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- Once repaired, ships can only be launched from land.
- Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.
- Coastal nodes have hooks to points of interest that take control of harbors.
- Harbors will grant quests that are related to naval content.
- Harbors will provide a number of services including upgrades to ships.
- Harbors offer objective-based naval gameplay during node sieges.
- 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. – Steven Sharif
- Various professions can craft ship components. These components can be sold to other players.
- Ships are built in adherence to a recipe. That recipe requires components. Those components adhere to different crafting professions that require a player to intersect and/or craft or purchase those components from the different professions and then once they have those accumulated they can do the construction process through the recipe system at a harbor.
- Ships may only be crafted or upgraded in harbor crafting stations that are unlocked by the advancement of coastal nodes.
- Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion. The types of attachments that are available are dictated by the ship's class. – Steven Sharif
- There are absolutely attachments that can apply to the ship and some of those are decorative in nature. There are also slots that have utility aspects to them as well but are also decorative. – Steven Sharif
- Ships will likely not have closed spaces or internal compartments such as Captain's quarters.
- 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. – Steven Sharif
- There is no "recall" (fast-travel) option to return to shore, however death by drowning will respawn the player on shore but will incur experience debt (and other death penalties).
- We don't have a recall... There is consequence for you losing the means of your mobility and if you lost the means of that mobility then those consequences are it's going to take you longer to get to where you need to go, or you're going to have to suffer some experience debt. – Steven Sharif
- I mean traditionally if we did not use dynamic destruction, that what we would use is decals to simulate damage on the ship based on an overall hit point value. At certain hit point values we would swap out the mesh to show a more destructive state potentially; and that and you know at that point for a user in regards to immersion you know both are very similar from the immersion factor right? – Steven Sharif
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