Difference between revisions of "Ship"

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m (Adding shark link into "Server-Crossing Mechanics" section because of the relevant info found there on the subject as well.)
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*When crossing servers from one map to another, the lettered/numbered grid always aligns from one map to the next. For example, if a player crosses a border east/west at the M-letter of the grid, they will end up on the same M-letter gridline on the next map.  
 
*When crossing servers from one map to another, the lettered/numbered grid always aligns from one map to the next. For example, if a player crosses a border east/west at the M-letter of the grid, they will end up on the same M-letter gridline on the next map.  
 
* The server arrangement map found at https://www.dropbox.com/s/49ny4u0v6lstgwo/freedom.png?dl=0 was originally intended for use with the game before course-plotting was a sailing feature. This means that now, it is only representative of the geographic layout one might expect if sailing across a border without plotting course. By plotting course, the arrangements on this map become irrelevent as the game directly "wormholes" the player to their destination map of choice in the plotting panel. Furthermore, when crossing using the plot feature, the destination map will always align with what would be assumed correct geographically: sailing south from one map, once across the server line, puts the player sailing toward the north shore of the target map, etc, etc.
 
* The server arrangement map found at https://www.dropbox.com/s/49ny4u0v6lstgwo/freedom.png?dl=0 was originally intended for use with the game before course-plotting was a sailing feature. This means that now, it is only representative of the geographic layout one might expect if sailing across a border without plotting course. By plotting course, the arrangements on this map become irrelevent as the game directly "wormholes" the player to their destination map of choice in the plotting panel. Furthermore, when crossing using the plot feature, the destination map will always align with what would be assumed correct geographically: sailing south from one map, once across the server line, puts the player sailing toward the north shore of the target map, etc, etc.
* Crossing too near to map corners can cause game and [[shark]] issues and is advised against.
+
* Crossing too near to map corners can cause game issues and is advised against. You will get the following messages if 1) too close to a corner, or 2) close to a border without a destination set.
 +
1) Suddenly, strong winds and waves throw you overboard! 2) An enormous shark scouts you from below.
 
* Plotting course is only possible when aboard a ship as the commander.
 
* Plotting course is only possible when aboard a ship as the commander.
  

Revision as of 01:11, 9 February 2019

Description

A floating, wooden vessel - outfitted with an array of nautical materials and mechanisms to make it controllable. A ship is used to sail the seven seas.

Security and Permissions

  • Without an attached boat lock that is appropriately set with permissions, anyone can use a ship. If the ship is not moored it can also be pushed away. It is therefore highly recommended that players lock AND moor their ships for ultimate security.
  • To prevent theft of an unfinished ship, it is advisable to limit accessibility to the unfinished vessel by way of surrounding fences or walls and limited access set therein.
  • The owner and any person with the Manage right can manage the overall usage permissions through the Manage vehicle menu option. The permissions window is available only if the ship is locked, however. These permissions control drive (embarking as commander), mount (embarking as a passenger), accessing the inventory hold of the ship, "dragging" the ship, and managing the item. Each of these rights can be granted or denied to any individual player. All rights, except "manage item", can also be assigned by group, such as "citizens", "alliance" or "everyone". The player listed as the current owner will always have all permissions.
  • To secure a ship from being pushed away, it can be moored with a mooring anchor. A ship can be moored by the commander and any passenger, but only the commander can later raise the anchor.
  • On Freedom, ships cannot be lockpicked (except by owner). Attempts will result in the message Stealing boats is punished with the death penalty here. You decide not to.

Creation

  • Ships are made using ship building, usually started by combining two keel sections.
  • The person to attach the last piece to an unfinished ship becomes the owner and original signed maker when it is finished. Ownership can then be transferred by the owner, to a new owner, through the vehicle management window.
  • Trying to build a ship in a (large) cart will present the message "[01:06:39] You can't work with the unfinished ship type in the large cart.". It is therefore not possible.
  • When a ship is created, a default 1 ql lock is automatically attached to the ship, the ship is locked, and permissions are enabled. The owner of the ship can change the boat lock which may be necessary for security on PvP servers. The lock can only be removed and reattached by the owner on PvE servers.

General Sailing, Operation

  • Most ships require some Mind logic to operate. See Vessel Details for more information on this.
  • Ships with a quality of less than 10 cannot be commanded. This includes ships whose damage percentage would calculate to bring the quality below 10 (eg. a 12 quality ship with 17 damage calculates to a ship below 10 quality).
  • The achievable speed of a ship at any one time is determined by 5 factors: the quality of the ship, the type of ship it is, the number of crew (players) aboard the ship, weather/wind factors, and any runes mounted on the ship. The exact weight given and formula attributed to each of these speed-deciding factors need further confirmation by staff.

Server-Crossing Mechanics

  • On Freedom servers, you need permission to command the boat, set individually for you, to sail to another server (anyone can cross as passengers). On Epic servers, you can cross servers as friend too - the ownership transfers to the commander then.
  • When crossing servers from one map to another, the lettered/numbered grid always aligns from one map to the next. For example, if a player crosses a border east/west at the M-letter of the grid, they will end up on the same M-letter gridline on the next map.
  • The server arrangement map found at https://www.dropbox.com/s/49ny4u0v6lstgwo/freedom.png?dl=0 was originally intended for use with the game before course-plotting was a sailing feature. This means that now, it is only representative of the geographic layout one might expect if sailing across a border without plotting course. By plotting course, the arrangements on this map become irrelevent as the game directly "wormholes" the player to their destination map of choice in the plotting panel. Furthermore, when crossing using the plot feature, the destination map will always align with what would be assumed correct geographically: sailing south from one map, once across the server line, puts the player sailing toward the north shore of the target map, etc, etc.
  • Crossing too near to map corners can cause game issues and is advised against. You will get the following messages if 1) too close to a corner, or 2) close to a border without a destination set.

1) Suddenly, strong winds and waves throw you overboard! 2) An enormous shark scouts you from below.

  • Plotting course is only possible when aboard a ship as the commander.

Additional Notes

  • Ships can be transported over land using ship transporters.
  • The small raft is not considered a functional ship, as it floats but cannot be boarded or commanded.

Vessel Details Chart

Vessel Mind Logic Total Occupants [1] Maximum Solo Speed (km/h) Maximum speed (full crew) Commander Propulsion (km/h) [2] Hold Capacity (Volume) [3] Hold Capacity (Rafts) Hold Capacity (Sm Crates) Hold Capacity (Lg Crates) Size [4] Height [5] Draft [6] Minimum Passable Depth Creature Cage Capacity Weight (Kg)
Rowing Boat <19.5(?) 3 12.05 ? ~7.2 756 0 0 0 2x1x1 3 Dirt 5 Dirt 5 0 120
Small Sailing Boat 20.1 5 20.7 21.34 ~7.2 756 0 0 0 2x1x2 3 Dirt 5 Dirt 5 0 140
Corbita 21.05 7 28 28 ~1.4 ?? 100 85 49 6x2x5 25 Dirt ?? 20 5 1400
Cog 22 9 31.5 33.22 ~1.43 >=50,685 67 51 29 5x2x7 29 Dirt ?? 20 6 800
Knarr 23 13 27 ? ~6.5 ?? 100 75 43 4x2x3 8 Dirt (?) ?? 5 4 2000
Caravel 24 14 28.5 34.13 ?? 75600 100 100 62 7x2x7 35 Dirt (?) ?? 20 8 2450
[1] This includes the captain.
[2] This is the amount a commander can influence the speed of a boat (in either forward or reverse) when it is otherwise un-crewed.
[3] To calculate how many of something fit inside, divide the ship's volume by the item's volume per unit. Stacking containers, an example is small barrels in rafts, will make room for more than 100 items.
[4] Measured in tiles and multistory. Length x Width x Height
[5] Measured above water level to the main deck.
[6] Measured below water level to the keel.

Images