Wolfgang Hamilton
Admiral and Commander of the Red Squadron in HMRN
alright so i have to admit i am quite late to join this site, but i've been playing the mod for POTC since D-day
now i am really happy about all the different upgrades for the ships, but i still feel that there may be improvements
take the guns for example, it would be nice with more variety ranging from 3 pounders all the way to 92 pounders.
also a special new cannon to those going more for the seabattles rather than trade.
one that is quite famous and was used on ships as well. "Geschwinda Skott" which litteraly means "Fast Shot"
these guns were special in that they used the very first primitive form of propellant and projectile in one.
it was all in a wooden or wax catridge which outright drastically increased accuracy, range and most importantly...rate of fire.
it was not uncommon for a veteran crew to fire off 12 rounds or maybe even up to 14 rounds per minute.
the downside was that these guns required special casting, took longer time to make and materials and so were alot more expensive and also required special munition.
if they were in the game i reckon depending on the calibre one of these would be be worth as much as a decent warship or even squadron, so you would really need to have quite a few of them dubloons and some extra time when installing a whole set or even one gun, also they would need a new kind of ammunition since they would not be able to simply have balls and powder.
instead you would need to buy these wooden or wax catridges from the store or get them from the cannon foundry
if the Geschwindas and other unique cannons make it in, you would proparbly need a way to keep them away from too fresh a cap'ns, by determining 3 stats, leadership, cannons, accuracy and also proparbly abilities.
much like which determines what kind of ship you can use, you would need to meet the required credentials to make use of special guns. and maybe even abilities
i also can propose a few new abilities (i carefully made them so that you would not get too op and you need the previous to open the next like some other abilities) PS if you want to change the increase values to make it more balanced go ahead.
Rookie Gunner
you have spent a little time training potshots on rocks and palms
accuracy is increased by 5% reload by 5% range by 1% you can also make use of the smallest calibers of special guns
Experienced Gunner
you've been in some skirmishes involving the use of ship artillery.
Accuracy is increased by 7% reload increased by 7% critical increased by 2% and chance of fire on enemy ship increased by 2% and you can make use of some of the small to mid size special cannons
Veteran Gunner
You are no stranger to the humps of metal that are on your ship and knows how to use them well.
Accuracy is increased by 15% reload increased by 15% range increased by 3% critical hit chance increased by 5%
Range increased by 4% can use mid size special guns
Elite Gunner
Being at the deck along with the guncrew for a long time has made you very knowledgable.
increase are up to you
can use some heavy guns
Master Gunner
higher than elite
can use heavy guns and howitzers
Legendary Gunner
can use the heaviest of guns and also some other weapons
Mathematics
increase accuracy and range slightly
Ballistics
increase range and accuracy moderately
improved ammunition storage
lesser chance of critical hit and flame and slightly increases cargo hold
deck fire sequence
enable it to fire decks singularly (less power in broadsides but more continous volume)
group cannon firing sequence (a group of guns fire after eachother, weaker than deck and normal, but more continous firing)
singe gun firing sequence (weakest broadside but you will allways have a gun firing all the time)
these 3 last are active abilities.
if you want you can come up with other ideas to enhance the more violent element of your vessels, like abilities or guns or other things to enhance them, maybe even new munitions.
now i am really happy about all the different upgrades for the ships, but i still feel that there may be improvements
take the guns for example, it would be nice with more variety ranging from 3 pounders all the way to 92 pounders.
also a special new cannon to those going more for the seabattles rather than trade.
one that is quite famous and was used on ships as well. "Geschwinda Skott" which litteraly means "Fast Shot"
these guns were special in that they used the very first primitive form of propellant and projectile in one.
it was all in a wooden or wax catridge which outright drastically increased accuracy, range and most importantly...rate of fire.
it was not uncommon for a veteran crew to fire off 12 rounds or maybe even up to 14 rounds per minute.
the downside was that these guns required special casting, took longer time to make and materials and so were alot more expensive and also required special munition.
if they were in the game i reckon depending on the calibre one of these would be be worth as much as a decent warship or even squadron, so you would really need to have quite a few of them dubloons and some extra time when installing a whole set or even one gun, also they would need a new kind of ammunition since they would not be able to simply have balls and powder.
instead you would need to buy these wooden or wax catridges from the store or get them from the cannon foundry
if the Geschwindas and other unique cannons make it in, you would proparbly need a way to keep them away from too fresh a cap'ns, by determining 3 stats, leadership, cannons, accuracy and also proparbly abilities.
much like which determines what kind of ship you can use, you would need to meet the required credentials to make use of special guns. and maybe even abilities
i also can propose a few new abilities (i carefully made them so that you would not get too op and you need the previous to open the next like some other abilities) PS if you want to change the increase values to make it more balanced go ahead.
Rookie Gunner
you have spent a little time training potshots on rocks and palms
accuracy is increased by 5% reload by 5% range by 1% you can also make use of the smallest calibers of special guns
Experienced Gunner
you've been in some skirmishes involving the use of ship artillery.
Accuracy is increased by 7% reload increased by 7% critical increased by 2% and chance of fire on enemy ship increased by 2% and you can make use of some of the small to mid size special cannons
Veteran Gunner
You are no stranger to the humps of metal that are on your ship and knows how to use them well.
Accuracy is increased by 15% reload increased by 15% range increased by 3% critical hit chance increased by 5%
Range increased by 4% can use mid size special guns
Elite Gunner
Being at the deck along with the guncrew for a long time has made you very knowledgable.
increase are up to you
can use some heavy guns
Master Gunner
higher than elite
can use heavy guns and howitzers
Legendary Gunner
can use the heaviest of guns and also some other weapons
Mathematics
increase accuracy and range slightly
Ballistics
increase range and accuracy moderately
improved ammunition storage
lesser chance of critical hit and flame and slightly increases cargo hold
deck fire sequence
enable it to fire decks singularly (less power in broadsides but more continous volume)
group cannon firing sequence (a group of guns fire after eachother, weaker than deck and normal, but more continous firing)
singe gun firing sequence (weakest broadside but you will allways have a gun firing all the time)
these 3 last are active abilities.
if you want you can come up with other ideas to enhance the more violent element of your vessels, like abilities or guns or other things to enhance them, maybe even new munitions.