Another problem is while the set-voyage mechanic is the better solution in the short run, in the long run the navigation map is by far the better solution. This is because as more resources are added, so must another voyage, which may result in thousands after a while! Having fewer voyages, though, would make for a rather empty skill. The navigation map allows for far better future proofing: once the initial mechanic is developed, more content can be added but will not add any bulk to the interface.
When you click the navigation map it will bring up the navigation interface. While the navigation interface is open there will also be another interface in the inventory region. This will have information on the square you are currently in regarding the dangers of that square. There will also be a button titled “explore”. If you click on another square this will change to “travel”, and when clicked this will make the boat to travel the new square.
The location of the boat is the central square, and moving to new squares will cause the navigation map to shift. So if you travel 1 square south, you’ll no longer see the topmost row of squares but will now see the bottommost row of squares instead, like how the minimap works on the mainland.
When on a square, you can explore it. If you have never been to a square before, you’ll have no information on it, just the explore option. Once explored, you get some information on the dangers and the threat level of said dangers. The more you explore it the more accurate this information is.
You will get a good amount of EXP the first time exploring, dropping off the second time and so on.
You can only travel to/ explore squares that have water. This means rivers could be included too, though perhaps only the smaller, lower level boats could use them.
The ports you set off from will put you on a square of the navigation map, and if you go to a square linked to a port you can choose to go to the port.
Sailing
23-Aug-2014 02:23:01
- Last edited on
18-Jul-2015 19:22:33
by
San