Thanks for the interest!
@thomas.berubeg, I forget who was who, after all these years, but I believe you were in it at some point. Last update was in 2009. Time flies!
@Matt, pretty much yes, but I want to keep to small numbers. Haven't worked it out yet! Definitely want to avoid complex stats. It would be possible to take a party and go exploring on land.
Gameplay may be something like this: the update will usually end on a 'cliffhanger', mid-battle, so those involved in a serious battle have a chance to decide what to do. Smaller skirmishes (like overrunning a weak ship) will happen automatically within an update. Players will be set a PM with their stats, secret news etc, weather report (any storm warnings), and a list of possible 'targets' - its not very realistic, but for game purposes I think there should be a list of ship sightings that players can choose to follow up on, or not. They will of course be able to move around the map, visit towns to buy/sell things, recruit more crew and be offered special missions etc etc.
Most things will be secret, except perhaps when someone docks at a major port, then there will be public display of their stats (or most of them). News will also filter out from deserters, or when a ship/town is unsuccessfully attacked etc etc. You should have some clues where other players are in the world. Public knowledge will be what factions are at war, news of special expeditions, what towns are becoming rich or have already lost their wealth, and changes in prices charged for goods etc...
Thinking about the
economy system, there will be a map with little resource icons next to main ports, showing what is surplus and what is in desperate demand. Basically, 1 unit will be worth 1 gold, with exceptions:
Standard goods: exchange for 1 gold. To sell for a profit (2 gold or more), you need to find a town that has a shortage. And/or, buy from a town that has a surplus (0.5 gold or less).
Luxury goods: sold for profit (2 gold) anywhere, except any town that produces them (1 gold or less) or 'poor' towns (1 gold). 'Rich' towns will pay more for these (3 gold or more).
Meditation on Boats:
Ys Sloop (yep, spelt 'Ys')
A centuries-old design, the foundation of the Thulean League, ubiquitous throughout the Euris and beyond. Sturdy, fast, single-decker ship, able to navigate rivers and oceans alike. Can be rowed in calm waters, and with sail can make a decent rate of speed in most conditions. However, it requires a skilled crew to be effective, and lacks much in the way of cargo space or room for cannons.
Frigyte (also known as a 'Tosess')
A development of the Ys Sloop to fight the Eurisian wars: a larger two-decker ship with a dedicated gun deck, a fortified top deck, a reinforced prow for ramming actions, as well as more cargo space below decks. Sacrifices some manoeuvrability, but has taller sails and is generally faster with the right wind. Still requires an experienced crew, and frequent maintenance to stay in good shape.
Holker
A design developed by other European powers. A sturdy, single-decked, shallow-draft yet very seaworthy vessel, with a decent rate of speed and plenty of cargo space for its size. It is however not very manoeuvrable, and like the Ys sloop it lacks placement for cannons. On the upside, with its simple rigging, it requires little maintenance and only a small crew.
Larca
A two-decked Umidian design, later copied by Roviens and others, that can carry a lot of guns comparative to its size; more or less equal to a Frigyte in length, slower and less manoeuvrable, but very strong-hulled, with plenty of space inside for crew and cargo. Can function without an experienced crew and little maintenance.
Great Larca
Only a few of these
four-decker ships were ever built for the Umidian navy, do some still roam the oceans? Large and sturdy warships brimming with firepower, a well defended top deck, and tall sails giving a decent rate of speed, a slow rate of turn being the main weakness.
adventurer theme:
http://www.youtube.com/watch?v=qP2spT0TwCw&feature=related
Tarsaa (or Tarsarik)
Typical Pangari vessel, also used by other Asian powers. Larger than a Holker and slightly faster in the right wind conditions. Like the Holker, they are built for ease of sailing and maintenance, lacking manoeuvrability, but they do have more gun ports and are highly customisable, being equally used as ships of war and merchantmen. Their hulls are made of the strongest wood, often interleaved with iron rods, and fitted with bulkheads, making them almost unsinkable by cannon fire alone. And being surprisingly shallow-drafted, they are the largest ships that can sail up rivers.
Sai Tenga (meaning 'Turtle')
If the Tarsaa wasn't sturdy enough, the Pangari created another type of vessel for transporting the most precious cargo, such as Republic treasury. Larger, even better armed and armoured, the top deck is covered in sloping iron plates, and boarders who make it that far are likely to be simultaneously impaled on spikes and burned with napalm. Compact sails mean this ship is the slowest and least manoeuvrable. It sits low in the water for additional protection, and is thus unsuited to shallow water, although the top deck can be largely sealed up to make the ship fairly storm-proof.
Treasure Ship
Used by the Taej Empire in its occasional expeditions. The largest ships afloat, similar to an enlarged Tarsaa, but confined to deep waters, with vast cargo holds strongly protected and separated by bulkheads. They require a large crew and have room for plenty of additional passengers. With luxury compartments for entertaining foreign dignitaries, there is only one dedicated gun deck, but it is large enough to support heavy artillery. Additional rocket launchers and napalm-throwers are often carried on the top deck. Needless to say, they are slow and unmanouverable, and very easy to spot.
Hokalu
Evolution of native sea-going canoes. These royal war canoes are much larger, while still thin, single-decked, with only a small sail, relying on oar power in battle. The hulls are surprisingly strong; it is not unusual for one or more cannons to be carried onboard. When not weighed down with extra crew and cargo, they are very manoeuvrable and able to navigate the shallowest waters. They are famously hard to spot from a distance.
Karaman
A small-medium catamaran design used by the Rayamese in the Zeyris Ocean and beyond. Stable and stormproof, able to operate in shallow water, while carrying a fair amount of cargo and a cannon or two. They are fast, easy to sail, though not very manoeuvrable, and famously vulnerable to cannon fire.