This seems like it could become something quite good for Oldschool if it's implemented properly. I have a few concerns that have been stated in other people posts, as well as a few suggestions to perhaps stir up some thought. First of all I feel that making the ship building aspect the main training method for fast experience is a big mistake, I would propose a max limit of ships you can build per day to cap that experience and perhaps rather than using oak, teak and mahogany planks we could find a use for the other logs in the game to become "sailing specific" planks. I would propose paying a set amount per log to a building foreman to create "resin coated planks" thus creating a money and item sink.
Second, I believe that navigation should be a role on the ship which is used as a way to gain experience. I also feel there are other roles that could possibly become unlockable positions in particular for group sailing. A few I can think of off the top of my head are shipwright, lookout, cannoneer, cabin boy, and captain. Some of these roles would offer higher sailing exp rates while some would offer other skill experience such as range for a cannoneer. This would allow many types of players to occupy the same boat, and could provide a link between skilling and pvm oriented players.
Third, I believe exploration events should offer additional experience to your trip with your crew. Things such as pirate raids, island adventures, and battles with sea creatures that would offer both slayer experience and sailing. The main part of sailing should be about the adventure and the voyage with your friends (whether they be other players or npc's that operate like players in their roles). I think if you work towards building a great boat for your crew, you all level up in your favourite roles on the boat and unlock some exciting rewards we could have a real winner on our hands. I have some more to add, which I will in another post. Thank you.
15-Aug-2015 01:58:28