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Showing results for tags 'terrestric navigation'.
The current system for navigation in the open world is a choice between extremes. The following suggestion is aimed at giving players a more immersive option. What I mean by "choice between extremes" is that, barring 3rd party options like @Felix Victor's map or use of the distance indicator in the trader tool, a player can choose to either spend a perk to hire a navigator which reliably tells them their position on the map. The result is a GPS-like dot at your current position. The other choice is having no means of navigation other than sight alone. Both options lack immersion. The out-of-game navigation tools require a second screen or alt-tabbing, which is not game-breaking, but having immersive navigation in a sailing game is a matter of principle in my opinion. Thus the following suggestion: 1. The Navigation perk can stay as an option for players that are either new to the game or simply don't want to bother with navigation and accept the cost of losing a perk slot. 2. For everyone else basic (or simplified) terrestric navigation should be made accessible. What do I mean by that? The navigation model should be derived from reality while being a bit streamlined to minimise clutter and complexity of the implementation. The changes to the current system would be as follows: The distance indication in the trader tool is to be disabled. A coordinate grid (preferably a projection of real world coordinates, scaled to the ingame map) must be implemented as a map overlay. A line drawing tool is added to the protractor allowing the drawing of at least three seperate lines. These can be drawn from any point of the map, at any length. Their azimut (horizontal angle) or bearing should be displayed along the line. A cross-bearing button is added to the map tools. Clicking this button will result in three ports being listed with their relative bearing. These values need not be exact (a random error of a degree or two will introduce a bit of realism) but the ports selected should preferrably be somewhat close and their azimut angles should be at least 30° apart. With the tools I listed a player can now find the three ports on the map and draw a line along the azimuthal angle, given by the cross-bearing tool for each port. The point in which all three lines meet is the current position of the ship. I case of measurement errors (random deviation of azimuthal angles) the lines will draw a samll triangle giving an area of possible ship loactions. I made a small picture as an example: Example image Why do I think this should be implemented? This system is based on real world terrestric navigation but simplified, leaving out magnetic deviation and stuff like that. That makes it immersive and fit well within the theme of the game. It also gives players something to do on long journeys. Last but not least it is optional. Players can still choose to navigate on sight and experience only, or spend a perk for hiring a navigator who always tells them exactly where they are. Normally instead of ports a navigator would use landmarks or beacons that are referenced on the map to do cross-bearings. Lacking those having the game select three ports is acceptable in my opinion. Hardcore variant: Instead of listing ports and their relative bearing the player gets a bearing indicator built into the telescope. Using this they can make cross bearings using landmarks of any kind (coastal formations, ports within sight or specific islands) and identify those on the map. This adds possible errors to navigation but works without any magically appearing numbers. What do you think, Ladies and Gents?