Forums

Sailing

Quick find code: 322-323-415-65462010

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Tier 1: Small rowboats

Built at 1 construction, requires around 50 regular planks

Minimum 1 person to operate
Can have a crew of up to 1
One level: hull

Hotspots:
Oars

Use navigation map to select destination square. Repair damages as they occur. Damage occurs to the hull.

Tier 2: large rowboats

Built at 20 construction, requires around 100 oak planks

Minimum 1 person to operate
Can have a crew of up to 2
One level: hull

Hotspots:
Oars x2

Use navigation map to select destination square. Repair damages as they occur. Damage occurs to the hull.

Tier 3: small sailboats

Built at 40 construction, requires around 200 teak planks

Minimum 1 person to operate
Can have a crew of up to 3
Two levels: Main deck for hull and sails, crow’s nest

Hotspots:
Mast or x2
Sail x2 or x3
Crow’s nest
Rudder

The captain must at all times be operating the rudder in order to move. Clicking the rudder brings up the navigation map interface. Coming off the rudder will stop the boat, and movement will resume when the player has returned to it. Repair damages as they occur. Damage occurs to the hull and sails. Ropes may also get stuck that the player must untangle.

With 2 players, one can be on the rudder while the other makes repairs which will allow for uninterrupted movement.

A third player may go up the crow’s nest which will reduce the probability of the ship triggering a danger.
Sailing

23-Aug-2014 02:32:02 - Last edited on 18-Jul-2015 03:39:45 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Tier 4: large sailboats

Built at 60 construction, requires around 300 mahogany planks

Minimum 2 persons to operate
Can have a crew of up to 4
Four levels: Main deck for sails, bottom deck for hull, helm, crow’s nest
Hotspots:
Mast x3
Sail x3
Crow’s nest
Figurehead
Helm

The captain must at all times be at the helm of the ship, which opens the navigation map interface. They cannot come off while the ship is moving. Another player will be making repairs to the hull and the sails. It may be necessary to have another player making repairs as one player may not be able to repair them quickly enough as the hull and sails are on different levels. Another player may go up the crow’s nest.

Tier 5: Engine boat

Built at 80 construction, requires around 1000 steel bars

Minimum 3 persons to operate
Can have a crew of up to 5
Four levels: main deck, bottom deck for hull and furnaces, helm, crow’s nest

Hotspots:
Funnel x2
Figurehead
Crow’s nest

The captain must at all times be at the bridge which brings up the navigation map interface. Another must be shovelling coal into the furnace. If they do not, or do it too slowly, damage will be incurred to the ship. The faster coal is shovelled the faster the ship will go. There may be another player also shovelling coal. Another must be making repairs. Another may go into the crow*s nest.

Tier 6: Large steamship

Built at 90 construction, requiring around 2000 steel bars

Minimum 3 persons to operate
Can have a crew of up to 5
Four levels: main deck, bottom deck for hull and furnaces, helm, crow’s nest

Hotspots:
Funnel x2
Figurehead
Crow’s nest

There is only one of these boats and it is for combat, only available to those in the navy if everyone in the crew is 90+ sailing. It is roughly the same as the tier 5 warship but bigger, with better speed, cargo and health. It also has more weaponry.
Sailing

23-Aug-2014 02:33:05 - Last edited on 18-Jul-2015 03:40:05 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Hotspots

Now, a bit more detail on each of the types of hotspots, the effects they have on the boat and a general idea of the materials used to make them.

With the exception of the crow’s nest and figurehead, each hotspot must have something built in it for the boat to be taken out to sea.

Oars
There are 4 types can be built, regular, oak, teak and mahogany. The better it is the more health it has.

Mast
There are 4 types can be built, regular, oak, teak and mahogany. The better it is the more health it has.

Sails
There are 3 types can be built, tattered, small, medium and large. Requires cloth and ropes to make. The better it is the more health it has and it will also increase the speed slightly.

Crow’s Nest
There are 4 types can be built, regular, oak, teak and mahogany. When a player goes in the crow*s nest the chance of triggering a danger is reduced.

Rudder
There are 4 types can be built, regular, oak, teak and mahogany. The better it is the more health it has.

Figurehead (optional, not particularly necessary)
Many different designs can be made, however these are built with crafting rather than construction. These reduce the chance of a danger being triggered.

Helm
There are 4 types can be built, regular, oak, teak and mahogany. The better it is the more health it has.

Funnel
There are 4 types can be built, steel, mithril, adamant and rune. The better it is the more health it has, but it will also reduce the damage and take longer for damage to occur if the player takes too long to put coal in the furnace.
Sailing

23-Aug-2014 02:33:11 - Last edited on 18-Jul-2015 03:40:29 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Miscellaneous Ideas


Resource Islands

Resource islands are, in my opinion, the best reason that sailing is the strongest contender to be the new skill. They are not inherently fundamental to the skill, which means that we could have only some resource islands initially, but further updates could bring in more and more. It would also encompass every other skill in Runescape, allowing more expansion that any other content update in history.

Here are some ideas of how skills can benefit from resource islands:

Combat: training spots (low defence, high HP monsters), slayer training spots (where cannon can be better used)
Mining: rune rocks, iron in formation for powertraining, granite without desert heat, gem rocks
Fishing: new fishing spots (huge net fishing, maybe sea turtle/ manta ray fishing), other existing fish
Woodcutting: magic trees, yew trees, teak trees for powertraining
Hunter: red chinchompa spot, island of imps
Herblore: herb bushes where herbs can be picked, whiteberry spawns, limp*urt root spawns, nightshade spawns
Farming: training spots (tree patches, herb patchs etc)
Thieving: salvaging
Runecrafting: Elemental altar (creates elemental runes that count as any elemental rune), Catalytic altar (creates catalytic runes that count as any other rune), Omnipotent altar (creates omnipotent runes that count as any rune)

Of course, none of these are crucial, so if any of them would be overpowered/ unpopular the skill can live without them. They can also be further balanced by the probabilistic method that the skill uses. They’re just a vague idea of what they could be. There could also be completely new resources, since it’s a very easy mechanic to introduce new content.
Sailing

23-Aug-2014 02:33:16 - Last edited on 13-Dec-2015 18:29:33 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Boat Naming

I admit, as it stands, the boats don’t have terribly exciting names. You have stuff like “Small cargo rowboat”, so I think it would be better if each boat has its own distinct name.

A few ideas for these:
Small rowboat: raft (cargo), kayak (transport)
Large rowboat: dinghy (cargo), canoe (transport)
Small sailboat: hoy (cargo), brig (transport), sloop (combat)
Large sailboat: carrack (cargo), clipper (transport), galleon (combat)
Engine: freighter (cargo), steamship (transport), frigate (combat)
Extra tier: destroyer (combat)

Cutlasses

A new type of weapon, with variants through bronze-rune that can be smithed by players. Its stats are similar but slightly weaker to those of scimitars; however the cutlass has a damage increase when at seas. Dragon variant can be a drop from one of the sea boss monsters.

Diplomacy/ exploration based quests

Sailing is a great mechanic with which to add some quests as well as unlock new lands. The Eastern lands could be introduced by way of the player being set on a quest to explore, and on discovering the Eastern Lands, being asked to do the diplomacy that leads to them making contact with the Western world. Kudos Island would also be well introduced by sailing.

Atlantis-like sunken city

Accessible in the same way as salvaging from a number of islands in the Tirannwn sea. Inhabited by mer-people etc. Fantastic way to bring in some new content. Room for more quests here too.

Tridents

Another new type of weapon, with variants from bronze-rune smithed by players. Maybe only smithable in the atlantis-like sunken city. Also has a dragon variant that is dropped by some boss (maybe an underwater boss fight!). This could work as a smithable, cheaper, and more dispensable weapon for mages. Mage weapons are all very expensive compared to rangers'.
Sailing

23-Aug-2014 02:33:57 - Last edited on 13-Dec-2015 18:31:48 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Levels of Navigation Map

I’d think the following map levels would make sense, naming scheme optional!

Level 1: Beginner’s map. 3x3 which means you can travel 1 square at a time.
Level 30: Explorer’s map. 5x5 which means you can travel 2 squares at a time.
Level 60: Captain’s map. 7x7 which means you can travel 3 squares at a time.
Level 90: Admiral’s map. 9x9 which means you can travel 4 squares at a time.

Boss ideas

Giant squid, C*hulhu, Hydra, Sea serpent, Sea Dragon (like KBD’s long lost brother who took up an aquatic life instead), ghost ships, skeleton ships, zombie ships. There are plenty of ideas to draw from mythology, certainly no lack of ideas here.

King of the Hill type minigame

Some resource islands can have a king of the hill type of mechanic. There, the only people that can get the resources of the island are those who are in charge of it. It could work that the team with the highest total sailing level “owns” the island and are the only ones who can get resources from it. However, other players can come onto the island and kill those players, until another crew has the highest combined sailing level, who will then control the resources.

Killed players who do not control the resources are teleported back to their ship and must wait a few seconds before they can re-join, similar to soul wars.

Killed players who do control the resources are teleported back to their ship and may not re-join until another crew has control.

Crewmembers appear as blue dots on the minimap, other crews show as white dots.

No player loses any items.

Clue Scrolls

There are a great many ways that sailing could influence clue scrolls. New coordinate clues would be a good start, but there is also potential for underwater clues, new anagrams, new cryptics and more. X marks the spot and all… if anything, in real life sailing was the start of the popularity of treasure maps!
Sailing

23-Aug-2014 02:34:42 - Last edited on 18-Jul-2015 03:42:01 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Cannons

Each of the warships except the lowest tier has cannons on board. The galleon has 2, frigate has 3 and the destroyer has 4.

Cannons use the cannonballs that we have currently. This type of shot mostly damages the ship’s health but may also do damage to players.

There is also potential to add new cannonballs for bronze-rune.

They may also use grapeshot: created by smithing shrapnel (new smithing item) and then using it on a sack. This type of shot mostly damages players but may also do damage to the ship’s health.

Cannons have a certain reload time. They could possibly have to be cleaned out after each use

Greek Fire sort of weapon

With high firemaking one can create something akin to Greek fire as a very effective PvP weapon to damage the other ship. This will give great use to firemaking.

Grappling Hooks

PvP sea battles also give good use to grappling hooks. There are some spots on the ship that a grapple can be fired at. Higher ranged makes it more likely to be successful. If successful, it will create a tightrope with which players can go on to the enemy ship.

Flaming arrows

The flaming arrows you get in the underground pass quest are pretty much dead content outside of the quest. These could have great use in PvP battles, or possibly PvM too. The player could shoot arrows at the other ship’s ropes to do damage to them, but also set the arrows on fire to do extra damage. Also gives use to firemaking, assuming that higher level arrows require a higher level firemaking level to light.

Trident of the Seven Seas

It would seem a shame not to give this some sort of use at sea. It is in the name after all! Perhaps it could have a small damage boost while at sea.
Sailing

23-Aug-2014 02:34:48 - Last edited on 23-Aug-2014 19:10:37 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Albatross

It’s considered very bad luck to kill an albatross. There could be a danger where the boat is attacked by an albatross that damages players, and the players must decide whether to kill it and stop receiving damage, but then increase the likelihood of triggering a danger for a short time. Could be a danger in the Tirannwn sea.

Other silly danger-affecting ideas

There’s plenty of superstition when it comes to the sea. A brief reading of W*kiped*a says bananas are bad luck, and cats are good luck. It’s by no means necessary, but it might be a fun mechanic to have some items raise/ lower the danger probabilities. Then people can be wildly speculating all manner of things! (“Dude, I swear, take a rubber chicken on board and you never get attacked by the sea dragon!”)

Davy Jones’ Locker

A very high level chest in a very high level shipwreck in the very high level Tirannwn sea... what happens if you use the Jar of Dirt on it? There’s surely some room for a bit of fun here!

Bow Swords

Hinted as being from the eastern lands, and with a good amount of support already, these would be perfect to introduce with sailing.

Easter Eggs

Not all resource islands have to have resources. Some can be easter eggs with little snippets or lore or just simply great humour. Frankly if anything, this design lends itself to easter eggs so brilliantly it would be a shame if there weren’t any! I’m sure there could be an island in the Fremennik sea where there are some penguins plotting something sinister… or maybe we might happen upon the vacation island of the Wise Old Man – as long as we weren’t scarred enough by the April Fool’s version!
Sailing

23-Aug-2014 02:35:59 - Last edited on 13-Dec-2015 18:35:22 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Miscellania

A third new quest in the Miscellania line which involves helping to set the kingdom up as a trading port; a sailing based quest! I think the reward would be a further expansion to the kingdom management system, much like Royal Trouble. That would bring the max amount of cash you could put into the coffers to 10m, the workers could take up to 100k per day, and you would have 20 workers in total ( so you could have 2 resources at full).

It would also mean you could get some new resources: since you’ve set the kingdom up as a trading port, the kingdom could trade the resources it produces for other resources from nearby. That could include more ores (from the Jatiszo mine), runite ore (from the neitiznot mine), snape grass (from waterbirth island), astral runes (from Lunar isle) or some stuff from the mainland.

The New Continent

Now what method would be ideal to travel to a new continent that just so happens to have a large expanse of water separating it from the current mainland...?!

The continent is quite, well, big, so if it’s not too forward thinking, what sort of updates could we see for sailing in the future?

Two new seas – one on the north, one on the south of the new continent. North connects to fremennik sea, south connects to kandarin sea * and there’ll be the tirannwn sea making a lovely direct connection straight across. And of course, all the juicy new content that comes with it.

As if sailing weren’t expandable enough as is– it’s already future proof!
Sailing

23-Aug-2014 02:36:06 - Last edited on 09-Aug-2015 14:39:44 by San

San
Jul Member 2023

San

Posts: 4,259 Adamant Posts by user Forum Profile RuneMetrics Profile
Possible Problems & Solutions


Going to a quest port when somebody hasn't done the quest

Some ports require a quest to access them. If a ship tries to go to a port but not everyone on the ship has the quest required, they’ll all get a message saying something like “You are not allowed to enter this port”.

Luring players for items

I would at least hope this wouldn’t be an issue, since if the ship sinks all but the captain loses their items, and nobody can retrieve each other’s items, so it would be somewhat odd to go out of one’s way to make another player lose their items purely for sake of annoyance.

Luring the boat into dangerous waters to make captain lose the boat

This can't happen since the captain controls the navigation map, and thus where it goes.

Getting away from bosses

Chances are a casual fishing boat isn’t going to want to deal with deadly sea monsters. The mechanic to get away from the boss is similar to that in the wilderness. The boss attacks for some amount of time before you can move to another square. Then you can make repairs; try to tank another round of attacks, and so on. Bosses have smaller roam ranges than player boats, so getting away is comparatively easy.
Sailing

23-Aug-2014 02:36:11 - Last edited on 18-Jul-2015 03:44:43 by San

Quick find code: 322-323-415-65462010 Back to Top