Navale

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Navale 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 Underrealm, 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]

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes artisanales. As a player gains experience in these different skills they become more adept at using them.[12][13]

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.[12]Steven Sharif

Navires

Tea transport PAX East 2018 exclusive cosmetic ship skin.[15]

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 skills: Let's say in combat or traversing just the world.[16]Steven Sharif

Navires are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[17][18]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[19]
    • Quest lines may have NPC driven ships.[19]
    • 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.[19]
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.[19]Steven Sharif
  • There won't be mechanics for players to hire PNJs to carry out tasks on ships.[20]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[21][18]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[21]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[21]
    • Other ship permissions may include operating weapons, anchors, and utility items.[18]
  • Nothing can move or or block ships. Ships have the ultimate priority.[17]

Summoning ships

Navires (excluding raft caravans) can only be summoned from a port or harbor.[24][25][26][27]

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.[27]Steven Sharif
Rivers can only be used by caravan rafts. Ships that are intended for the ocean cannot travel upstream in a river. It is too shallow.[24]Steven Sharif
  • Rivers can only be used by raft caravans.[28] Previously it was stated that ships may be able to be summoned in rivers (or other bodies of water) depending on the depth of the water.[29]

Ship building

Navale concept art.[35]

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.[36]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[37][38][39]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[36][41][42] The types of attachments that are available are dictated by the ship's class.[36]
  • 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

Naming ships

Template:Naming ships and buildings

Routes commerciales

Mayoral caravan launched by a mayor to establish a trade route with another node.[49]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[50]Steven Sharif

Routes commerciales in Ashes of Creation refer to.

  • Roads for the transit goods via the caravan system.[51]
    You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[51]
From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[50]Steven Sharif

Trade ships (Naval caravans)

Alpha-2 raft caravan in the Riverlands biome.[30]

Caravans are capable of transitioning from land to raft 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 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 a minute to two minutes. There's a little bit of vulnerability in that regard.[33]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[53][31][54][34]

Combat naval

Alpha-2 Negalith naval raid boss.[56]

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.[56]Steven Sharif

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[56][57]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[63]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[65]Steven Sharif

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[64][66]

Nœuds Côtiers/Insulaires

Il existera des Nœuds le long de la côte et dans des archipels.[5]

  • Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[5]
  • Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[44]
  • Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[44]
  • Il sera peut-être possible d'assiéger une ville côtière par la mer.[68]

Les archipels font partie du contenu naval dans Ashes of Creation.[4][9]

Harbors

Alpha-1 harbor early preview concept.[69]

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.[70]Steven Sharif

Harbors are points of interest that appear in proximity to coastal nodes.[71][6][7] Harbors have a significant amount of influence over the waters.[3]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[70]
    • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[70]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[73][74][75][76][77][78][79]

Tides

Waves on a beach by Michael Bacon.[80]

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.[81]

Nœuds sous-marins

Les Points d'intérêt sous-marins qui auront des structures de PNJs pourront apparaître comme des villes, mais ne se seront pas des Nœuds.[82]

  • Il n'y aura pas de nœuds sous-marins ou dans l'eau.[5]

Donjons sous-marins

Les donjons sous-marins font partie du contenu naval de Ashes of Creation .[52]

Artwork

Voir également

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