NPC Trade route

  • Hi guys,

    (Firstly does anyone know how in god's name to remove the "suggested topics" that comes up when I am trying to type a post title, I have to fight it to make the screen remove)

    My suggestion: NPC Trade routes , another in game event, similar to ship wrecks and the kracken.

    Mechanics - Randomly throughout a server session, an NPC trade shape containing goods travels along it's defined trade route (pic below). The ship can be destroyed by players and the goods stolen.

    There would be no ingame notifcation of any kind, the ship would simply be spotted randomly, or by those players who wan't to sail it's route in search of it.

    The ship would not instantly re spawn, it would appear at random, similar to how skull forts spawn.

    The ship should move slowly and be difficult to sink, and yield a significant haul.

    Thoughts on the route the boat could sail.

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  • I like it!

  • The developers have repeatedly explained that all ships will be crewed by players, not NPCs.

    What I'd like to see, however, are players running merchant routes that indicate in some way they are carrying rare cargo and letting them defend against other players that pursue them.

  • @admiral-tweedle said in NPC Trade route:

    The developers have repeatedly explained that all ships will be crewed by players, not NPCs.

    What I'd like to see, however, are players running merchant routes that indicate in some way they are carrying rare cargo and letting them defend against other players that pursue them.

    Dev's have also stated recently source that they are adjusting their roadmap based on player feedback.

    But I do like your idea.

  • Nice idea but this will probably take a lot of time to make and taking in to consideration the amount of stuff they need to fix and hopefully and the more requested features like a simple character customization we will probably not see trade ships soon.

  • they could add a roaming warship that would escort a merchant ship ... it could be between forts since its basically a 4 hour waiting period for a fort to spawn.. it could be 2 hours after a fort spawned but it would be a complete random spawn location.. as for the no npc on ships comment if you look at commendations for order.. why does it show skeleton crews if there are no ships??

  • also if its attacked it could alternate course.. say one random island to an outpost with no notification then when attacked it could deviate and head to the closest outpost.. that would force players to get closer for pvp and interaction.. problem would be probably the skellys... id say you could create a outpost spawn for the skellys at this event where you have 2 options attack the skelly outpost for that loot similar to skull forts or attack the ship for merchant.. attacking the ship = merchant loot attacking outpost = order and hoarders

  • Going off your idea for your merchant ship, I think it should be a giant 3 or 4 story "Floating Fortress" with walls of cannons on either side and maybe even some on the back and front. It'd be cool to see multiple anchors on the ship that you'd need to drop all of them to stop the ship. I also think the ship should be big enough to have parts of the ship blown open to be able to board. Just a thought...

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