Imagine sailing from Zeonica to Qasira, Varnovapol to Diathma,... from every fishermen's village to every harbour town by going into the settlement, renting a vessel (or having your own) and cast off!
*EDIT:
...ships are probably not a lightweight addition to the game but maybe TW gets inspired by the idea...
here are some ideas we've collected so far:
Economy / Trade:
Harbour cities would have a harbour office where you can rent a vessel or a shipyard where you can order a ship.
Like caravans on land, there would be trading sips on sea.
Map Movement:
Fisher- villages and harbour towns would be the points where you can start or land.
The engineering skill tree could have some perks for ships.
Engineering also works for ship reparations (like Healing does for your character and your party).
speed:
- basically faster than movement on land
- affected by varying wind direction
- more people & more load = less speed (like on land)
- damaged ships are slower
- engineering skill gives speed bonus
Ship models:
(maybe in ~2 sizes for battleships + trade ships + rafts + slight variations for sea raiders)
=> Imperial galleys,
=> Vlandian cogs,
=> Sturgian longships,
=> Aserai dhows
=> Khuzait Junk-ships
(Khuzait unfortunately don't have a sea port. More authentic ships would be ships from the Mongol invasions of Japan, but in comparison to the other ships junk ships could be a good alternative)
=> Battanian ...
(not sure, they don't have a harbour, but if they had ships maybe they would be something between longboad and cog?)
Ship Battles
Ship battles could work with slightly different control-options. GG Cannon started a thread specifically for commanding ship battles here: https://forums.taleworlds.com/index...p-battles-and-commanding.423173/#post-9438487
You could try to sink the ship, capture the ship, loot and leave, loot and burn.
It could also be interesting to attack a harbour city with ships.
*EDIT:
...ships are probably not a lightweight addition to the game but maybe TW gets inspired by the idea...
here are some ideas we've collected so far:
Economy / Trade:
Harbour cities would have a harbour office where you can rent a vessel or a shipyard where you can order a ship.
Like caravans on land, there would be trading sips on sea.
Map Movement:
Fisher- villages and harbour towns would be the points where you can start or land.
The engineering skill tree could have some perks for ships.
Engineering also works for ship reparations (like Healing does for your character and your party).
speed:
- basically faster than movement on land
- affected by varying wind direction
- more people & more load = less speed (like on land)
- damaged ships are slower
- engineering skill gives speed bonus
Ship models:
(maybe in ~2 sizes for battleships + trade ships + rafts + slight variations for sea raiders)
=> Imperial galleys,
=> Vlandian cogs,
=> Sturgian longships,
=> Aserai dhows
=> Khuzait Junk-ships
(Khuzait unfortunately don't have a sea port. More authentic ships would be ships from the Mongol invasions of Japan, but in comparison to the other ships junk ships could be a good alternative)
=> Battanian ...
(not sure, they don't have a harbour, but if they had ships maybe they would be something between longboad and cog?)
Ship Battles
Ship battles could work with slightly different control-options. GG Cannon started a thread specifically for commanding ship battles here: https://forums.taleworlds.com/index...p-battles-and-commanding.423173/#post-9438487
You could try to sink the ship, capture the ship, loot and leave, loot and burn.
It could also be interesting to attack a harbour city with ships.
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