Hello! So this is probably gonna be a long one, of which I apologize for assaulting your eyeballs.
There's been discussion surrounding sailing, it's mechanics, if it's 'viable' anymore, or even fun anymore. I have a few thoughts on this as someone who played a Captain of a Navy faction about a year and a half ago, and as someone running a Navy in current day. The difference is really quite apparent, as I imagine anyone else who'd played sailing characters could also attest to, but for different reasons. I'm interested in knowing those opinions as well as stating my own, and to open up a discussion about it.
I'd like the topic to not be derailed from sailing that much, if possible. There's a couple things in particular that are related to other things in a way, and risk being moved from their relation to sailing specifically, so staying on topic is preferred.
Sail Skill Average vs. Content
So the sail skill mechanic is taking the ship crew requirement, adding them all together and down into an average. To do this effectively, the best method is having a small rental ship, and going out with a couple friends. If you're all invested, and especially if you have a bard, you'll see tiny rentals out on the Edgewaters destroying Undead Galleons. Because you have so few people, and the requirement is low, your average is through the roof, allowing for 'end-game' sailing content with relative ease.
However, if you are in a sailing faction, with a bigger ship, that requires more people? That average isn't as reliable.
Not everyone wants to invest into max sail skill, it IS something that you end up sacrificing something else for, whether that be feats, another skill, or even gear slots. But plenty of folks like the idea of sailing as it is. This is how you end up with Flagships and Factions with a far lower average skill, relegated to the inner/outer circles. Sure, you have more people... but that means more variety in builds. You want to be the best, you make it mandatory for those in your faction to heavily invest into sailing builds. Otherwise, you can kiss those Edgewaters and their NPC ships goodbye. I feel that's a little too exclusive, for my personal liking.
Ship Crew Requirements
To my knowledge, aside from a rental, most bigger ships require 4-6 people in order to get the full average of a sail skill. On paper, this isn't that big of a number, especially when you're in a faction of sailors. That said, I believe in the past it took into account EVERYONE on the ship. This includes folks with 0 sail skill, plummeting the average of a crew full of sailors, which... wasn't ideal. But now we have a bit of a different problem- there will be sailors on the deck who are perhaps 1 or 2 skill points below the top 6, who are effectively not contributing at all when it comes to the average of the ship. You're not even sure who those 6 are, either! Not without some OOC coordination and talks, that is.
I've heard a couple ideas about this one, one being to only take into account the single top sailor's skills and apply that as the average (realistically a Captain but probably not always), or lowering the cap of the average, and having anyone with hard ranks in the sail skill be applied to it, or having a time-based skill that builds, like bartending, or even a combination of the these ideas.
With any of them, the 'Crew Requirement' would be removed. If there's only three sailors, but they're all 90+ Sail Skill, why not be able to take out a Flagship/Brig/Galley that currently has a requirement of 4-6? It seems strangely arbitrary.
Solo Sailing > Group Sailing
If you want the biggest bang for your buck, the only route to go is 'solo sailing'. It's a sad fact, and I've seen people leave factions in every sailing settlement to pursue going at it on their own. Rentals take less crew, like I mentioned above, and then the doorway is open for those big ships. Because you're either on your own, or with such a small group (say 2-3 people total), those big ships and all their loot is yours for the taking. This is sellable loot, map pieces, gems, treasure chests from all those map pieces that you've no obligation to share because you did the work on your own.
Given the loot from sailing has been nerfed a few times to my knowledge, as well as how much some of them go for, sailing in a group is simply not profitable for the time invested. A couple years ago, a full crew of 8-10 people could go out for several hours, reliably find a bunch of loot, come back, and get 50k a piece for the work. These days, you're lucky to get 15-20k a person, and that is with dedicated searchers and appraisers. This isn't even counting the treasure chests. And may the Lord help you if there's a server crash while on the ship with a barrel full of booty, that is probably the most demoralizing thing that can happen to a crew. Someone a while back suggested upping the amount of gold you get from sinking the ships, that you 'Sell Treasure' to a dockmaster, as it's stored reliably and not lost in a crash. I thought it was a good idea then, and I still love that idea now.
All that is to say, however, that sailing is no longer inclusive and inviting to do as group content. One could argue that it should be the RP all together that brings folks in, and while I agree, everyone wants something for their time investment. Especially in such close quarters where a lot of the time, you're just standing there talking/waiting. However, I have an idea in the next point that might actually alleviate this.
Ship NPC RNG
While we all seem to pray to RNGesus for various reasons, I'm starting to wonder if the RNG of ship encounters has gotten nerfed at some point and I missed it? More often than not, you'll be out on the sea for a couple hours, and only see a couple ships. This leads to that whole 'Not worth the time investment' thing, in my opinion.
If you're Andunorian or Sencliff, however, your prospects double. The Cordorian ships, the Waterdhavian Ships, Amnian Galleons, Merchant Vessels, Cargo Ships, the ocean is your oyster for plunder! Probably was my favourite aspect, when I was playing an Andunorian Captain, was that even on those slow RNG times, you could fire at literally ANYTHING you came across without worry.
Now take surface settlements. Unless you are... particularly shady, it's not really seen as acceptable to fire on other Surfacer ships. I've even had to work around justifying why we're shooting on a Longship when we're not sure who's on it. I can't really say, 'Well it's because there's only 5 types of NPCs we can shoot at, and the first we've seen in an hour, so we're taking this so we have SOMETHING.'
Sitting on a ship for an hour (or more) on a bad day, seeing absolutely nothing, hearing a 'DING DING', 'Cordorian Vessel spotted.' has had me facedesk my keyboard more than once. I think the RNG of the ship encounters needs to be upped CONSIDERABLY. Doing this, in my humble opinion, would really help alleviate a majority of the other problems I see, providing more opportunity, more to do, more gold to be made, which in turn makes more people want to sail and see what the hubbub is about.
Thar Be Barnacles!
The ship deteriorating every 48 hours should be extended. To my knowledge, you have six days until your ship actually degrades, which is a bit more reasonable, but the barnacles showing up within two days is very frustrating. Almost every single person I've ever spoken to who has lead/managed a ship in any capacity has mentioned the desire to have the time on this extended, as putting together a sail every other day has led to burn-out unlike any other I've seen in RP. Even just one more day on that timer would be a boon. This is probably the most minor of complaints, though.
Ship PvP - Portal Lenses/Unable to Repair
Ship PvP was one of the highlights for me, personally. While I don't mind land PvP by any means, I feel like Ship PvP provides a more equal playing field that takes time, promotes RP, takes tactics and really KNOWING what to do in order to be successful. I find this more enjoyable, and used to really love it.
That said, there is no 'winning' anymore. You can't repair when in Ship PvP, which at times, can make the fight not worth seeing through. Being able to repair and use up your own resources should be an option, and would add another aspect to the PvP that we already see in PvE. Not to mention the rush of- 'Are we going to repair fast enough, will our supplies last, what's gonna happen, AAAAAAAA!!!'. Well, you don't stand that chance of finding out. Your ship is damaged, it's damaged. You don't have a counter for it, your only option is to sink or retreat.
So, what do you do? ... You pull out a Ship Lens, of course! After all, retreating isn't 'losing', right? There's no chase, no worries. Just a quick 'boop' and off you go to save face. In some cases I've even seen this turned into 'Haha they couldn't even beat us with X amount of members', on the side of the people who... portaled away from a fight. A minority, to be sure, but still a bit frustrating.
This is entirely personal opinion, but I rather be sunk. Ship lenses are pretty cool, and they came in handy during a DM event even, but overall it feels like Ship PvP is just a game of cat and mouse. Nobody really gets the benefit of a 'win', and with ship lenses existing, even if you do take the L and sink for the benefit of RP as a whole, you'll get those folks who say 'Why didn't you just lens away?' and get upset. I'd say keeping Ship Lenses, but not being able to use them in Ship PvP (similar to not using Portal Lenses when actively engaged in combat), is a better route. Again, definitely personal opinion here, but I think losing sometimes is quite healthy and promotes RP more than constantly dodging each other does.
Conclusion
Sailing is no longer viable, in my opinion. Not as a larger group/faction, that is. Sailing in general should be a fun way for people to work together and get some goodies at the end, but as it stands, more often than not, it's quite the boring time sink for little return. Standing around in a larger group (because it's required), having people sacrifice other portions of their build (because you NEED that average), just talking because the waters are empty (because the RNG is too low), and not getting anything out of it (because loot/selling was nerfed), doesn't make for a fun group experience as a whole. I rather sail with others than by myself, it's just not conducive anymore, and leading a Navy lately has got me feeling like Regina George is up in my face telling me 'It's not going to happen.'
What're your ideas? How would you solve issues that you find present in the current sailing system, or is it fine as it is?