ↑Mon Jan 17, 2022 5:05 amAgrees. PvE wise ships are amazing.Curve wrote: ↑Sun Jan 16, 2022 6:17 pmI have concerns about the team based, rp-lite PvP that can come from ship combat. These concerns are small because the ship system is optional.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
PvP I have concerns about ships being able to fire at will, but suddenly have to rp when boarded along with so much depending on a bloated sail skill
They're expressing a concern about how thin the RP surrounding ship-to-ship combat has the potential to be in comparison to the standards (ostensibly) held for PvP of other varieties.
These are two entirely different things.
what would fred rogers do?
Re: How could a land-based version of the ship system work?
There may have been clarification since then that I've missed but my understanding from the server meeting was that you just have to give the boarded party a chance to rp. If they don't take that chance and attack you instead then that's fine but your boarding (in practical terms) functions as your post and their response, whether it's combat or text, completes the mutual interaction requirement. I do also think it's not wholly true that pvp rules are different for ships. I think people are just still getting used to the etiquette whereas most are used to the land etiquette. There was an emphasis in the meeting on using non-post communication like the flags and warning shots to declare your presence and intentions which I sort of like because it feels more immersive then everyone yelling at eachother over the shout channel (the ocean is really loud compared to a person's voice).malcolm_mountainslayer wrote: ↑Mon Jan 17, 2022 5:05 amAgrees. PvE wise ships are amazing.Curve wrote: ↑Sun Jan 16, 2022 6:17 pmI have concerns about the team based, rp-lite PvP that can come from ship combat. These concerns are small because the ship system is optional.
I think that we should find ways to improve the ship system (as it relates to roleplay) in its isolated place before we consider implementing it elsewhere.
PvP I have concerns about ships being able to fire at will, but suddenly have to rp when boarded along with so much depending on a bloated sail skill