 tisaniceday Posts: 2
4/9/2015
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Zubmarine excluded, will I ever be able to explore the Sunless Sea in a greater variety of cruisers?
The current selection of ships is decent; we have our small but reliable starter, the stealthy cutter, the aggressive corvette, the ponderous merchant cruiser, the steadfast frigate, the exotic steam yacht, the overkill dreadnaught, and even the overly cramped dining-room boat. But I still see room for a greater variety of ships to fill in both story and gameplay niches.
The shady Gaider's Mourn could sell refurbished pirate ships with large holds and multiple hidden compartments designed to deliver as much illegal cargo as possible.
The Khanate and their war-like nature could sell specialized war boats of their own design, given that you earn enough of their favor (Vital intelligence bribes anyone?)
Polythreme where even the inanimate can cry out could sell solid and efficient ships for a good price, but which may occasionally groan and cry when things get too quiet.
I'm sure there are plenty of other ideas so I'm just wondering, are there any plans to expand the existing selection of ships? edited by tisaniceday on 4/9/2015 edited by tisaniceday on 4/9/2015
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 cyberpunkdreams Posts: 527
4/10/2015
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tisaniceday wrote:
Hope for a living Zee-monster ship?
Something like Moya from Farscape
-- Seeking alpha testers for a new StoryNexus cyberpunk RPG.
Welcoming friends, rivals, sightseers; a life of some importance in the Neath.
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 Gerald Edgerton Posts: 127
7/24/2015
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Do any of you feel that the game could use a more affordable ship with auxiliary item access and/or cargo space? All of the affordable upgrades are fairly combat-oriented, and while I thoroughly enjoy zee combat I usually won't fight anything bigger than a simple pirate ship or a flock of bats until I've upgraded the ship. 70 hull isn't much against, say, a shark or a lifeberg, unless your equipment severely outclasses your ship.
I usually took the starter ship as far as I could, getting the most powerful deck gun and engine money could buy, before beginning the big save for a merchant ship. That auxiliary slot is indispensable. Moving contraband? Looking to save fuel or increase ship speed? Passengers acting up? Engaging in tactical use of full engine power and don't want to immolate your zailors? There's something for everybody in that slot.
It makes sense that it should take a long time to move up in the world, but if that's the case, shouldn't Caminus Yards charge a little more for the good stuff?
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 38thDoE Posts: 60
7/24/2015
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Gerald Edgerton wrote:
Do any of you feel that the game could use a more affordable ship with auxiliary item access and/or cargo space? All of the affordable upgrades are fairly combat-oriented, and while I thoroughly enjoy zee combat I usually won't fight anything bigger than a simple pirate ship or a flock of bats until I've upgraded the ship. 70 hull isn't much against, say, a shark or a lifeberg, unless your equipment severely outclasses your ship.
Or against Mt Nomad! My poor ship.
-- http://fallenlondon.storynexus.com/Profile/38thDoE
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 TheThirdPolice Posts: 609
7/24/2015
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I swear I saw a reference to an obtainable living ship somewhere. Maybe the Tireless Mechanic quest? I'm sure someone who reads the Sunless wiki can correct me.
I had an idea the other day for a ship that burns snow as a fuel source. Instead of getting slowed down in northerly weather, you get a speed boost. (Possibly you could also have a southern ship that heals in the Wax Wind.)
I'd love to be able to keep extra ships back in London (or your colony?). It would open up the design space for niche ideas like this — ships that are more for specialist journeys or fun than for overall fitness.
Of course, I've played for 32 hours (maybe 20 with one captain) and am only just about to get my first new ship (the 14k Echo one). I'd love to see ship advancement happen at a faster pace. I'm sure I could make money much faster by trading instead of pursuing stories, but that's not why I play the game (and perhaps isn't what game prices should be balanced around?)
-- Excessive Corpse & Tender to Irreal Ravens
Lover of Flawed Souls
And with especial pride, Worst Screwup of the Decade!
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 TheThirdPolice Posts: 609
7/25/2015
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My current captain has WE ARE CLAY, an upgraded engine, and 6 crew, so I have a speedy gas-guzzler of a ship that uses very few supplies (plus I'm a cannibal, so I figure there's a failsafe). I load about 4 supplies and 25 fuel (bemoaning all the other crap in my hold) and plan a route that takes me past a cheap fuel source. I leave my light on until I reach that fuel stop, cram my hold to max with fuel, then leave my light off the rest of the journey if possible. I can always make it to the far east, though I usually need to limit myself to the northern half or southern half of the map. I'm not getting rich this way, but the incidental stuff (esp Bruiser, Venturer, Vital Int) covers my expenses as I pursue various stories.
-- Excessive Corpse & Tender to Irreal Ravens
Lover of Flawed Souls
And with especial pride, Worst Screwup of the Decade!
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