Ship building

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Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[2][3][4]

  • Movement, Durability, Speed, Turn rate, Hit points, Defensive and Damage abilities.[5][2][3][4]
  • Weapon slots.[5]
  • Aesthetic customization.[4]
  • Ship components can be sold to other players.[2]

You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[5]Steven Sharif

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[2][6]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[7]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[2]Steven Sharif

  • Players can choose which "joints" get populated with either offensive (weaponry), defensive, or utility attachments they want on their ship prior to construction completion.[9][10][11]
    • The types of attachments that are available are dictated by the ship's class.[9]

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.[9]Steven Sharif

Ship repair

Ships may be repaired but it will be a lengthier process than in other games.[12]

  • Once repaired, ships can only be launched from land.[12]

Harbors

Alpha-1 harbor early preview concept.[13]

For coastal nodes there are hooks out to points of interest that take control of harbors. Harbors have a significant amount of influence over the waters. That's their their primary hook.[14]Steven Sharif

Harbors appear along the coast as a result of a node being developed on or near to the coast.[2][6] Harbors have a significant amount of influence over the waters.[14]

There will be harbors that boats can go inside of those will be present along the coast. Harbors can pop up as a result of a node being developed nearby, if it's near the coast or if a node itself is on the coast it can have a harbor component to it. There will likely be quests that are granted from this harbor, specifically with regards to the sea and sea content; and what you can do in this harbor will be a lot of different things including upgrades to the boats.[6]Steven Sharif

Naming ships

Ships and Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[15]

Emblems

Import of user-created image content (UCC) is being considered.[17] This was previously not under consideration.[18]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[19]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[17]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[19]Steven Sharif

The user interface will allow emblems, logos and symbols to be designed in-game.[18][20][21]

Emblem editor functionality is tentatively planned for Alpha-2.[21]

Mariner classes

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.[23]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[23]Jeffrey Bard

See also

References