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The Maritime System - Book 2/4 - General Ship Mechanics

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General Ship Mechanics

The Maritime System [Book 2/4]

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The Maritime System [1/4] - Introduction - The overview of reasons to use ships

 

The Maritime System [2/4] - General Ship Mechanics - The description of how ships in LOTC operate in The Maritime System

The Maritime System [3/4] - Trade Ship Mechanics - The description & operation of Tradeships in The Maritime System

 

 

The Maritime System [4/4] - Naval Combat Mechanics - The description & operation of Warships in The Maritime System

 

[*] - Value or mechanic is negotiable, not integral to the system and can be easily changed based on community contribution. See the bottom of this post for an overview of the mechanics that can be easily changed if desired.

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[2/4]-Section 1: Embarkation 

 

[Infrastructure (irp)]

Dock: Docks are the primary station on the coast of a civilization. This is where maritime ships will be stored. The construction must be sufficient to anchor up to 5 ships (of normal size). 

Harbor: Harbors are additional docks/ports which are established as secondary locations for ships. The default number of eligible ships will be 5 (from the initial dock); but for every additional Harbor that is built, 5 more ships will be usable in the system. There is no limit on how many Harbors are allowed, so long as there is enough coastal territory. [1]

In order to be used in THE MARITIME SYSTEM, each ship must have a corresponding spot in a built Dock/Harbor. [2]

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[Acquisition of Ships]

  1. Construction of the ships by hand at a Dock or Harbor
  2. Purchase of a ship from its previous owner 
  3. Gifting from previous owners, or other exchange agreement
  4. Seizing a ship during a Ship-Capture war

 

[Permissions (ooc)]

The process for allowing a ship to anchor in a Dock or Harbor is simple. The captain of the ship and an RO of the Dock’s region will agree to host the vessel for a period of time. This is done either by forum post, or by permitting the construction of the ship in it’s destination by giving build perms.

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[2/4]-Section 2: Ship Types (& Classes)

 

[Civilian v.s. Tradeships v.s. Warships]

Civilian

Ships under the ownership of individuals & rp-only groups. May be stored anywhere so long as waterways are not blocked. Civilian Ships are considered decorative, and not included in activities of THE MARITIME SYSTEM. 

 

Tradeships

Ships used to transport markets from one civilization to another. These cannot have cannons.

Warships

Ships used to blockade ports, and battle to destroy/capture other ships.

Flagships

The capital form of a warship owned by a civilization leader[3], these cannot be captured or sunk.

Pirate Ships

Ships used by Pirate factions to raid and battle the vessels of others.

Privateer Ships

Ships used for non-official purposes, or owned by non-state parties.

 

[Classes of ships]

For the purpose of keeping ships within reasonable spacing for Docks or Harbors, as well as keeping battles manageable across the different ships; the maximum (ideal) ship size should be around 9-12 blocks wide. Length can be at the discretion of the builders, so long as it can reasonably be expected to fit inside of a port.

Example images below are examples of the different classes for the system. Note That: None of them were optimized for these mechanics in their construction, but all of them would be eligible for use in the system. Credits and thanks to various civilizations in Aevos & Almaris for some of the images used.

 

Sloop

Sloops are lightly armored small ships with a single mast. The maximum number of cannons allowed on a sloop is 3(each side). 

Spoiler

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Frigate

Frigates are medium speed ships with 2 masts. The maximum number of cannons allowed on a frigate is 4(each side)

Spoiler

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Galley

Galleys are the largest ships, using 3 masts. An optional 4th mast may be built. The maximum number of cannons allowed on a galley is 6(each side).

Spoiler

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[2/4]-Section 3: Movement Mechanics

 

[Travel & Docking]

After docking agreements have been made (and assuming the ship is not being built at the destination), the captain of the ship will request for it’s transportation to the destination. Dimensions of the ship’s frame will be compared to the available space of the Dock or Harbor prior to the cut/paste. If the ship is too large to be pasted or held in a dock, it will not be acknowledged in THE MARITIME SYSTEM.

 

This system should not be restricted for nations which are inland, but still connected to open water wide enough to sail through. As long as there is a river or some path of water that is connected to the ‘wider waters’, this system is for them too, whether on this map or any other one. For sake of standardization, the minimum water connection for a river is 6 blocks wide and 4 blocks deep[4]. So long as this exists and is connected to a lake or ocean, civilizations should have access to The Maritime System. Regardless of local access, ships can always be constructed & kept under a foreign harbor with appropriate permissions.

 

When moving a ship/fleet, you will need the coordinates of; 

  1. Where the ship(s) is (including the direction of the ships front facing), 
  2. Where the ship(s) is going (including the direction of the ships front facing), 
  3. Permission from; 
    1. the captain of the ship, and
    2. an RO of the destination
    3. AD_4nXe_LsBx1qOrEmHExe4wAboBVmhwh-9XE1wNbOmPLDY4WDS3OmDvkDQwiI2we0y3OjtIzELMmsIFsKAoRSn9pbwNecluLe3erM8-XMT9t6Ni_suJz5g4tZFSlnNAsEHA2GDP8rDhYtxw1x__wD4rb-_NLpul?key=iTR10ZphaWRLm1qk9wJCVwAD_4nXf4nNfZJjkYeqEuG4bdZ3uPGf6EIpwPuk1YjXBFXBi3iecwhHtOjX4gpVeQ3mlaudpdPwUR7-pXsvs4hM7zEroKvtkcmxMzkIpy1NEzxTUBGgwGdznA4ZO4C_iQlzrcpZpAUWRh1lGioXOQlfCl7vcf2FJZ?key=iTR10ZphaWRLm1qk9wJCVw
  4. Ships take time to travel from one place to another IRP, OOCly, movers/builders will need time to process requests for transfers. The times below are mainly for rp purposes. [4]
    1. All ship movements inside of local waters take (1) day.
    2. All ship movements outside of local waters take (4) days.

 

[Movement Tax] [5]

The information I have received regarding the movement of small structures in lotc is conflicting. I am not aware if staff as a whole would request a tax on every ship (to facilitate money deflation). If this is required, ships will be taxed by the following amounts prior to being cut and pasted. Ships destroyed & rebuilt at another destination will not have this tax (because these are player-moved, not staff-moved). Previously, I was told that movement of ships was free, at another time, 100 mina each time. Both of these are reasonable, but in the case of the 100 mina cost, the tax can be left out for a future aspect of THE MARITIME SYSTEM. As an additional note, I am under the impression that staff may not care about levying an additional tax upon movements, and if this is the case, then this section can be disregarded entirely.

Sloop - 15 mina

Frigate - 25 mina

Galley - 40 mina 

 

[Ship Limits]

As mentioned, each Harbor can only have 5 ships maximum allotted to it. Docks are the same. Civilizations (and factions which own coastal regions) therefore may have as many ships as they can support via naval infrastructure.[6]

Groups which own no coastal regions may still possess ships. But this is only in the case where a ship is purchased or permitted to be constructed & held at a foreign port through diplomatic agreement. Groups which own and operate ships, but dont have an owned port, are labeled ‘Privateers’. These groups are limited to 1 ship; while official civilization governments can have as many ships as desired within foreign ports.

Groups which use ships to raid others, loot tradeships, and harass privateers are labeled ‘Pirates’. These groups are limited to 1 ship.

 

[Realism Capacity]

The only 2 physical restrictions of the movement mechanics are; 

  1. That ships may not pass through blocked waterways.
  2. That ships cannot be stored too closely to eachother (for ease of copy/pasting)
  3. AD_4nXc0aGpTGaUVdM3PaY8oxGxEcuc485XTFRzIG9dUFDiwHmsw21XLZQ8Ommyi1dlGpix64ZLgL2CjW0NmdpvcIMAEMgxjM6BQtHsUDT6-CxKsVI929BnAEryb6c2KZ-zGE1nI8MwCb-GbQBHq9V5KSyQOjIEx?key=iTR10ZphaWRLm1qk9wJCVw(example)

 

[Removal Process]

After the duration of the anchoring agreement has passed, the RO handling the Dock or Harbor will arrange the requesting of the ship’s removal or deconstruction with the ship captain. 

  • If no interaction with the captain has been successful after 14 days, the civilization in charge of the port may make a public declaration evicting & claiming ownership on behalf of the state.

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[2/4]-Section 4: Ship Actions - 

[Civilian Actions]

Civilian actions are any activities that can be taken by a non-maritime ship. They are not counted among the Warships/Tradeships, so there is not a limit on civilian ships (however waterways still cannot be blocked); ships of this type may be used for recreational activities, or for use in logistical or government tasks. Unless otherwise established, ships in action at a location will perform the action forever or until canceled by the ship owner(s). The ship can also be requested to be removed at any time after 14 days from informing the ship’s owner.

 

[Trade] (ref.[3/4])

Ships can be fitted with shopping stalls and carpet sections and sent to the Docks of other nations. Once the ship has arrived, the owners of the shops on board are encouraged to check in on their stock at least once per year (7 irl days). Space on the trade-ships can be left open for citizens of the ship’s destination to also establish shops.

Trade-ships cannot have cannons, and only will engage when attacked by a pirate or privateer ship. If the port hosting a trade-ship is blockaded by a Warship or privateer ship, it will not be able to be moved. The only way to break the blockade of the ship is to engage the blockading ships with a Warship or fleet of a friendly group. On an individual level, tradeships cannot be raided or griefed until after a successful raid from a hostile ship.

 

(System non-functional)[*10] [Establish Ferry] 

Sending an identical copy of a ship to another location’s Dock will enable 2 groups to establish a ‘link’ or a ‘ferry’ between them, using the ships to warp between one another. 

Ferry ships cannot have cannons, and will not engage in naval combat.

If a ferry ship is blockaded by a Warship, privateer, or pirate ship, it will have the link removed. The only way to break the blockade of the ship is to engage the blockading ships with a Warship or fleet of a friendly group. This action is currently not feasible within the systems of LOTC.

 

[Other]

Outside of trade and civilian activities, ships can be used for any non-hostile actions which are agreed upon between the owner of the ship and the leadership of the destination Dock. Ships can also be taken anywhere accessible within reason, open waters included. (too-frequent movement of ships at any time is discouraged for many obvious reasons).

 

[Hostile Actions]

Hostile actions are general abilities that ships have to damage the operation of others’ maritime activities. They can range from blocking ships from travel, to fully intercepting them and destroying/capturing them.

 

[Blockade]

Ships/fleets can travel to enemy Docks where they can prevent ships from arriving or departing. While ships/fleets are operating as blockade, defending navies will always have initiative in combat if they engage with other Warships/fleets.

Blockading is done using at least 1 ship, or a fleet of them, to obstruct the waters between a port or Harbor and the open seas, a hostile ship is sent as close to the port as possible. Ships actively blockading cannot perform a Tradeship attack, but do participate in naval combat if engaged.

While a port or Harbor is under blockade, ships will not be able to anchor in the Harbor until the blockading ship is destroyed or moves somewhere else.

 

[Tradeship Attack]

If a ship chooses to attack a Tradeship, its 4 sailors will engage in a boarding pvp battle against all of the soldiers and allies which the location of the Dock can gather. At an agreed time, there will be a battle against both sides in a boarding pvp style. (see Maritime System 4/4)

  • Upon a loss of any ship to the Tradeship forces, the attacker’s gear may be taken, and characters surrendered according to [https://www.lordofthecraft.net/rules/combat-r10/]. The ship owned by the pirates can be captured, if the Tradeship forces desire to do so and also have the space in their Harbors.
  • Upon a victory of the attackers over the Tradeship forces, the attackers will be allowed to take the gear of the defeated enemies, and perform lockpicking on the Tradeship according to the Petty Theft Guidelines and Limitations [https://www.lordofthecraft.net/systems/petty-theft-r2/] . Tradeships cannot be raided or griefed unless after a successful raid by Warships.

 

[Engage]

Warships can engage each-other if enemy ships/fleets are in the same area. Once a time and location for the engagement is set, naval combat will begin. (see Maritime System 4/4)

 

[Other]

Outside of blockades and engagements, Warships can be used for limited roleplay harassment of infrastructure in range of the shores which they are close to, according to RO approval.

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[2/4]-Section 5: Fleet Settings - 

[Establishing a Fleet]

Fleets are groups of 2-3 Warships which can travel together and participate in the same engagement. All fleets require a forum post to be official; this post will include the name of the fleet, the names of the ships participating in the fleet, their captains, and the fleet’s destination

Fleets, once announced, will travel to their destination for (3) days. On the 4th day, the fleet will have arrived at the destination. [*7]

Warships defeated in battle will be automatically removed from fleets. Ships can be added or removed from the fleet by declaration of the owner of the Fleet (its admiral), if sending a ship to replace a defeated one within a fleet, it will take (1)[*7a] days after its arrival, for the fleet to be able to be moved. Fleets cannot be moved if a ship is being sent to it (movement of fleets while sending away a ship is allowed for rp and tactical purposes). 

 

[Fleet Requirements]

  • No more than 2-3 Warships
    • Each must have an independent name
    • Each must have a named captain 
    • Each ship must have 4 sailors
  • A name for the fleet
  • A destination for the fleet, if not within home waters

 

[Fleet Restrictions]

  • Each ship in the fleet will have a crew of 4 sailors. (12 maximum for a fleet). These players will not need to spend time on the fleet ships during travel.
  • During engagements of the fleet, ships can only be used if they have enough characters to man them. 
    • For example on an agreed day of a naval engagement, if only 8 (or 10) sailors appear, then only 2 of the 3 ships may be operated in the engagement. Unused ships are not subject to battle consequences

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[2/4]-Section 6: Piracy & Privateering - 

[Piracy]

Simply, Piracy is an individual group of water-based-brigands which can target Warships and other pirates, or attempt to raid Tradeships. Pirate ships have the same limit of 4 sailors per ship, and cannot form fleets; these ships must act individually[*8]. Additionally, Pirate groups are allowed only one ship of any type. 

 

[Pirate duels]

Pirate groups may choose to battle and loot other pirates/privateers on the open waters. Pirate Warships will engage eachother in the general combat engagement system (ref.[4/4]). Since Pirate groups are limited to 1 ship each, the defeated ship will remain in the possession of the losing party (for balance reasons).[*9]

 

[Privateering]

Privateering is the use of individual ships which are not officially owned by a civilization’s navy (aka, mercenary/guild ships). They can participate in the same combat as other Warships if they are apart of a fleet; the distinction is that the pilots which sail them do not need to be admirals or enlisted members of any military in order to participate. This means privateers (when alone) and pirates may engage and be engaged at any time on the open waters.

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Community Tags

[*1] -  This aspect provides incentive for civilizations on the coast to make use of their comparative advantage, while still restricting runaway expansion. If the leniency is found to be too unrestrictive, it may be feasible to limit harbor amounts to 2-4 per tile, translating to 10 and 20 ships respectively, but very few groups would feasibly be able to use that many.

 

[*2] -  What separates a ship counted in The Maritime System (aka what makes it official) from a regular decoration ship, is its correspondence to a spot in a particular dock. Either at its home dock or a foreign a designated space in the harbor is required for each maritime ship to do its actions.

 

[*3] -  Settlement, Realm, and Lair leaders (the PROs of nations owning the ports) are entitled to 1 ship which cannot suffer capture or complete destruction. For sake of balance, a single nation cannot have more than 1, but it may be piloted by a captain or admiral at their command.

 

[*4] -  For the sake of easily understanding the system at its beginning, no tight restrictions will be placed on when ships are moved and how often, but for sake of RP standardization, a boat having moved somewhere within a tile or 2 will have taken 1 narrative day, and outside of 2 tiles will have always taken 4 narrative days. These values can be changed by community request, if another system is found more efficient.

 

[*5] -  As mentioned, I dont know if staff will hypothetically 'force' this to be a part of the system in exchange for its acknowledgement, but if not, disregard it. If it is enforced as an aspect, further discussion will be conducted on the subject.

 

[*6] -  Similar to point 2, ships must have supportive infrastructure in order to be recognized by the system, and extending from that, a civilization cannot have more ships acknowledged than exceeds the maximum of owned ports, but the number of ships allowed by each port is negotiable in the long term.

 

[*7] -  Similar to point 4, but for fleets of ships. 

[*7a] -  Understandably, fleets should have some movement penalty when gaining another unit and having to re-organize. But this may be excessive realism and can be disregarded if decided best by the community.

 

[*8] -  Piracy should be something groups can participate in on a small scale, but it is quite obvious that having them unrestricted would create an immediate plague on both land and sea, so this point is intended to restrict them to limited space, focus on inter-piracy warfare, as well as make them choose targets more carefully. Theoretically Pirate organizations can hire multiple crews to fly a common flag on multiple ships, but each ship can only ever be alone in any given battle with no help.

 

[*9] - For balance reasons, we want to give pirates some extra protections to make up for restrictions elsewhere. Once a pirate crew has access to a ship, they cannot lose it, unless taking the large risk of attacking a tradeship.

 

[*10] - Ferries havent been active since almaris. This aspect is intended for future maps when the warp plugin may or may not have been added back.

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