Trade Caravans

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Summary

  • Guilds have the ability to launch and escort Trade Caravans on various routes throughout the lands
  • Players can view and manage details of Trade Caravans by navigating to the Trade Caravans tab in their Guild Menu


Earning Trade Caravans

  • In order for a Guild to be able to activate a Trade Caravan, they must first earn enough Harvest Progress
  • Harvest Progress occurs whenever a player in the guild harvests Ore, Lumber, Leather, or Special Fish (Large Fish/Crab/Lobster/Aquarium Fish)
    • The harvesting player needs at least 80 Skillpoints in the harvesting Skill to gain Progress.
  • A guild and its combined members must earn 2,000,000 Harvest Progress in order to be able to start a Trade Caravan, and this progress can be viewed at the top of the Trade Caravan menu

Harvest Values

  • Each successful Harvesting attempt increases a guild's Harvest Progress based on the amount of material harvested, and then scaled based on the Resource type or whether the harvesting occurs as part of a Resource Map
  • When a Guild reaches 2,000,000 Harvest Progress, they will be ready to start a Trade Caravan
  • The following is how much Harvest Progress a player will earn for various Harvesting actions:
Skill Harvest Progress

Mining
5 per Ore

Lumberjacking
5 per Log

Skinning
0.10 per Leather

Fishing
50 per Special Fish
(Large Fish/Crab/Lobster/Aquarium Fish)

Resource Maps
25 per Harvest Success

Starting a Trade Caravan

  • Once a guild has earned enough Harvest Progress, the top of the Trade Caravan Menu will display a Large Blue Start Button and the small arrow buttons to switch between Difficulty Values for Trade Caravans
  • Starting a Trade Caravan requires the same Guild Rank for members as Summoning Bosses


Difficulty Values

  • Guilds have the option to select different Difficulty Values for their Trade Caravan, which will impact how difficult it will be to complete the event, but will also alter the amount of loot items carried by the Trade Caravan
  • Once a player has made their Difficulty value selection, pressing the Large Blue Start Button twice will start the Trade Caravan
  • Below are the different settings players can set for Difficulty and how they impact the Trade Caravan:
Difficulty # of Encounters Loot Prestige
Standard 3 +0% 10
Challenging 4 +15% 12
Dangerous 5 +30% 14


Trade Caravan Assembly

  • As soon as a player starts a Trade Caravan, the guild will be notified of the Assembly location of the Trade Caravan as well as the Route it will be taking
  • The Trade Caravan Menu of the guild page will update to display information about the Route as well
  • If a player clicks the Small Orb Button next to the Globe near the Route Description, the following things will occur:
    • They will receive a System Message listing the coordinates of the Assembly Start Point and the Final Destination Point
    • They will see a large World Map showing the Route Start/End points
    • They will also automatically have a Tracking Arrow display on their screen pointing to the Assembly location of the Trade Caravan, showing them how many steps remain to the location


  • Before Trade Caravans set out, it will first "Assemble" where NPC Teamsters will automatically load the caravan for 60 seconds, giving members of the guild time to reach the Assembly Location
    • After 60 seconds, if there are any Friendly players within 18 tiles of the Trade Caravan, it will depart
    • After 60 seconds if there are no Friendly players within 18 tiles of the Trade Caravan, every 5 seconds it will take 10 Damage (explained later)



Escorting Trade Caravans

In order for a Trade Caravan to keeping moving towards its destination, it must have "Friendly" players within 18 tiles (checks for players are made every 5 seconds).

  • A player is considered to be Friendly to a Trade Caravan if:
    • They are in the Guild that created the Trade Caravan
    • They are Allied to the Guild that created the Trade Caravan
    • They are in the Party of the player that initiated the Trade Caravan
    • Players who are Hidden are not considered to be Escorting the Trade Caravan
    • So long as there is at least 1 Friendly, non-hidden player within 18 tiles, the Trade Caravan will continue moving towards it Route destination
  • If a Trade Caravan has left its Assembly point and does NOT have any Friendly players within 18 tiles:
    • It will immediately stop, and take 10 Damage every 5 seconds while inside a Guard Zone
    • It will immediately stop, and take 25 Damage every 5 seconds while outside of a Guard Zone



Trade Caravan Hit Points (Cargo)

  • Each Trade Caravan begins at 5000 Hit Points referred to as Cargo Points
  • Whenever a Trade Caravan takes damage, there is a chance that one or more of the Loot Items being carried by the Trade Caravan will be lost forever
  • Trade Caravans cannot be repaired nor can they have their Hit Points restored
  • Every Trade Caravan has a Progress Bar hovering over it showing the current Hit Points/Cargo remaining
  • Players can also see the Hit Points/Cargo of an active Trade Caravan on the Trade Caravan page in the Guild Menu
  • When a Trade Caravan reaches 0 Hit Points/Cargo remaining, it will be destroyed and the Route considered a failure, and all players who had Escorted the Trade Caravan will be notified as such


Encounters

  • Depending on the Difficulty of the Trade Caravan chosen, each Route will have several Encounters that occur at randomized locations along the route
  • When an Encounter occurs, a large number of randomized hostile creatures will spawn near the Trade Caravan with the label [Caravan Enemy] above them when single-clicked/all names
  • The Trade Caravan will immediately stop and will not move until all Encounter Creatures have been killed
  • For the first 5 Minutes of an encounter the Trade Caravan will NOT take damage for not having Friendly players nearby
  • If 5 minutes have passed since Encounter started, and there are still any Encounter Creatures remaining, the Trade Caravan will then begin to take 25 Damage every 5 seconds regardless if there are any Friendly players nearby

Encounter Circumstances

  • Due to the unpredictable nature of Encounters, it is entirely possible for an encounter to occur in a narrow area (such as Mountain Passes) that is not-wide enough for players to walk around the Trade Caravan: it is up to players to become familiar with the different Routes possible and be able to adapt and problem-solve these scenarios (such as having a "forward" party and a "rear guard" for the Trade Caravan to deal with hostile creatures on both sides of the caravan in this scenario)
  • However, if a Caravan Enemy hasnt been in combat for 60 seconds, it will respawn to a new location near the Trade Caravan, in the off chance that it "spawns" in an unreachable location to players


Hostile Players

Attacking Trade Caravans

  • Non-Friendly Players can "Attack" a Trade Caravan so long as the caravan is Stopped and Not Moving
  • To attack a nearby Trade Caravan, a non-friendly player near can either "Double-Click" the Health Progress Bar above the Caravan, or Shift-Click any Caravan Horsemen and select the "Attack" option


Enemy Flagging

  • As soon as a player Attacks a Trade Caravan, they will flag as Orange to any players Friendly to the Trade Caravan, so long as that Friendly player spent has at least spent some time Escorting it (i.e. they wont flag as Orange to players uninvolved with the Trade Caravan even if part of the same guild)


Attacking and Looting

  • When a player begins Attacking a Trade Caravan, their character will continuously make "hits" against it, provided it is not moving and they are within range
  • Damage caused to the Trade Caravan is randomized (5-15 damage per hit) and is not based on a player's Stats/Skills
  • Each time a hostile player damages the Trade Caravan, they have a small chance of looting one of the cargo items the Escorting group would have received upon completion of the Route
    • Note: Attacking a Trade Caravan will very likely result in a large number of Loot Items "lost" and will not be recoverable by the Escorting Party (i.e. if a group decides to "let" someone else raid their Caravan intentionally, they will end up with *much* less loot than if the group had completed the caravan as normal)


Caravan Completion

  • If a Trade Caravan makes it to its Route Destination, then it will distribute its remaining Loot Items amongst the Friendly Players who escorted the caravan
  • Distribution will occur similar to that for Distribution Chests, with Order Priority determined based on how much time "Escort Time Percent" each player spent within 18 tiles of the Trade Caravan (displayed as %)
  • Items earned are automatically placed in player Bank Boxes
  • Players can view the Item Distribution List and details of the last Trade Caravan the guild completed in the Trade Caravan Menu of the Guild Page