Advantage to the Sailor Who Learns How to Sail...

  • This is a change I have long wished for.

    The penalty for sailing directly into the no-go zone -- into the wind, should make a ship slower than one that learns to sail and tacks.

    Currently, the advantage goes to sailing directly into the wind, which gives no incentive for players to actually learn how to sail.

    The change needn't be great, but by giving a slight advantage to a tacking ship over one running upwind it would make the traditional art of sailing and the understanding of point of sail have value in the game, and players would learn to sail. Players of this game commit a lot of time in-game "sailing". It would be great to spend some of this time actually sailing... particularly if the game set the advantage to do so. Heck, the Sea of thieves could even host a proper regatta.

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  • @calico-montana Are you talking about crisscrossing technique?

    If you are then it has been talked about, however the issue came about with how long it would take to get from point A and point B. Having to wait exclusively for the wind to be in your favor just to complete your missions.

    Its a nice idea, adds more depth to the game, however it also causes a huge annoyance.

    Now what they could do is make the wind blow more at a wide angel instead of just 20%. They could make it as wide as 45% or 60%. Where you have more speed the more centered your sails are to the wind.

    The next issue that would arise is the balancing issues that will appear after such a change. The ships as well as the game itself at the moment is incredibly balanced. Changing the wind mechanics or implementing new movement mechanics would have to be heavily tested to make sure a single ship is not getting a bigger advantage over the other 2.

    If you can write out more in depth about your idea itself maybe it might sound better. Figure out the imbalances and the balances because at this stage its better to leave ideas on the side of the road if its going to muck about with the balance of the game.

    Again you have a concept but you need to write in detail what your idea actually is. How you think it will affect the game, the downsides and upsides. When you give vague ideas it seems you don't actually understand the mechanics of the game or are a "noob" so to speak.

    Not trying to insult, just helping you get your idea off the ground. Its all about perception when you are pitching an idea. If you sound like you know what you are talking about, understand the inner workings of what you are trying to change, and you have a well thought out idea, people will be more receptive to the idea. If you don't have any of those then all you are going to end up doing is arguing with those of us that will argue about the idea itself.

    A plain idea is stupid by itself, its not our job to figure out what your vision for the idea really is. Its better to argue about the fundamentals of your idea instead of the entirety of it.

    Good luck bro.

  • There's all kinds of "crazy" going on with the sails/wind dynamics in this game. It's a shame because sailing is such a big part of the game that you'd think it would be a bit more detailed and nuanced than it is?!

    Here's an interesting video that demonstrates how wonky things are.

    https://www.youtube.com/watch?v=XaHT0ZLeMdU&feature=youtu.be

  • @viperishemu2992 I was just thinking about this video.

  • @xultanis-dragon I think you’re making this more complex than what I’m suggesting. I’m aware of balancing issues, and I don’t think that those would necessarily impacted negatively, and the changes would be across all the ships. I agree this is the most complex issue facing the change, but not insurmountable by any means.
    As far as annoyance I’m not suggesting eliminating the ability to sail into the wind - I’m only suggesting that it be possible to go from point a to point b slightly more quickly by tacking - yes, that “crisscross” maneuver. Currently it’s the other way around.
    The physics of sailing is well understood, and generally very well implemented in SoT already (as the video folks included here shows). All those percentages you point to are already predetermined. It wouldn’t be a difficult as all that.

    I’m a sailor. I fell for the game as soon as I dropped the sails and trimmed them tight. But knowing that I can get someplace faster by sailing directly into the wind, which is altogether impossible on a sail boat, instead of tacking throws the simulation off for me. Don’t get me wrong, I understand why it’s needed. I’m not arguing that it be removed.

    It’s that balance you mention that I wish would be shifted, in favor of realism in this case, and only enough to make tacking viable instead of pointless. In the real world, tacking is how we sail.

    I get this probably won’t be changed, but I had to put forward my thoughts on it.

  • I agree personally. Could be implemented easily by just decreasing the speed of a ship by about 20-30% when it was in the no go zone, and leave the other sail mechanics the same. Don’t have to stop it all the way, to make it so people who don’t understand sailing won’t be totally crippled, but make tacking a more efficient way of sailing up wind than just sailing right into the no go zone.

  • They could easily implement a more realistic approach to sailing.

    Currently the sloop is the fastest against the wind but the meta is to set the sails to "full stupid" Logic and physics make this completely silly and I'm ashamed Rare allowed this to happen when they spent so much time making the water look and feel good.

    What should happen is that no ship can sail directly into the wind and if you had your sails to "full stupid" you would actually get blown in reverse. The sloop and brig should be able to sail closer to the wind (so the sloop can almost effectively sail into the wind but not quite) and the Brig still be fastest on a beam reach (crosswind with the sails at 45 degrees)

    Tacking should be a skill that people should learn because sailing against the wind is just silly and counter intuitive. Also this would make for ship discipline to be a game changing factor as crews would have to think about plotting course instead of just aiming the ship and course correcting every now and then.

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