First of all, i`d like to thank all of the modders here for truly enriching the gameplay of PotC with their mods.
I have a couple of suggestions though, or maybe the people here can tell me how to change certain things.
1. I`ve noticed that enemy ships now (build 10.1 and 11) dont fire their cannons too often. IE, there is quite a long pause between their salvoes. I dont know whether it`s because their checking the ammo type they should use every time, so they`re changing ammo types too often, or their captains have low cannon skills, i dont know. The result is that now there`s a much smaller chance of my ship(s) beeing sunk (compared to the 'original' PotC), but the boarding is very difficult (which is a good thing IMO, more challenging). Could you check into this?
And how about making the minimum skill of the captains/ships you encounter somehow dependent of the main characters party skill or level? IE, if the character is level 8, then the MINIMUM level of the enemy ship would be lvl 4 or 5. Or if the aggregate (or maximum) accuracy skill of the main characters party (ALL characters) is 8, then the minimum accuracy skill of the enemy would be 4 or 5. Thats the minimum, you may run into equal or stronger enemies of course, that would be `semi-random`, depending on the ship type, enemy type (Pirate, Navy or merchants), just so there wont be any `peace-of` cake battles. Of course, if you have a Frigate and the enemy has a Barque it`s gonna be easy, but make the player 'work' everytime.
2. Also, it seems that they are using grapes way too often. I think they should use grapes sparingly, IE only if they want to board you (i dont know if they do that ON PURPOSE). So, again, there`s very little risk of being sunk, it`s way more likely to be left with no crew (dont know if you can lose ALL of your crew and if so, what would happen then?)
3. Cannon ranges. I wont argue that the cannon ranges introduced with the NK build are historically accurate, but they do change the ballance of the game. Now there`s no point using lower caliber cannons. Could you, perhaps, in an effort to make things more flexible, introduce some kind of a 'switch' (like Realistic Sailing) for Realistic Cannons?
4. Encounter ranges. How can i reduce the range at which i enter a sea battle? For example, i`d like the distance between mine and enemy ships to be something more like `600-800`, instead of 1000+ yards. (Again, this is because i use the old cannon ranges)
5. Battles. (When you 'stumble' across a batlle between two other factions) Maybe you could ensure that there`s at least the 'appearance' of a battle going on? Say, in 40% of the cases, all the ship`s positions and orientations are randomly generated in predefined area (say, all the ships are distributed randomly in a 800 yard area) so that it 'looks' like the batlle has started BEFORE you entered the area, 30% of the times the ships are in formation BUT well within cannon ranges (say, 500 yards), and 30% of the times the ships have just 'noticed' each others (i think this is the current scenario, every time.)
6. Assigning abilities. New officers have no abilities assigned. Could you look into that, or perhaps tell me how can i fix it in my installation of PotC.
7. Officer levels. How about limiting the officer levels that appear in the tavern by the level of the main character? Say, if the character is level 8, the officers that appear in the tavern would be level 6 or 7 or 8? It`s too easy the way things are now, when even early in the game you can hire a high level officer which makes things too easy.
Ugh, i realize this is a bit long, and i`m sure it`s not all of the things i wanted to ask or suggest, if i can think of something else i`ll mention it here. Hope i`m not boring you with all this.
TA, omegaRED
I have a couple of suggestions though, or maybe the people here can tell me how to change certain things.
1. I`ve noticed that enemy ships now (build 10.1 and 11) dont fire their cannons too often. IE, there is quite a long pause between their salvoes. I dont know whether it`s because their checking the ammo type they should use every time, so they`re changing ammo types too often, or their captains have low cannon skills, i dont know. The result is that now there`s a much smaller chance of my ship(s) beeing sunk (compared to the 'original' PotC), but the boarding is very difficult (which is a good thing IMO, more challenging). Could you check into this?
And how about making the minimum skill of the captains/ships you encounter somehow dependent of the main characters party skill or level? IE, if the character is level 8, then the MINIMUM level of the enemy ship would be lvl 4 or 5. Or if the aggregate (or maximum) accuracy skill of the main characters party (ALL characters) is 8, then the minimum accuracy skill of the enemy would be 4 or 5. Thats the minimum, you may run into equal or stronger enemies of course, that would be `semi-random`, depending on the ship type, enemy type (Pirate, Navy or merchants), just so there wont be any `peace-of` cake battles. Of course, if you have a Frigate and the enemy has a Barque it`s gonna be easy, but make the player 'work' everytime.
2. Also, it seems that they are using grapes way too often. I think they should use grapes sparingly, IE only if they want to board you (i dont know if they do that ON PURPOSE). So, again, there`s very little risk of being sunk, it`s way more likely to be left with no crew (dont know if you can lose ALL of your crew and if so, what would happen then?)
3. Cannon ranges. I wont argue that the cannon ranges introduced with the NK build are historically accurate, but they do change the ballance of the game. Now there`s no point using lower caliber cannons. Could you, perhaps, in an effort to make things more flexible, introduce some kind of a 'switch' (like Realistic Sailing) for Realistic Cannons?
4. Encounter ranges. How can i reduce the range at which i enter a sea battle? For example, i`d like the distance between mine and enemy ships to be something more like `600-800`, instead of 1000+ yards. (Again, this is because i use the old cannon ranges)
5. Battles. (When you 'stumble' across a batlle between two other factions) Maybe you could ensure that there`s at least the 'appearance' of a battle going on? Say, in 40% of the cases, all the ship`s positions and orientations are randomly generated in predefined area (say, all the ships are distributed randomly in a 800 yard area) so that it 'looks' like the batlle has started BEFORE you entered the area, 30% of the times the ships are in formation BUT well within cannon ranges (say, 500 yards), and 30% of the times the ships have just 'noticed' each others (i think this is the current scenario, every time.)
6. Assigning abilities. New officers have no abilities assigned. Could you look into that, or perhaps tell me how can i fix it in my installation of PotC.
7. Officer levels. How about limiting the officer levels that appear in the tavern by the level of the main character? Say, if the character is level 8, the officers that appear in the tavern would be level 6 or 7 or 8? It`s too easy the way things are now, when even early in the game you can hire a high level officer which makes things too easy.
Ugh, i realize this is a bit long, and i`m sure it`s not all of the things i wanted to ask or suggest, if i can think of something else i`ll mention it here. Hope i`m not boring you with all this.
TA, omegaRED