Ships

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Tea transport PAX East 2018 exclusive cosmetic ship skin.[1]

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.[2]Steven Sharif

Ships 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.[3][4]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[5]
    • Quest lines may have NPC driven ships.[5]
    • 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.[5]
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.[5]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[6]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[7][4]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[7]
    • 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.[7]
    • Other ship permissions may include operating weapons, anchors, and utility items.[4]
  • Nothing can move or or block ships. Ships have the ultimate priority.[3]

Naval content will be introduced into Alpha-2 as an update.[11][12][13]

Naval will be an Alpha-2 in the sense that at after we launch Alpha-2, at some point in Alpha-2, naval will be implemented as an update; and that naval will be the ability to acquire components, construct those components, acquire recipes, construct certain types of ships, navigate those ships on the water, and engage in certain ship-to-ship interactions and ship-to-player interactions and ship-to-content interactions. Now, it won't be the aspect of that, meaning all ships won't be present: all types of those ships, all attachments of those ships. And it will be maybe a little bit janky to start because it's going to be an alpha version of it. But the intent there is to provide the loop where players get to go and interact with content in the ocean. That won't be at the start of Alpha-2, but it will be in Alpha-2.[11]Steven Sharif

Ship classes

Ships are divided into classes of vessel, which relate to their size and capabilities in battle and in transportation.[13][18][19]

Size Type Usage.[19] Crew.[20]
Small Personal vessels.[8] Solo/personal content.[13] 1-3
Medium Frigates.[21] Group content.[13] Group size (8)
Large Galleons.[22][23] Raid content.[13] Raid size (40)

The amount of crew required in order for a ship to be effective depends on the ship's class.[24]

  • All ship classes minimally require a captain to drive the ship.[24]
  • Certain ship classes will have the ability to render Crowd control (CC) effects on other ships, such as a harpoon effects.[25]
Ships have their own class of vessel and the class that is related to the vessel has a certain purpose both in battle, in PvE raids, in transportation.[18]Steven Sharif

Galleons

Galleons (also called Capital or Raid ships.[13]) is a class of ship in Ashes of Creation.[13][22][23][19]

  • These are targeted at naval raid content.[19]
  • Galleons have a crew size of 40 players.[20]

Raft caravans

Alpha-2 raft caravan in the Riverlands biome.[27]

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.[28]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[29][30][31][32]

Merchant ships

Merchant ships (also called Trade ships) are part of Ashes of Creation naval content.[37][38][39]

A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravansary, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravansaries. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[37]Steven Sharif
  • 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.[37]
    • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[37]
  • Unlike raft caravans, merchant ships cannot transition into land caravans.[37]
  • Merchant ships have a much larger capacity than caravans.[37]
  • It is possible to launch decoy caravans and merchant ships.[40]

Fishing boats

Fishing boats in Ashes of Creation are utilized in deep sea fishing.[42][43][44][45][46][47][48]

Ferry services

Players can provide water-based transportation services (ferry services) but there won't be automated boats.[49]

Summoning ships

Ships (excluding raft caravans) can only be summoned from a port or harbor.[50][51][52][53]

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.[53]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.[50]Steven Sharif
  • Rivers can only be used by raft caravans.[34] 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.[54]

Ship building

Naval concept art.[55]

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.[56]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.[57][58][59]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[56][63][64] The types of attachments that are available are dictated by the ship's class.[56]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[68]
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.[69]Steven Sharif

Ship repair

Ships may be repaired but it will be a lengthier process than in other games.[70]

  • Once repaired, ships can only be launched from land.[70]

Harbors

Alpha-1 harbor early preview concept.[71]

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.[37]Steven Sharif

Harbors are points of interest that appear in proximity to coastal nodes.[72][60][61] Harbors have a significant amount of influence over the waters.[21]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[37]
    • 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.[37]

Naming ships

Ships will be able to be named.[75][76]

  • Ship names may potentially appear on the ship's hull or as floating text above the ship.[77][76]

Emblems

The user interface will allow emblems, logos and symbols to be designed in-game.[79][80][81]

Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[82]Steven Sharif

Naval combat

Alpha-2 Negalith naval raid boss.[12]

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.[12]Steven Sharif

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[12][19]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[20]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.[90]Steven Sharif

Naval PvP

Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[91][92][93] Corrupted (red) players will remain red while in the open sea.[94][95][96]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[92]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[94]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[98]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[97]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[93]

Ship weapons

Ship weapons are used for both naval PvP and PvE.[99]

  • There will be projectile-based weapons that require leading the target and predicting the movement of the opponent.[99]
  • There are faster projectile weapons that have shorter flight times and thus require less prediction, such as harpoons, which impacts a target within within one or two seconds.[99]
  • Potion launchers are used in place of canons on ships.[100] These fire slower projectiles that can take upwards of three to five seconds to impact, depending on the angle of the firing.[99]

Guns and gunpowder

The Gilded Galleon pre-order pack cosmetic ship skin.[101]

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[100]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[102][103]

  • Ships will utilize a larger form of potion launcher in place of canons. These canons will be able to be equipped with different potions that have different effects.[100]
I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[102]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[100][102][104]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[104]Steven Sharif

Ship status effects

Ships will have status effects based on the weapon types attacking the ship or the encounters that the ship is facing.[105]

Ship destructibility

Ship destruction at sea will leave its crew stranded, since ships (excluding raft caravans) may only be summoned from a port or harbor.[51][52][53]

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.[51]Steven Sharif
  • If a ship's 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.[7]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[89][38]

Mariner classes

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.[108][109]

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.[108]Steven Sharif

Ship navigation

Ship navigation is enhanced by navigational instruments, such as spyglasses, that can be equipped on certain ship classes. These will give an "overview radar perspective" of the area surrounding the ship, with range based on the ship's class and the type of instrument.[111][112]

  • The render distance of other ships on the water will vary based on the class of the ship and the type of of navigational instruments being used.[111]
  • Other types of tools are available to allow ships to detect movement under the water, such as aquatic mounts.[111]
  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[113]
  • If a ship's 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.[7]

Winds

High winds, rain, and snow - our dynamic weather system has you covered![114]

Wind will influence the speed and direction that ships travel on the open sea (non-coastal areas of the map).[105][113]

  • Players will need to take wind direction (and strength) into consideration when navigating the open waters.[113]
Wind is an important component of the open sea- quote-unquote open seas- so that's all non-coastal areas; and that open sea, based on those the composition of wind and the open sea, will influence the speed directionally that a boat is traveling in, and how that speed gets influenced by the winds. That can be an important strategic component when discussing timing for trade runs, or timing for what your location is in relationship to your target out at the open sea; and it just creates a little bit more fluid and dynamic experience when you're at sea that. Like you're not in this cove and you always know how you're going to interact with the open water; and the speed that you have, so you can predict accurately what your intercept rate or distance will look like. If that is a variable and that variable changes, then you have to adapt your strategies for that variable; and I think that is very healthy and keeps things fresh from a perspective of a cat-and-mouse game that usually occurs between ships in the open waters.[113]Steven Sharif

Tides

Waves on a beach by Michael Bacon.[115]

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.[116]

Ship physics

Ship physics may be simulated to avoid performance issues.[117]

Naval content

Naval content refers to content above and below the sea.[21][120]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[122]

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.[123]

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.[124]

Ship skins

Ship skins apply to certain ship types.[23]

See also

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