loftar wrote:ven wrote:Please add some security for knarrs.
Yeah, I know; the question is just what kind of security.
LittleJohn wrote:I think that the possibility of mooring Knarr should solve the problem of the safety of the transport units. Type of mooring lines and / or the type of sailor's knot (different skills on the principle Depp Artifice / Druidic Rite) would give a different strength / protection from theft (or securing with padlocks).
Although it seems that most of the reservoirs are connected, I think you would add the possibility of transporting Knarr by land, very very slowly on logs (for example, if the river and the lake ar a dozen boxes away, over long distances does not make sense).
Pulling the boat ashore may also be a way to protect against theft.
LittleJohn wrote:Was also concerned about the use Knorr in battle. During the fight it would be like with a boat. The opponent can jump into the boat and just hit someone else who is in the boat or while fighting opponents can simply steal the ship. With Knorr it should be otherwise, because it is worth more than a boat. For example, the prior determination of who is the captain and who belongs to the crew (the one who built it would be the first captain). The captain could determine who belongs to the crew or whether it is a passenger. Taking over the role of the captain or the entrance to a ship without proper rights, would be a crime.