Original Post — Direct link

I have sailed IRL before and am familiar with tacking and basic maneuvers using a sail. I love how at first you need to grasp these concepts to be effective with a ship in the T1 area. However once you have engines any skill in regards to sailing in and of itself goes out the window.

I feel this does a disservice to skilled mariners and or the like. As well as to the game mechanics themselves. Making sails a true viable option for end game i think would be outstanding OR at least make them have advantages to engines outside mantas.


A Couple ideas

One thing id love to see are sales on the SIDEs of vessels like wing almost but clearly for propelling the ship. I mean these ARE skyships vertical is not the only or even best option for movement. Make these sails robust and able to aid in quick turning much like furling does now with 2 sail ships. Make them robust and give us bigger badder late game sails that catch more wind for more power.

Make it so taking with a large enough sail allows to keep pace with engines or outpace them in the right conditions.

Something akin to this would make the game much more interesting and give players a broader range of ship design options and aesthetics. As well as encourage skill based sailing and unique vessel design.

Thoughts?

External link →
over 6 years ago - /u/Eternz - Direct link

We have overhauled the wind system in our development builds that should make the wind more predictable and sailing more viable.

Sails will also have their own procedural schematics like engines etc as well as large side sail variants. The intention is that when sailing with the wind they should outpace he heavy cannon, engine ships.