Well, the time adjustment will probably always be a problem. While it is nice to sail in 3D to another island if it takes a few hours it will probably be boring if it takes too long. Too few encounters are boring, too many are too repetetive, which is another form of boring.
I agree with Morgan that a time scalar of ten is probably the best setting.
What I could do in the short run is a variant of Pieters idea: when the teleport to another island takes place I'll add some days depending on shipspeed and distance. That would sort of diminish the illusion of "continuous sailing", but that wasn't such a grand illusion anyway <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_mrgreen1.gif" />
Another thing I could add is a tweakable counter so that not EVERY weatherchange triggers a directsail event. That way timespeed/weatherchanges and encouterfrequency can be tweaked independent of each other.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Another idea I really like is too add more possible events during a Direct Sail update than just ships appearing. How about hurricanes (like storms on the worldmap), no wind (increases the voyage length), unhappy crewmembers (needs to be dealt with by the player), diseases aboard the ships, etc. This would add a lot of interest to sailing around in Direct Sail mode.
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The upcoming update will already have some variation in the events: instead of ships you'll sometimes sight salvage (a maritime variant of bonus items <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> ), lifeboats and mines. The mines can sink your ship, but you'll also be able to use mines against other ships. (great weapon if you are chased by superior forces) The lifeboats contain for the time being only the usual survivors, whose rescue increases your crew and reputation.
For the future I plan to add special lifeboat passengers who trigger events or quests, and also shiplife events like Pieter suggested.
Storms can possibly be triggered like normal weather changes, but so far i have no idea how the weather updates work.
I agree with Morgan that a time scalar of ten is probably the best setting.
What I could do in the short run is a variant of Pieters idea: when the teleport to another island takes place I'll add some days depending on shipspeed and distance. That would sort of diminish the illusion of "continuous sailing", but that wasn't such a grand illusion anyway <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_mrgreen1.gif" />
Another thing I could add is a tweakable counter so that not EVERY weatherchange triggers a directsail event. That way timespeed/weatherchanges and encouterfrequency can be tweaked independent of each other.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Another idea I really like is too add more possible events during a Direct Sail update than just ships appearing. How about hurricanes (like storms on the worldmap), no wind (increases the voyage length), unhappy crewmembers (needs to be dealt with by the player), diseases aboard the ships, etc. This would add a lot of interest to sailing around in Direct Sail mode.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The upcoming update will already have some variation in the events: instead of ships you'll sometimes sight salvage (a maritime variant of bonus items <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> ), lifeboats and mines. The mines can sink your ship, but you'll also be able to use mines against other ships. (great weapon if you are chased by superior forces) The lifeboats contain for the time being only the usual survivors, whose rescue increases your crew and reputation.
For the future I plan to add special lifeboat passengers who trigger events or quests, and also shiplife events like Pieter suggested.
Storms can possibly be triggered like normal weather changes, but so far i have no idea how the weather updates work.