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Ship Abilities.....HELP!

05-02-2006, 08:00 AM#1
RodOfNOD
I would like to save some time as I am doing most everything on this map by myself..

If anyone wants to submit a ship ability and I use it I will give them credit in the map.

Ship abilities MUST be realistic. For example besides NET i have an ability that reduces NET time via the Hatchet!

I have a new one called Crows Nest that will increase your vision.

So anything LIKE that would be very helpful. Please no lasers or sea monsters as I am trying to make this a realistic map. If you can back up anything that you say with a link showing its historical usage that would be great.

Also to let you know the map has 2 types of Hit points. Regular BOAT and Mana which is the CREW. So a spell could damage the boat AND or the the crew.

There are currently 3 crews, sails, repair, and weapons. I also will be adding a captain character that will be an ability on ur boat.

Thanks.

Rod
05-03-2006, 05:38 PM#2
RodOfNOD
Booty Steal -

Background: Each player has a Player goods shop that contains any trading items they return. These can be taken by anyone on their team.
Ability: Allows enemy players to steal a random item from the shop.
Specs: Cooldown 60 secs.
Target: Player Goods Shop.


Repel Boarding Parties -

Background: Each player has crews that use a combination of Str/Int/Agil and Mana to represent the crews on your ship. These crews can be killed by any bow weapon. Also certain trade items will increase the damage a crew weapon will do.
Ability: Will reduce crew loss, ie crews from taking any damage.
Specs: Cooldown 60 secs. Duration 30 secs. Damage Reduction: 25%.


Ramming -

Background: Each ship has hit points and mana which represent crew hit points. There are 3 ship types, 1 2 and 3 mast ships.
Ability: Allows you to ram your ship into another ship like capsize but you will not die.
Specs: Cooldown 60: Damage: Based on your ship type. The bigger the ship the more damage to your ship and crew.


Control Derelects -

Background: Map has ships that have been killed lying around near but randomly near where they die.
Ability: Allows you to take over a ship and control her.
Target: Any derelict ship.
Specs: Cooldown 60. Requirments: Will transfer 4 crew members from your ship to her.


Netting -

Background: Ships cannot move when caught in a net and take time to remove itself from the net.
Ability: Drop a net around a ship to stop it from moving.
Specs: Cooldown 60. Duration 30.

Hatchet -
Background: See Netting.
Ability: Reduces Netting time by 50% by having crew members armed with hatchets.
Specs: Cooldown 60. Duration 60.


Crows Nest -
Background: Ships have a limited day and night vision.
Ability: This increase both of these distances.
Specs: Duration: Permanent. Distance: Undetermined.


Smokepot -
Background: To cover up a enemies from seeing a ship pirates would light a smokepot.
Ability: Make a ship invisible.
Specs: Cooldown 120. Duration 60.

Firepot -
Background: Ships can be torched.
Ability: Tosses a firepot onto a ship and does damage over time to both ship and crew hit points.
Specs: Cooldown 60. Duration 30.

Bucket Of Water -
Background: See Firepot.
Ability: Reduces the time any fire is uses as an attack. This includes Firepot. Will pull 4 crew members off of your ships normal duties.
Specs: Duration: Permanent.
05-10-2006, 11:02 PM#3
TiredofRegistering
I suggest you look at other maps for inspiration. So is this map anyway affiliated with Peon's Golden Age of Pirates?
05-12-2006, 02:31 PM#4
EnetheruAnuon
Here are two ideas I was throwing around.

Jury-Rigging

Background: Sailors would put up temporary,
thrown together masts and rigging to replace parts that were damaged or lost.
http://en.wikipedia.org/wiki/Jury_rig

Ability: Temporarily heals damage done to the ship and starts a timer. When the timer runs out, the dealt damage takes effect again.

(Bear with me as I invent numbers. Your ship has 1/100 HP. You use Jury-Rigging and
your HP goes up to 51. X seconds later, it subracts the added 50 hp. Thus, it can get you out of a tight spot, but the damage will eventually be done if it isn't otherwise dealt with.)

Target: Yourself.



I had two different ideas for this next ability:

Flintlock Cannons

Background: Flintlocks enabled a higher rate of fire and greater accuracy as the gun captain could choose the exact moment of firing.

Ability: Permanently increases rate of fire slightly, *OR* fires a direct, high-damage instant attack at a single enemy target.
05-12-2006, 05:59 PM#5
RodOfNOD
Quote:
Originally Posted by TiredofRegistering
I suggest you look at other maps for inspiration. So is this map anyway affiliated with Peon's Golden Age of Pirates?

Not in the least. This map is completely new, as you will see when it is released.
05-12-2006, 11:18 PM#6
EnetheruAnuon
I'm just spewing out random ideas based on what I am reading, so there is sure to be some overlap.


Chain Shot (Or Bar Shot, whichever suits.)
Background:
These odd looking shots consisted of two cannonballs or two halves of a ball attached together either by iron bars or chains. They were designed specifically to damage a ships rigging and sails. These shots could cause major damage, wrapping around masts and reducing them to splinters, or taking out whole sails by simply ripping them to shreds. This type of shot was generally not very effective against a ships hull, and did not have the range of a standard cannonball.

Ability: Fires a direct shot that destroys a mast on a targeted enemy ship.

Sangrenel
Background:
This anti-personnel round was basically a cloth bag filled with small jagged pieces of scrap iron. The bag disintegrated when the round was fired sending jagged bits of metal flying forward in a rain of destruction and terror. The wounds it could produce were horrible and there was little possibility of removing the jagged metal pieces from a body without causing even more bodily damage. Sangrenel like other anti-personnel loads was mainly used the most effectively at very close range.

Ability: A short range attack that damages a ship's crew, but does almost nothing to the ship itself.


Explosive Shells and Hot Iron Shot (Two different abilities)
Background:
These two specialty rounds came into use at the height of the great age of sail. An explosive hollow cannonball fitted with a crude fuse that was lit just before it was fired. The intent was for the shell to explode when it reached the enemy ship. Timing was critically important to be effective, and also to not have it blow up in one’s face. The hot iron shot was heated to a red hot condition just before being fired. The purpose of using this shot was to set the victims ship on fire. This type of round could be dangerous to a gun crew, as the heat of the shot inside the cannon could cause the gunpowder to ignite prematurely.

Explosive Shells:
Ability: Explosive shells would be an AoE blast targetable at a location in the water, or on an individual ship. It would deal moderate ship and crew damage.

Hot Iron Shot:
Ability: A direct damaging shot that has the potential to set the target ship or building on fire. It would have a chance to cause ammunition to explode on the user's ship, however, to offset the high damage.
05-14-2006, 03:16 AM#7
RodOfNOD
Many of these I have already intended to use but I like the descriptions as that is half the fun in designing a spell.

Keep it coming thanks!
05-14-2006, 03:46 AM#8
Tiki
Piracy/Plunder -
Something to do with stealing money or resources?

Sabotage -
Deal damage over time to a boat, or sink it.
03-25-2008, 11:38 PM#9
Fallen-God[LcR]
Propaganda
Ships cast propaganda on other enemy ships (basically the pit lords howl of terror) which causes decension amongsth the sailors of enemy ships.
It causes reduced firepower for about 10-15 seconds and reduced speed for about 5 seconds.

Drums
A ships uses drums that spurs nearby ally sailors into action. The oarsmen row with increased vigor for a limited time, which increases the movement speed for allied ships to either escape a losing battle or to intercept a fleet.

Jeer
Crew of the selected ship jeer at the apposing crew. The apposing crew get angry and therefore shoot faster, but because of their recklessness they take increased damage and have reduced accuracy (for a limited time)

Veterancy
Ships that have been in combat more times and have seen the destruction of more enemy vessels gain experiance.
Ships with higher veterancy have slight increases in damage, speed, attack speed and armour. Note these increases are slight, you dont get super ships :P

Spy]
During combat a spy may be placed on an enemy ship
He will give vision to that ship for about 30 seconds, until he is discovered and killed. If a ship has a spy on it, the spell Propaganda will have a greater effect.

Fireboat
The ships sets itself on fire and rams a target enemy ship. "This tactic was actually used by the english fleet against the spanish armada"
Basically the Troll batriders spell, but for ships :D



If u want some more ideas u can post anywhere on my website http://lcrforums.tk because this 600 second posting thing is really annoying :P