Hello Everyone,
Here are couple sailing items I was not able to bring up during classleads:
Having the rigging ability up so far in seafaring makes it really prohibitive. If it could be exchanged in skillrank with crossplank, I think it would be far more useful to newer mariners who have to focus on their class skills. They are still going to need to eventually transcend the skillset but this lets them sail without being completely helpless if their ship gets spidershot.
Second, would it be possible to get the shipmates able to follow verbal commands? One can almost completely sail via speaking except that the shipmates are deaf.
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Also, I just tried to have a gander at seafaring classleads to make sure I have an idea of what's already out there, but I must be getting the syntax wrong, or, I just can't see them. Can players view submitted classleads in Achaea or am I imaging that?
I actually wish it were mechanically impossible to leave harbour and sail without a healthy crew complement, and the ship would just stop working if people left willingly when the ship wasn't under attack (because if player crew was only needed to get out of harbour all of our lone captains would likely just help each other leave harbour and then go right back to sailing alone, or at the very least, woefully undercrewed).
Yes, Team Pirate has this down, but Team Whitehat needs helpful nudges in the right direction, and the way things stand, even though people know better, there is an overwhelming tempation for captains to sail alone or undercrewed (and it does often seem to be flat out alone). They pay the pirates, they tell themselves they can make this run. It doesn't make them bad people, or even bad players, but our side of the player base is very much helped into a compromising situation (and also one that stifles sea conflict) by the way sailing works. They sail alone because they have a boat and they CAN sail alone (as long as there is no threat). If they are a dragon, they even have a decent chance of escape through wavecall (unless that is changing or changed).
Part of the problem is that it's hard to put a crew together on the fly, especially as most lone captains, of which we have many, have a very particular SPP setup (basically high watch, high command). I really, really wish it were very easy and fast to shuffle SPPs (as long as you couldn't do it mid fight). I understand people are going to cry that it's already easy, but it's probably not easy enough. I'd love it if it was as easy as "okay, we've got some people with seafaring, let's all shuffle our SPPs so we can make one that makes sense and go get on the boat".
Sailing being predominantly a solo activity has more to do with the fact there is not much anyone could contribute to a ship during any non-combat activity. If you required multiple people to be able to set sail on a ship, there would be a severe attenuation of what sailing is going on now.
It is interesting the unequal difficulty in respecializing. The weapons specialist is on Sapience while the deckhand one is quite a haul if you don't have the wings to get there.
If you had to have multiple people it would absolutely mean fewer boats (aka incredibly easy marks that can only hope to run at best) on the water at any given time, but I really feel we need a hard push (nudge was probably too gentle a term) away from solo sailing, and even just sailing undercrewed. If the requirements for healthy crew level are too taxing based on our population, maybe look at *that* (I remember Kinilan saying that Galleys in particular, are almost useless because of the crew requirements alone, for example).
But I don't believe sailing was ever intended to have the high level of solo sailing it actually does, and that makes it an incredibly boring mechanic (i.e. people sitting around semi-auto fishing), punctuated by occasional moments of terror when actual danger arises.
And yes, I really really hope that even if no one else does, admin might consider streamlining SPP shuffling. The deckhand one (and don't forget helm) are especially ridiculous to change. Command is a trip too, but most solo captains are 5 in it anyway.
All of that is why, as an owner of two ships, I usually have a 0/3/4/5/1 setup (most solo captains have 4/5 in helm and command respectively), which basically means I can't even captain my own boats. If nothing else, it helps with the temptation to sail alone! And it means I would be able to *crew* my own boats, though, because I know I have almost zero chance of getting someone who is set up to crew. I'm also not a great captain, but even if I were, I'd probably still keep that setup as things stand on Team Whitehat.
Keeping the rigging clear is a way lower level people could then join in and get involved. (sorry, I am a bit confused if you are agreeing with my suggestion, disagreeing, or making a countersuggestion)
Also, Greys's admiral hat is black.
@Kresslack Fair enough. Also, I don't see repairs as a list on HELP SHIP COMMANDS and I have tried a wide variety. If you know a way to verbally command the shipmates to repair, I would love to hear how.
Plot twist! Wait, you're a black hatter as Targossian? Or you have another char. I'd actually forgot this was a general ability, rather than SPP related, so this is my misunderstanding/mistake. It would be GREAT to move it down, so that we'd be more likely to come across people who we can bring along to clear spidershot (which is easily a full-time balance job when under attack), and crossplank is a perfect thing to trade. Basic defense before offense. I hope they do exactly what you're asking for (as well as some of the other things discussed).
@Kinilan At least for my city, I decide when people get access to org vessels. Even someone with the 1 SPP get get with the marque is useful as a loader. Rigging is one of my major criteria on top of a number of practicals for people to take command without a more senior member supervising.
Again, overarching goal is a way to make seafaring more accessible on a basic level (ie less than 30 credits worth of lessons) as people cannot spend a lot of lessons at it to start. So, giving them something for dabbling.
Let's be honest here. You don't require that people have access to rigging as part of their ability to fight you require it so they can run away. I don't mean that as an insult it's just practical. If I had to bother with letting a large group of people having access to Ashtan's fleet I'd have pretty similar reqs. But this change won't promote conflict and it won't make it any easier for people to get into seafaring and find a place in a crew. It'll just skew the balance even more towards the defensive.
As Kinilan mentioned, gaining access to the rigging in order to clear spidershot is a significant advantage to those on the receiving end. If you're gearing up to be serious about sea combat, obtaining Rigging at its current rank shouldn't be an issue. It's simply a matter of wishing to invest lessons.
Making it even more easily accessible to every startup sailor will effectively water down it's value and, as mentioned, further stack the odds in favour of defenders, which already have a significant advantage. Just my thoughts. In short, I agree with Kinilan.
Seriously. Respawning sea monsters. Why isn't that a thing?
Edit: TIL, B ) creates smilies.
Honestly if all of a sudden there were roaving sea monsters all over the place people wouldn't fight them, they'd just double down on the running away and/or give up moving their ship all together.
If nothing else, -I- would get out onto ships more. I love Seafaring as a concept, but I just don't have hours of time to spend sailing around doing nothing. If I could go out, kill a monster, come home, that would absolutely get me out sailing more often, just like Nemutaur said. He and I can't be the only ones to feel that way.