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San
Jul Member 2023

San

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Exploration doesn’t reduce the likelihood of the danger triggering. It stays constant at 40% with other factors (combined sailing level of players on boat, having crewmembers in certain positions) being what will reduce the likelihood.

If the player is travelling through multiple adjacent squares, there is a reduced chance of the dangers triggering in the squares between the start and end point. There is still a chance though, so travelling multiple squares at once doesn’t remove the dangers of the midway squares.

Resource islands have an increased likelihood of triggering with successive exploration. What starts out at just 20% chance of finding it at first, may lead to a 95% chance of finding it after 10 explorations.

Some resource islands are not unlocked until a certain sailing level (eg, an island has 0% probability until level 50, after which it has 20%).

Resource islands have a maximum cap of probability. So while one with fairly mundane resources might go up to 95%, one with a very good resource may cap at 25% to prevent it being overpowered. This would mean that it may take multiple attempts before the player is able to get to the resource island.

It may also be the case that these high level resource islands start at a very low probability, say 2%, so the player may take multiple explorations before they even realise the resource is there. This would ensure that the player would not immediately know how good a square is for resources and may write it off as not being very good when in fact there is a great resource there.

As what resource islands are in what squares is the same for every player, it will also provide incentive to fansites to map out all of the squares.
Sailing

23-Aug-2014 02:23:10 - Last edited on 18-Jul-2015 16:44:28 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
How the Boats Work

The boats are instanced and accessed from ports in runescape. Think of them a bit like POHs –the difference being the place you end up when you leave the instance isn’t necessarily where you went in. That’s like if you entered your POH in Yanille, and while in there, changed its location so when you left you came out in Rimmington.

Boats work just like that. You enter them from one location, then using the navigation map can change where you come out. Boats also share more in common with POHs in that they have hotspots and multiple people can be in them.

There are two types of health when it comes to the boats. The first is damage to the hull and the boat. When a danger is triggered, damage may be done to the hull. When the hull reaches 0 health, the boat can still be moved, but the boat’s health will start dropping (since the ship is sinking!) and if the boat reaches 0 health it will sink. Sinking is equivalent to death – all players lose items as if it were death on the mainland. The boat is also lost. To stop the boat taking damage you'll have to repair the hull.

Boat health cannot be replenished while at sea, and will only regenerate when the boat is at a port. Different boats have different levels of health. More information on the types and tiers of boats can be found here .

The second is damage to hotspots. On each boat there are a number of hotspots where you can build things like oars, rudders etc. There are different levels of each, like oak oars to mahogany oars. Higher levels have more health.

If a hotspot reaches 0 health, you won’t be able to move the boat until it is repaired. Bear in mind that when a boat isn’t moving in a square, after an amount of time it may be hit by another danger. More information on hotspots can be found here .
Sailing

23-Aug-2014 02:23:13 - Last edited on 13-Dec-2015 18:36:59 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
You’d be best to bring a hammer and saw with you to make any repairs. I think stuff like planks/tar should have a spawn on the boat so you don’t waste inventory space.

The mechanic for repairs could have a similar probabilistic mechanic that encourages construction training. There is a probability that you will make the repair (say, (construction level/100)). The game will roll this probability each tick until it repairs. That means somebody with 99 construction will likely successfully repair immediately every time, somebody with 50 construction will take on average 2 ticks, and so on.

Repairing sails has the same mechanic except with crafting instead of construction, likewise funnels with smithing.

High level boats have a higher level of health. Higher level seas have dangers that inflict more damage. Therefore a high level ship in a low level sea will have little trouble at all, and a low level ship in a high level sea will get damaged very quickly.
Sailing

23-Aug-2014 02:23:16 - Last edited on 18-Jul-2015 16:51:42 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Further Elaboration


I have outlined the core gameplay that sailing would involve, but now I will go into further detail of what the skill could offer. These are not fundamental to the idea, but do provide a lot of the flesh that would make sailing such a great skill.

Starting Out

Starting sailing takes place in Port Sarim. Nothing too fancy; no quests or anything, just perhaps an NPC to explain the basics. I feel like Ned would be the obvious choice!

Construction is used to build the boats. This increases incentive to train construction and would also make Sailing a paired skill like mining/ smithing, woodcutting/fletching and fishing/cooking.

When starting out, you would only have access to small, single person boats. As you level up sailing you unlock bigger boats that can have multiple people as part of a crew. Perhaps a bit like a dungeroneering team based mechanic. However, there will be an upper limit to the amount of people allowed on each boat type (5 at the most). High level boats will require so much maintenance it will be impossible to solo, though!

You access your boat by a sort of poh-portal type of thing. Here you can also join somebody else’s boat too. The portal has the options “Go to your boat”, “Go to your boat (building mode)”, “Build new boat”, “Go to a friend’s boat* and “cancel”.

With higher sailing you can also have multiple boats at the same time, like hunter with multiple traps. So, if you have multiple boats, you are asked which one you wish to go to. The boats exist independently of whichever port you were last at, purely for sake of making it simple. It seems like a lot of unnecessary hassle to have to remember which of your boats was where and have to find a way to get there before you can use the boat. Keeping them all as being accessible from any port will streamline the skill.
Sailing

23-Aug-2014 02:23:57 - Last edited on 18-Jul-2015 03:34:15 by San

San
Jul Member 2023

San

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The “captain” is the person who owns (built) the boat. They must be the first to go on the boat, to allow the additional crew to use the “go to a friend’s boat” option. The port from which the captain accessed the boat is the one from which other people must access the boat.

The captain is the only one who can use positions that bring up the navigation map: rudder&helm for tier 3&4 and bridge for tier 5. Tier 1&2 it can be accessed anywhere by clicking on it in the inventory.

Seas

Now, a bit of description on each of the seas that will be used in sailing. Each one will have unique dangers and resources which will make sailing a very expansive skill and provide content for every kind of player there is.

Seas can be accessed via two methods: The first is to use a port which is linked to that sea. Some ports will require a quest to use. The second is to get there via another sea as there are certain squares on the navigation map for each sea that links with another. This will allow anyone to get to any sea regardless of quests. Thus, the accessibility of each sea is not strictly determined by having quests completed, but rather only by sailing level. This will make sailing a very inclusive skill as there will be loads of content for every kind of account build to play.

The seas in Runescape are: Misthalin, Kandarin, Fremennik, Wilderness, Morytania and Tirannwn.

The ports could be: Port Sarim, Karmja, Shipyard, Catherby, Ardougne, Brimhaven, Port Khazard, Rellekka, Miscellania, Jatiszo, Neitiznot, Port Phastmaty’s, Mos le Harmless and Port Tyras. There may also be ones at Menaphos, Prifdinnas, Pirate’s Hideout, Eastern Wilderness and one where Oo’glog is in RS3.
I will now go into further detail of what each sea has to offer.
Sailing

23-Aug-2014 02:24:21 - Last edited on 13-Dec-2015 18:40:59 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Misthalin Sea

This is the first sea that players encounter. It is fairly basic and not overly complicated to provide a way to ease the players into the new skill.

Ports:
Port Sarim (North)
Karamja (West)
Shipyard (South-West)
Menaphos (South-East)

Possible Dangers
Storms: low damage, multiple locations
Rocks: low-mid damage, mostly located near coastlines

Low level resources

It joins the Misthalin sea in the North-West and the Morytania sea to the South.



Kandarin Sea

This sea is similar to the Misthalin sea, but elaborates on the key concepts and introduces some new ones to continue the learning curve.

Ports:
Catherby (North-East)
Ardougne (North-West)
Brimhaven (East)
Port Khazard (West)
Oo’glog location (South-West)

Possible dangers
Storms: low-mid damage, multiple locations
Rocks: mid damage, mostly located near coastlines

Low-mid level resources

It joins the Misthalin sea in the North East and the Tirannwn sea to the South.



Fremennik Sea

By the time of encountering this sea the player will have a good knowledge of how sailing works. This sea will then expand on the concepts and have resources that start to give a good return on the investment of training the skill. This sea could draw on a lot of Norse mythology like the rest of the Fremennik area.

Ports:
Rellekka (South-East)
Miscellania (Middle)
Jatiszo (North-West)
Neitiznot (North-West)

Possible Dangers:
Storms: low-mid damage, multiple locations
Rocks: mid-high damage, mostly located near coastlines
Icebergs: mid damage, mostly located to the North
Maelstorm: mid damage, located throughout

Mid level resources and bosses.

It joins the Tirannwn sea to the South-West and the Wilderness sea to the North-East.
Sailing

23-Aug-2014 02:24:41 - Last edited on 18-Jul-2015 03:35:42 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Wilderness Sea

This is a special sea as it resembles the mainland wilderness in many ways; particularly that of risk vs reward. In the wilderness sea you can only travel one square at a time – travelling multiple squares at once is not permitted.

Ports:
Pirate’s hideout (North-West)
Daemonheim location (South-West)

I think the new ports should be safe areas, and possibly, have a bank. Otherwise they would probably be camped to hell and it’d be impossible to get onto your boat.

Possible dangers:
Few dangers of the forms previously described. The main danger that makes the wilderness sea unique is that if the player explores a square and there is another boat in the square, they have the option to attack. More information on this mechanic will be described later.

High level resources and bosses.

It joins the fremennik sea to the north-west and the morytania sea to the south-east.



Morytania Sea

This sea plays to the mood of Morytania of being creepy, scary and unpredictable. It will draw on further horror elements to make the sea a very unique area.

Ports:
Port Phastmatys (West, requires Ghost’s Ahoy)
Mos le Harmless (South, requires Cabin Fever)
Eastern Lands? (East)

Possible dangers:

Storms: mid-high damage, multiple locations
Lightning: High damage, multiple locations
Whirlpool: high damage, multiple locations
Sea fog: does no damage, but has a chance of making the boat end up in a square other than the one clicked on

Mid-High level resources and bosses.

It joins the wilderness sea to the north and the misthalin sea to the south.
Sailing

23-Aug-2014 02:25:12 - Last edited on 13-Dec-2015 18:42:28 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Tirannwn Sea

This is the highest level sea. This will draw particularly on classical mythology (Greek/ Roman) regarding the sea and will offer a fantastic avenue for new content.

Ports:
Port Tyras (South-East)
Prifddinas (North-East)

Possible dangers
Sirens: very high damage, predominantly near the coast
Bermuda Triangle-esque dangers: randomly teleporting to another square of the map, ending up in a square different to the one clicked
Lightning: high damage, multiple locations
Rogue wave: very high damage, multiple locations

Very high level resources and bosses. Also possibility of having an underwater city accessed from this sea.

It joins the Kandarin sea to the South and the fremennik sea to the north.
Sailing

23-Aug-2014 02:25:45 - Last edited on 18-Jul-2015 03:36:14 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Training Sailing


There are multiple ways to train sailing. These include exploration, fishing, freighting, salvage, naval defence and piracy.

Scrictly speaking; only a few actions actually give sailing experience, however they’re in such a way that it involves other methods. The methods that actually give experience include (but are not limited to):
-Exploring a new square
-Travelling to a new square
-Adding items to the cargo hold
-Sinking/ capturing another ship

Fishing

Each boat provides an amount of extra storage in addition to your inventory, so that it is worthwhile training sailing for faster fishing. The whole process of sailing will require more concentration than regular fishing though, so for people who want to fish more afk sailing will not be preferred. This should keep both methods balanced.

As outlined previously, certain squares, once explored will have a fishing resource spot. You can then choose to use this spot. There are different kinds of fishing spots. Higher level spots will require a higher sailing level to access, and of course a higher fishing level.

So, once there, there will be some fishing spots like those on mainland RS dotted around the boat, so you can fish away to your heart’s content. You’ll get sailing experience with each fish put into the cargo hold. You’ll fill up your cargo hold as you do so, and once it’s full you can head back to port, where it’ll all automatically be sent to the bank.
Sailing

23-Aug-2014 02:26:15 - Last edited on 18-Jul-2015 19:03:47 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
For higher level (tier 4 and 5) boats, you can create a huge fishing net (made with crafting). These only work with lower levelled fish such as herring, mackerel, bass and the like (realism!). So these will end up being the best exp rate for training sailing by fishing, but you won’t be getting much reward out of it. I think this should be balanced enough. These tier boats also have much, much higher cargo holds so you can maybe get like 50 inventories worth of fish with each trip.

When there are multiple people on the boat, everyone gets equal exp for each fish caught. Then when back at port, the fish caught is split equally between all the people that were on board. Any remainder goes to the captain

Experience rate: variable by type of fishing spot
Profit: variable by type of fishing spot
Afkability: high (much like mainland rs fishing)
Sailing

23-Aug-2014 02:26:44 - Last edited on 23-Aug-2014 02:37:06 by San

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