Quote:Original post by chefgon_ignFrom my perspective, the sailing aspects of the game were largely just filler; they got in the way of the land aspects, so I just wanted to get them over with as quickly as possible. Thus, I'd only not bother changing the wind to get where I'm going if tacking was faster (i.e. if the amount of time it took to pull out the baton, perform the song, and watch the wind change direction overcame the gains of moving faster).
Wind Waker is the only real point-of-reference on this one. I personally loved the semi-realistic wind interaction, and I did a lot of tacking.
However, it must be noted that I am in the minority on this situation, as the vast majority of conversation I have seen on the subject was that the average player hated it, and resorted to using their whistle to change the wind direction every time they made a turn. That wouldn't bode well for an action game.
Now it sounds like your game will be focusing on the marine aspects of sailing even more than Wind Waker did. If you can keep the player sufficiently entertained while they're sailing, they may not mind being obstructed by wind so much. Prevailing trade winds can also be used to make trade routes into a directed graph (You could sail against the winds from Cuba to the African coast, tacking all the way, but why would you want to?), which is more realistic than having no winds at all. I'm still not certain that having wind would add fun, but I'm not as convinced that it'd be as annoying as it was in Wind Waker.