I think it'd be a better experience all round, and a new XP lore event could be associated
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Oceans and unseaworthy ships
Rather than destroying the boat, could ships not intended to cross the ocean capsize and throw the hearthling(s) in the water? Stamina could be used to right the boat and give a short immunity to potentially give the hearthlings a chance to get back into shallower waters.
I think it'd be a better experience all round, and a new XP lore event could be associated![Trollface ¦]](./images/smilies/troll.gif)
I think it'd be a better experience all round, and a new XP lore event could be associated
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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LunarArchon
- Posts: 44
- Joined: Fri Jul 09, 2010 4:54 am
Re: Oceans and unseaworthy ships
This would be a nice feature as the warning text doesn't really discourage you from trying. Just killed my friend and myself thinking rowboats could cross deep ocean. See you all in W12 lol.
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loftar
- Posts: 9096
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Re: Oceans and unseaworthy ships
I dunno. It seems that would just make crossing the ocean an issue of bringing enough freshwater to replenish said stamina, rather than bringing a ship.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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GamingRAM
- Posts: 609
- Joined: Fri Jul 12, 2013 9:47 pm
Re: Oceans and unseaworthy ships
I think I'd prefer a bigger ship. Aren't you guys planning on adding a new boat, smaller than a knarr that's capable of crossing ocean?loftar wrote:I dunno. It seems that would just make crossing the ocean an issue of bringing enough freshwater to replenish said stamina, rather than bringing a ship.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Oceans and unseaworthy ships
I think ships should start taking on water when they take damage, and you bail out water with a bucket to buy time. If the ship has taken enough damage, though, the rate at which it's filling will exceed what you can bail out and the ship sinks. Being in deep ocean should do constant damage to *all* ships, only the rate should vary between types (so you can still cross an ocean in knarr, but can't sail it lengthwise). And make it only possible to repair ships while standing on dry land or in shallows. Limiting ocean travel like this would make it possible to have hidden pirate islands and shit, because people couldn't just explore the entire ocean to find these things.
Also, deep seas should occasionally have localized storms which increase the damage rate by a lot
Also, deep seas should occasionally have localized storms which increase the damage rate by a lot
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Oceans and unseaworthy ships
If the ship capsizes the moment it touches deep water, the stamina to right the boat is significant, and the immunity is short (1 second after boarding?) you wouldn't be able to replenish stamina fast enough even between three characters on a rowboat to cross an ocean.loftar wrote:I dunno. It seems that would just make crossing the ocean an issue of bringing enough freshwater to replenish said stamina, rather than bringing a ship.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system