I just had an idea of how to make boat travel interactive, Make the ship require a player crew to begin sailing faster. (still works with no players it's just slower)
(no player crew): The ships travel their route normaly if there are no players aboard, there's just an NPC crew that does the tasks so the ship can sail (hoisting the sails, preparing the ropes, loading the provisions, etc)
(With a player crew): The ships travel their route normaly, but the players can help the NPC with their tasks, making the overall voyage faster, and the more players helping the faster the ship will set sail.
I'm assuming the ship will stay a fair amount of time in the port like 5-10 mins, with this system players have something to do while they're waiting for the ship to set sail, and sailing with more players is beneficial and encouraged because it's faster.
jpedrote said:I just had an idea of how to make boat travel interactive, Make the ship require a player crew to begin sailing faster. (still works with no players it's just slower)
(no player crew): The ships travel their route normaly if there are no players aboard, there's just an NPC crew that does the tasks so the ship can sail (hoisting the sails, preparing the ropes, loading the provisions, etc)
(With a player crew): The ships travel their route normaly, but the players can help the NPC with their tasks, making the overall voyage faster, and the more players helping the faster the ship will set sail.
I'm assuming the ship will stay a fair amount of time in the port like 5-10 mins, with this system players have something to do while they're waiting for the ship to set sail, and sailing with more players is beneficial and encouraged because it's faster.
This is a fantastic idea! Ship it.
Pun very much intended lol
jpedrote said:I just had an idea of how to make boat travel interactive, Make the ship require a player crew to begin sailing faster. (still works with no players it's just slower)
(no player crew): The ships travel their route normaly if there are no players aboard, there's just an NPC crew that does the tasks so the ship can sail (hoisting the sails, preparing the ropes, loading the provisions, etc)
(With a player crew): The ships travel their route normaly, but the players can help the NPC with their tasks, making the overall voyage faster, and the more players helping the faster the ship will set sail.
I'm assuming the ship will stay a fair amount of time in the port like 5-10 mins, with this system players have something to do while they're waiting for the ship to set sail, and sailing with more players is beneficial and encouraged because it's faster.
Holy cow ... what a great idea! It allows people to go faster if they wish, but if someone wants to take it slow, they can do that as well. That definitely qualifies as my "best of both worlds" solution!
jpedrote said:I just had an idea of how to make boat travel interactive, Make the ship require a player crew to begin sailing faster. (still works with no players it's just slower)
(no player crew): The ships travel their route normaly if there are no players aboard, there's just an NPC crew that does the tasks so the ship can sail (hoisting the sails, preparing the ropes, loading the provisions, etc)
(With a player crew): The ships travel their route normaly, but the players can help the NPC with their tasks, making the overall voyage faster, and the more players helping the faster the ship will set sail.
I'm assuming the ship will stay a fair amount of time in the port like 5-10 mins, with this system players have something to do while they're waiting for the ship to set sail, and sailing with more players is beneficial and encouraged because it's faster.
Sounds like a good plan. It keeps it in the setting of the world and allows faster travel if you are in a rush. Maybe there could be a boat skill and the better your boat skill was the faster you made the boat travel up to a reasonable maximum speed. The more people with high boat skill joining in the better chance you have of making the boat reach maximum speed levels.