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Hey folks, Over the last few days, I've heard from various people that shipping goods long distance, at the moment, is more profitably done locally (or via teleportation) than actually having to transport said goods personally along traditional shipping lanes. Is this true? Because if it is, I sincerely believe it needs to be changed. If merchanting is currently not profitable enough to motivate players to travel along and utilize the traditional sea lanes of the period, then we're losing out on one of the most exciting parts of the age of sail. I've read that with current profit margins it's only worth hopping around your local area to do merchanting rather than making long hauls of one hour or more sailing time. I understand that there's a good number of players who would rather make profits by hopping around locally and not having to put in much risk, but where's the fun in that? How does that add to the sense of adventure and excitement that sailing on the high seas is supposed to create? If the current trade system was to be tweaked so that long distance voyages were profitable enough to be attractive to merchants, we'd start seeing a whole heck of a lot more ships out in the open ocean going from point A to point B - it would make pirating and privateering a heck of a lot more exciting, as well as open up so many other possibilities (such as hiring other players as escorts)! What does everyone else think? Is there enough shipping traffic out on the high seas? Do the current economic mechanics make long distance trade profitable enough? Discuss!
Had a quick search for weather suggestions, came up blank (assume there are some though)... Thoroughly enjoying the game. I really like sim games and realism in my games, I'm especially fond of the Arma series, so map reading and navigation was a skill that could really turn the tide of a battle. I've a couple of suggestions for adding realism to the Open World. I would like to see areas of the Open World that have very different weather, including wave height, wind strength and tidal influences, some of these effects should be so strong as to actually damage, wreck or throw your ship off course. I also think shallows should be dangerous. wrecks should be seen on coasts or driftwood floating in the seas. Variable Winds would be really interesting in Battles, cutting winds entirely or making the area so dangerous for your Vessel than retreating would be more sensible than fighting. Masts and sails could be damaged unless you tacked? back on your sails. Tidal Influences would make for tougher time navigating, especially over larger differences. River mouths could influence the flow of water near their outlet. Shallows could damage your ship and you could be able to run aground. It might take some time to pull your ship back from shallows and initiate a repair. I think the addition of options likes these would make the Open World more realistic. I think it might lend some weight to navigation, make it more enjoyable to master and to make it feel like navigating an Ocean opposed to moving a ship icon around a map. Crosbie