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Economy Addition: Whaling as a Profession


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So this idea pretty much is a hit or miss. If the engine allows the production and placement of an NPC whale it has a chance of working. This is just another thing to add to the economy. Now right now I can not find much on whaling in the Caribbean during this time period. There are aboriginal people who whale in the Caribbean, but I have no idea if Colonial powers jumped in as well. So the idea is pretty simple.

 

Necessary parts or pieces:

 

Whaling ship (Would have extra space in hold to work for long voyages)

NPC whales which are visible in OW

Whales restricted to Eastern side of map, considering Atlantic whaling is pretty well documented

 

The idea is that a player playing as a whaler would have to sail out East into the Atlantic..or what ever piece of the east side of the world there is to play in to reach whales. The player would have to spot whales which ideally should be harder than spotting ships. Water spouts being the most obvious sign of whales could perhaps be implemented to spot whales at distances. The player 'attacks' the whale. While in the instance the player must catch up to the whale and maintain a distance of under 100 meters. While within 100 metres the player has an option to harpoon (say hitting X or something) as the meter slides from the left to right while the whale will try to evade or swim away. Or some form of a boarding mechanic screen could come up. The player's sailing skills are tested to a reasonable degree. After the meter fills the whale is killed and the instance is over. The player leaves the instance and he is granted xp (maybe a little gold) but the loot of whale blubber/fat is the money maker. The player repeats this process until his hold is full and must return to a port to sell his product. There is no guarantee of the whaler making it home without being taken by an enemy. So the risk-reward of whaling would be quite different than anything the game has now or of anything planned to be implemented.

 

This open many avenues for others players as well. Admiralties of different nations could send out captains on mission to defend their whalers and perhaps take the whalers of enemies. Thus increasing player to players interaction. I don't see why you could not have NPC whalers. If NPC whalers were implemented I would say to keep the loot very minimal on them. Make players worth the while.

 

Whaling was a common practice in the Age of Sail and I see no reason why this game should not include it in the economy. It is a dangerous profession overall, most people prized whalers because of the money in blubber and fat they carried. It also opens the Dev team to designing other ships that are not just men of war. 

 

Ideas, thoughts, concerns?

 

Thanks,

 

Calamy

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Well it wouldn't have to be Assassins Creed style whaling, but something more abstract like boarding is. Whaling fleets would create another great layer of offensive, defensive and piratical game play. Not to mention 18th-19th century immersion.

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We would have to introduce Greenpeace vessels to ram you and interrupt your activities

Finally a truly passionate reason for war. Having the Rainbow Warror present in game would provide a highly emotional reason to start sinking some ships.

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Devs have already stated slavery and whaling will not be part of the game for ethical reasons. I imagine High value livestock or some other such cargo will make it into the game somehows. one will just have to join the dots.

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  • 1 year later...

Almost year ago, the idea of whale hunting and slave trading made on forum big discussion and if I remember correctly admins stated that those things will never end in game cause of ethic/political reasons.

But it's ok to have ranks like DEMONS and DEVILS instead?   We where just talking about this today. I don't care but I think it's funny how some folks will flip out about just about anything not PC.  I would be all for freeing some slaves and killing evil slavers and even doing the same to whalers.

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