System driven caravans

来自Ashes of Creation Wiki
(重定向自Quest driven caravans
跳到导航 跳到搜索

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[1][2][3]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[4]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[5]
  • 维拉 will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[6]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[4]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by 市長 to obtain needed resources from other nodes.[7][1][2]

  • Players can participate in helping to defend the caravan if they wish.[1]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[1]Steven Sharif

System driven/mayoral caravan initiation

Mayoral caravans are system-driven caravans that are launched by 市長 to obtain needed resources from other nodes.[1][2]

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Players can initiate quest driven caravans (via a NPC) with the following parameters.[9]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[9]Steven Sharif
When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[9]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[2]

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.[13]Steven Sharif

Trade routes in Ashes of Creation refer to.

  • 维拉 for the transit goods via the caravan system.[14]
    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.[14]
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.[13]Steven Sharif

Roading

阿尔法-1 早期预览道路.[17]

我们在游戏中的道路系统基本上是由预先设置的路线驱动的,这些路线通向曾经是维拉古代公路系统的大动脉;从那里开始,当节点前进时,有一些道路会显现出来;我们称这些为静脉。它们来自于主干道,然后随着节点的推进,有一些兴趣点,正如杰夫之前讨论的那样。这些存在于世界各地的兴趣点,其中一些与多个节点共享覆盖范围,但取决于哪个节点推进到激活兴趣点的阶段,它将创建这些小路,可以说,然后从节点本身出发。因此,你从大动脉古道--那种贯穿不同区域的古道--分解成通向特定营地和村镇的静脉,然后从独立的小路中衍生出来,通向这些地区的兴趣点。 到这些地区的兴趣点,是狩猎场。这些都是最初没有显现的,随着玩家们在世界范围内的推进,它们也会上线。.[18]Steven Sharif

维拉中的道路既是预先生成的,也是玩家影响的。[18]

  • 最大的道路被称为动脉。这些都是曾经的维拉古代公路系统的遗迹。[18]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[18]
    • 道路会随着节点的推进而升级。
    • 道路将随着节点的推进而升级。不同的道路将决定所需的大篷车速度和类型(非公路与公路)。[6]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[18]
  • 道路或小路不会因为在同一地区的反复交通而被磨损成普通的地面。[18]

不同的季节事件可能会影响到各种道路的通行。[19][20][21]

  • 夏季开放的路径在冬季可能会关闭。[21]
  • 季节性影响可能会对通过大篷车运输货物造成障碍或堵塞。[19][20][22]
    • 一些事件可能会导致特定的道路被封锁。[19]
    • 障碍物可能会在道路上出现障碍,玩家必须清除这些障碍物以允许货物过境。[21]
  • 水在冬天会变成冰,使玩家能够在水面上行走,但却阻挡了玩家进入水面下的东西。[21]
    • 冰会使道路颠簸和湿滑。[23]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[24]

自由领地 不可以放在接近于 道路.[25]

其他

引用