ObiQuiet Posted February 29, 2016 Posted February 29, 2016 It could be both random and predictable. It could be both random and prevailing... How? 1. Give each compass point a probability to match the prevailing wind over the whole OW. (assumption: wind that varies by location is much harded to implement than globally-consistent wind). 2. Randomly pick the wind's new direction based on the probability compass. Randomly pick veering or backing based on a distribution between the two. 3. Mark that new location on the in-game compass for everyone to see. 4. Gradually, over a long period like we have now, the wind will move to it's new point. Long enough that we can still plan voyages with some confidence. 5. Repeat. Fine-tuning: Choose a variable rate for the wind shift -- not too varied, just enough to make it seem faster and slower from time to time. Choose a variable wind strength within a narrow enough band. Just enough to make it a force that matters and that you have to be constantly conscious of in the game -- that would increase immersion. Aside: Am reminded of a passage in the final Hornblower short story, where a young officer comes to visit H. at his house, and mentions that he had just come over from France... Hornblower is perplexed since his subsconcious tells him the wind has not been fair for the crossing for many days. The young officer had come on a steamship and wind no longer mattered... Forester uses it as a melancholy reminder of the passing of an age. 1
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