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Posted

I know wind direction changes are already possible but I wanted to know if other wind conditions that favour different vessel types and situations would make it in.

• light wind or breeze easier for lighter vessels

  • gusting or wind that comes light and strong alternately
  • strong wind that caan break masts if not shorten sails
  • no wind pockets wind that drops to nothing and lets the chaser cccatch up. Identified by smooth water
  • wind that fills the top sails more than lowerr : is this realisitc?
  • clashing winds that change direction slightly but often forcing you to allocate crew to sails to keep up.

 

to what extend will we have wind characteristics. I don't expect every battle to be one of great change. But one or two of these in every second engagment would make tactics a little more valid.

  • Like 2
Posted

I don't know if we'll get quite to that level of detail of Destraex. I would settle for 20-30 second gusts of wind.

 

This would involve a momentary increase in heel, a sound effect, and a 10-30 degree temporary direction shift. That means that the player who adjusts their yards or course will have a speed advantage, while the inattentive player may lose a little ground. This would instantly make chase gameplay viable.

 

 

wind that fills the top sails more than lowerr : is this realisitc?

Pretty much all wind has this characteristic. In addition, wind higher up tends to strike the sails from farther aft.

 

 

But anyways, what I wanted to say is that wind shifts are a necessary feature. But currently they are not a particularly well-implemented one. The arrow on the UI can switch around and no one even notices. This puts us at such a disadvantage to real sailors that it's not even funny.

 

I know that this sort of thing is not a priority for sea trials. But we need audio cues. The sound of wind, slatting canvas, groaning spars. Just something to indicate a change.

Posted

Yes please :)

 

Gusts (c. 25% average wind strength, 20-30 seconds sounds perfect) would be lovely to have, giving a momentary advantage to lighter (smaller) vessels particularly. As the increased wind speed will move the apparent wind angle aft, and the increase in boat speed will forgive pinching, it can be a saving grace when hard on the wind - the speed boost is nice, but it's the ability to point higher for those few seconds that make them magical to play. Wind shadows and lulls would be their natural counter-part. Nail biting stuff when being chased, trying to claw round a headland, or make a mark whilst racing or entering harbour.

 

Squalls, those rig-breaking ship-sinking gusts on steriods, and their tell tale clouds would also liven things up. Particularly in the Open World, but also in battles. Slightly negated by the speed with which we can take in sail in NA, but maybe worth thinking about.

 

It's very realistic to have higher wind speeds higher from the sea. No friction from the waves, and less rig to spoil the air higher up. I tend to reckon on c.30% increase in wind speed 100ft off the deck, though it's been a while since I played with anemometers and I'd be happy to be corrected. This is what makes tops'ls so important in general, and so exciting - on a gaffer it's like pushing a turbo button, on a square rigger it's like...well...turning the engine on :)

 

Fingers x'd for a positive official response...

 

Baggy

 

ps. I'm also with Maturin on increasing the audio-visual cues. If I don't see a gust coming, I feel and see it in increased heel and the vessel#s head seeking the wind, I hear it in the rig and the bow wave and wake. When it passes the vessel seems to slump, I'll have to bear away quickly to stop the sails flogging as I'll now be pointing to high to the apparent wind etc etc etc Pretty sure those things can be modeled in game :) I'd also advocate stronger punishments for being taken aback or crash gybing during a gust or squall...not events to be shrugged off lightly...

  • Like 1
Posted

yeah more audio cues would bee nice.

 

i was in a chase last night that wasted 20 minutes of my 1hr game time, a gust or a change of wind, even a lightening of breeze would have livened things up. I was outnumbered by same size ships and yet still he ran from the beginning right to the white ring. I know in history British captains would have been court martialed for this behavior.

Posted

i was in a chase last night that wasted 20 minutes of my 1hr game time, a gust or a change of wind, even a lightening of breeze would have livened things up. I was outnumbered by same size ships and yet still he ran from the beginning right to the white ring. I know in history British captains would have been court martialed for this behavior.

 

I can understand your frustration. 

 

Historically plausible, though, sometimes a court martial isn't enough to curb cowardice. Just sayin'.

Posted

...

It's very realistic to have higher wind speeds higher from the sea. No friction from the waves, and less rig to spoil the air higher up. I tend to reckon on c.30% increase in wind speed 100ft off the deck, though it's been a while since I played with anemometers and I'd be happy to be corrected. This is what makes tops'ls so important in general, and so exciting - on a gaffer it's like pushing a turbo button, on a square rigger it's like...well...turning the engine on :)

...

 

Baggy

 

ps. I'm also with Maturin on increasing the audio-visual cues. If I don't see a gust coming, I feel and see it in increased heel and the vessel#s head seeking the wind, I hear it in the rig and the bow wave and wake. When it passes the vessel seems to slump, I'll have to bear away quickly to stop the sails flogging as I'll now be pointing to high to the apparent wind etc etc etc Pretty sure those things can be modeled in game :) I'd also advocate stronger punishments for being taken aback or crash gybing during a gust or squall...not events to be shrugged off lightly...

 

Bear in mind that this phenomenon is not restricted to the sea, but can be found throughout the world.  The effect is, in fact, enhanced over land due to vegetation, hills, and other more serious obstacles.

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