New Credo: Sailor 2.0

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New Credo: Sailor 2.0

Postby Mr_Bober » Mon Apr 13, 2020 10:27 am

Over a year ago I dreamed about a credo based on water travelling. Since then I've got a bit more experience with it, and heard a lot of feedbacks about it. So here I am trying again to design a water-based credo.

Before I get into details, let's have a quick look at what credos usually reward:
- Attribute/Ability bonus: almost any credo has it.
- Small perks: usually trivial bonuses, it's nice to get it but not amazing.
- The real deal; this is the reason why you take the credo. It's usually only one, some credos have two, and it's the real benefit of having completed the credo.

That being said, let's get to work.
What is this credo about? It's something made for players who move a lot through waterways and oceans, it being for exploration or trading.

What should it depend on? Fisherman is a given. Pearl Diver would fit thematically, but it currently depends on things that make no sense for Sailor, so without a complete rework of the other credos dependancies, it shouldn't depend on it. Nomad is a possibility, since it has to do with moving around a lot, but its benefit don't fit too much. Mystic could also work, which would allow Sailor to only have 3 requirements, making it more accessible.

What are the rewards? Here's a list of ideas:
  • Possible attribute/abilities bonuses would be Constitution or Swimming, Exploration [being a far traveler it's fitting], Carpentry [not convinced about this one, but assuming you make your own boats it would make sense], Will [related to fishing].
  • Possible small perks would include better trash recovery from flotsam (similar to the bonus Fisherman gives when fishing), some kind of fishing bonus (maybe quality, or smaller chances to lose bait etc), reduced travel weariness when travelling to home dock.
  • Possible greater bonuses could be decreased damage to knarrs and snekkjas when crossing the ocean, reduced damage to knarrs, snekkjas and rowboats when travelling through a swirling vortex, or [my favourite of all] even the ability to build a new kind of ship as described below.
New Ship: Cargo
In a few words, this would be a glorified raft. Slower than a snekkja (but way faster than a raft), it would allow you to carry several items (like wagons, carts or tamed animals) at once. It should be able to cross oceans (assuming you are careful enough), allowing for players to move wagons and such from a continent to another.
It would also have space for liftable objects, like knarrs and snekkjas do, but no inventory space (or a very small one) [since it's designed to move large objects]. It would most likely carry only 2 people.

Now a few FAQ before I finish:
  • Why no bonuses to coracles or dugouts? Because those are supposedly used for short distance travel only, and for freshwater/coastal only. Rowboats could be included in this too, but given they can carry items they are sometimes used for exploring vortexes and such.
  • Why no speed bonuses? Any speed bonus, it being swimming, shallow-water walking, or rowing/sailing, would make this credo something needed for PvP. That's not what this credo is for, hence I don't think speed bonuses should be involved.
  • Why not sticking to ocean-only stuff? Because like it or not, you're a sailor even if you travel on rivers and lakes. Also it would give too narrow bonuses, which make for a bad credo.
  • Why should only Sailors have access to Cargo boats? They don't. They would be the only ones able to make them, just like potters are the only ones who can make potter's clay. That doesn't mean you can't buy it from them and sail with it. The only issue I see with this would be repairing it, which currently requires you to be able to build it.

I'd like to hear your creative input.
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Re: New Credo: Sailor 2.0

Postby Kamekono » Mon Apr 13, 2020 11:52 am

I like this! Maybe another perk could be using less tar to fix the boats?
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Re: New Credo: Sailor 2.0

Postby Tamalak » Mon Apr 13, 2020 2:11 pm

Sailor should absolutely be a credo
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Re: New Credo: Sailor 2.0

Postby cellites » Tue Apr 14, 2020 2:58 am

This sounds like it would make a great addition to the game.
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Re: New Credo: Sailor 2.0

Postby SnuggleSnail » Tue Apr 14, 2020 3:41 am

Unless you've an idea for fun quests, there's no reason to suggest a credo. If the game needs a new boat there's no reason to hide it behind 500 credo quests.
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Re: New Credo: Sailor 2.0

Postby Mr_Bober » Tue Apr 14, 2020 7:08 am

SnuggleSnail wrote:Unless you've an idea for fun quests, there's no reason to suggest a credo. If the game needs a new boat there's no reason to hide it behind 500 credo quests.


I disagree.
First of all, credos are there to give players a sense of progression and to specialise characters. Right now there is none that is attractive to players who travel a lot by sea, and that's why I'm suggesting this credo.

Second, fun quests? Have you ever done a credo quest in this game?
There is no such thing as fun quests. It's more a easy/hard scale, where if you're lucky you have to deliver a common item to a nearby npc, or study a 2h curios; if you're unlucky, you need to get very rare items, or study 3x expensive and long curios.

As for the boat, I already made my case with Potter's clay. I don't believe everyone should be able to craft everything. You can buy the boat from a Sailor, and then use it just like you buy Potter's Clay from a Potter.
Unique rewards like that are the best kind of rewards, and give some purpose to getting specific credos other than a stat/quality improvement.
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