<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>A summary of my suggestions for this mod:</b><!--sizec--></span><!--/sizec--></i>
Continued from <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=9200&view=findpost&p=178348" target="_blank">here</a>, because I think this can better discussed in CCC's own thread.
I will try to explain my ideas based on an example voyage from, say, Oxbay to Redmond. Let's assume that the player ship's speed is 15 knots and the distance to Redmond is 1800 nautical miles. The player sails 15 * 24 = 360 miles per day. This voyage will take the player 1800 / 360 = 5 days.
The players walks up to his boat to row to his ship that is anchored in Oxbay port. The player goes into 3D sailing mode.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: What if the player DOESN'T go into 3D sailing mode just yet, but is first reloaded to his ship's deck, where he can talk to sailors and officers and where, perhaps, an officer comes to talk to the player with news, such as things that happened while the player was on land. Or perhaps the officer will tell the player that he doesn't want to continue work for the player. Perhaps the player can also tell the officer where to which island he wants to sail. After the player has handled all things that need to be done before leaving, the player can choose to set sail, after which the player IS reloaded to 3D sailing mode.]
The player gets into 3D sailing mode and sails out of port, past the French ships and fleeing/sinking/capturing any possible hostile ships. No Direct Sail updates occur as long as land and/or other ships are within a predefined radius. As soon as the player is outside this predefined radius, the player will get Direct Sail updates every hour. Let's assume it takes 2 updates to get out of the island worldmap radius. Once the player exits the island worldmap radius, the Direct Sail updates will now occur just as frequently as before, but with each update a whole day passes rather than just an hour.
The game will calculate how far the player is from all near islands, based on the player's course, speed of the slowest ship in the player's fleet, location and distance to the islands and time passed. As soon as the player comes within the worldmap radius of one of the near islands, the Direct Sail updates go back to being every hour and the player is reloaded to the next island. In our case, this will happen five updates later, which is equal to 5 days. The player will then continue to sail to the anchorage of his choice, in this case Redmond port, the same way as sailing away from the previous island, Oxbay. Let's again assume it takes 2 updates for the player to get near to the island where no more updates occur. After that, the player sails to the anchorage like usual. When the player is at the anchorage, he'll anchor and be teleported to Redmond port. It is now five days later in game time, but it took the player just 9 updates to get to Redmond rather than the 5 * 24 + 4 = 124 updates it would take if the updates would keep occurring every hour during the entire voyage.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: With my random suggestion of above, when the player anchors, he will not be teleported to the port, but to his ship deck instead, where again he can talk to crewmembers and officers about important matters. The player can then reload to port by going to the "rowboat locator" as used in the Build 14 Alpha tutorial.]
At every Direct Sail update, a dialog will start, similar to the ones currently in the Build 14 Alpha version. In this dialog, an officer or crewmember will give the player all the relevant news. This might include:
<b>- Ships sighted</b>
Depending on the skill of the lookout (officer or crewmember), he might give an accurate or inaccurate summary of the ships coming closer. For example: An inexperienced officer might claim that a small fleet of English ships is coming your way, while in fact it is a big fleet of French warships. The player can check the lookout's report using his spyglass. During the game, the lookout will become more experienced and his reports will become more accurate. Ship sightings might occur once every few days and can be enemy ships or friendly ships.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: It would be great if the player could perform a "friendly instant boarding" on neutral ships to talk to the captain and get the latest news and do goods transactions and other things.]
<b>- Storm coming up</b>
The lookout might report a storm brewing. The player can decide to try and sail around it, which will make the voyage take longer, or sail through it. When the lookout is inexperienced, he might report storms that aren't actually there. So the player might then sail around it while it isn't really nescessary. Or the lookout might report them too late, so the player will end up in the storm anyway. This would occur once every few voyages.
<b>- No wind</b>
If this occurs, it simply makes the voyage take longer. This can occur several days in succession, which results in poor morale for the crew. If this occurs many days, the crew might begin to think there is a Jonah among the crewmembers. You will then be given the choice of throwing him overboard, which will increase the crew's morale, but decrease your reputation. Or you don't throw him overboard with the result that the crew's morale will be even worse, but your reputation doesn't take a hit.
<b>- Events aboard the ship</b>
Every now and then there'll be a random event on the ship, such as a crewmember caught stealing and you have to decide what to do with him. Also sickness might occur. This could result in all your crewmembers becoming poisoned and when boarding an enemy ship, your crew might die of their own accord. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
There should also be things to do for the player during the voyage which are not triggered by random events, but instead by player actions. The player should be able to walk around the ship, talk to crewmembers and do all sorts of things to kill the time. Examples could be: Taking sword practice with the boatswain (just like with Malcolm in the tutorial), taking dinner with the officers (improves your relation, but does cost more food and rum) and all sorts of other things.
To add some additional interest and difficulty to the mod, there should also be navigational errors. Each day your navigator will tell you how far you are from your destination island and which direction it is. However, based on his navigation skill, he might be pretty wrong. Also: Currents, winds and other influences might have moved you away from the location were you think you are. You can tell your officer to find your position based on the stars and after that, the officer will give you the newly updated info. However, he can again be wrong about this. So there would be a slight risk that you don't actually reach the island you want to. Or the voyage might just take a lot longer than it needs to.
I'm sure many other ideas can be come up with. I just wrote some down to give an idea. But I think it is clear that if we manage to implement a bunch of these ideas, that the voyage to the next island won't just be a boring nescessity but that we would actually be able to make the voyage itself a main feature of the game. I think it would certainly immerse the player more into the PotC world. Because, frankly, at the moment voyages are really boring. You need to do voyages, but it's no fun at all. The only fun during voyages are the sea battles. I think it would be great to add a whole array of other things to make the voyage itself more interesting.