造船

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海军 concept art.[1]

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.[2]Steven Sharif

造船 can be carried out by any player in possession of the right components, recipes, and an advanced enough node, coastal or not, with a harbor.[3][4][5][6]

  • Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[2][10][11] The types of attachments that are available are dictated by the ship's class.[2]
  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[16]
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.[17]Steven Sharif

Ship repair

船舶 may be repaired but it will be a lengthier process than in other games.[18][19]

  • Ships can be repaired at sea if players have the correct materials.[18]
  • Ships that are completely destroyed will incur great costs to restore, and may only be re-launched from land.[18][19]

Harbors

Alpha-1 harbor early preview concept.[20]

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.[21]Steven Sharif

Harbors are initially dilapidated points of interest that appear in coastal areas.[3] Harbors have a significant amount of influence over the waters.[22]

Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[3]Steven Sharif

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) (or higher) coastal node.[23][22][7][8] It was also stated that ship workstations are only unlocked by the advancement of that coastal node.[4][7][8][9]

  • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[21]
    • 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.[21]

Naming ships

Template:Naming ships and buildings

Emblems

官方正考慮加入玩家自製圖像的匯入功能。[27] 此前未曾有這樣的考慮。[28]

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.[27]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that 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.[29]Steven Sharif

玩家將可以透過遊戲內的介面設計紋章、標誌、以及符號。[28][30][31]

紋章設計功能暫時計劃於第二次 Alpha 測試中推出。[31]

Mariner classes

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to 工匠班. As a player gains experience in these different skills they become more adept at using them.[33][34]

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.[33]Steven Sharif

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