• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Standard Storyline De-filmization

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Of course it never did have much to do with the movies, but now that we DO have a Jack Sparrow storyline, how about eliminating all movie references from the standard storyline?
This would mean removing the Black Pearl and Barbossa at the end of the main quest and also the cursed pirates you encounter earlier.
We'd then also have to change the characters in the Jackpot (Will and Elizabeth) and First Contact (Davy Jones) sidequests.

For Jackpot, we could use the same characters used for that quest in the Bartolomeu storyline.
For First Contact, it could be another cursed pirate... eg. Vanderdecken?
But that still leaves the question of what to replace the Black Pearl and Barbossa with?
And also... if Vanderdecken is a quest character, then who DOES sell them cursed ships?

Also, I recall one forum member here referring to the Aztec/Mayan influence.
I was thinking perhaps we could add some more of that in the standard storyline.
How about a cursed MAYAN ship at the end? What would that be like??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

And we need to figure out what to do with that Bridgetown fort capture, because right now it is a big bac quest block. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Hooray for this idea!

Well it is a Mayan temple so I like the idea of a cursed Mayan ship (would look interesting)
 
But then the cursed pirates should be indians too. That'd stand out! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=327937:date=Jun 12 2009, 05:47 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 05:47 PM) <a href="index.php?act=findpost&pid=327937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But then the cursed pirates should be indians too. That'd stand out! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
They only have like a minute appearance <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Indeed. So it'd be fun to have them stand out. No more cursed PIRATES in the main quest; let's have cursed INDIANS instead. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Maybe this will let us have more interesting cursed characters; <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> so far we have undead pirates, and supernatural fish people. ingame

New kinds of supernatural elements might include

Cursed Mayans/Aztecs

+
Ghosts, i.e. pale people (not rotten).

People who have been turned to stone

Demons (think black/ red and leathery) <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />:

, and other sea or native deities.

Maybe throw in lepers and cursed heretics as well.
 
That certainly sounds like fun! But where would we add those kinds of characters? As part of a main quest (eg. standard storyline skeleton replacement)?
Or side quests? Or locations like the Bridgetown Maltese Knight Abbey?

What about supernatural elements in the various main quests in the first place?
Standard storyline is pretty much realistic, but has some skeletons and some mystical stuff at the end.
Bartolomeu quest, same story. Realistic, but some mystical stuff at the end.
Jack Sparrow is also fairly realistic, but with a bit of the supernatural too.
Assassin... not quite sure. Depends where Bartolomeu goes with that one.
Hornblower: should definitly remain fully realistic.

I wonder... what if there were to be one storyline that goes FULLY FANTASY? Then you can put all your cursed creativity into that one.
And it'd be a storyline pretty different from the others.

How true do we want to keep the standard storyline to what it was originally? Do we just want to de-filmize it and improve it somewhat?
Or could we take that one and add a LOT of supernatural elements? Alternatively, how about supernatural elements in the various routes possible in the Devlin storylines?
There's to be dozens of routes (none of which exist at the moment), so there's plenty of options for plenty of weird stuff. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Eh, maybe it would be better just to de-filmize; Having cursed indians replace Barbossa+crew sounds like the best thing to do. However, how would their vessel look? Why are there cursed indians aboard a ship? A plausible explanation: they were slaves or prisoners, and they took over the ship; they terrorized the colonies of their captors for a while until they sank in a storm battle. I volunteer to skin the cursed indian ship, should that course be taken. What ship would be the most appropriate?

And I am writing a script for a cursed storyline. Gonna take a while though... I'm wondering whether to have the main character cursed or not; it would be troublesome realizing the effects of the curse.
 
<!--quoteo(post=327951:date=Jun 12 2009, 10:32 AM:name=Vanderdecken)--><div class='quotetop'>QUOTE (Vanderdecken @ Jun 12 2009, 10:32 AM) <a href="index.php?act=findpost&pid=327951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh, maybe it would be better just to de-filmize<!--QuoteEnd--></div><!--QuoteEEnd-->I'd rather have a seperate cursed storyline than a modified cursed standard one, of course. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=327951:date=Jun 12 2009, 10:32 AM:name=Vanderdecken)--><div class='quotetop'>QUOTE (Vanderdecken @ Jun 12 2009, 10:32 AM) <a href="index.php?act=findpost&pid=327951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having cursed indians replace Barbossa+crew sounds like the best thing to do. Why are there cursed indians aboard a ship? A plausible explanation: they were slaves or prisoners, and they took over the ship; they terrorized the colonies of their captors for a while until they sank in a storm battle.<!--QuoteEnd--></div><!--QuoteEEnd-->That does sound pretty good. I imagine that'd require only a couple of dialog and model changes and shouldn't be too difficult. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=327951:date=Jun 12 2009, 10:32 AM:name=Vanderdecken)--><div class='quotetop'>QUOTE (Vanderdecken @ Jun 12 2009, 10:32 AM) <a href="index.php?act=findpost&pid=327951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm wondering whether to have the main character cursed or not; it would be troublesome realizing the effects of the curse.<!--QuoteEnd--></div><!--QuoteEEnd-->What kind of troublesome effects? Maybe we can figure something out?
Cursed main character could be fun, especially if it adds something different to the gameplay.
Right now, in the Jack Sparrow storyline, you become cursed for a short while, but there's no truly interesting cursed gameplay involved.
I think if you ARE going to go cursed, you might as well go <i>all the way</i>. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
As for ship JamaicaShip1 <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Its the ship model I use for the Van Diemen and I would love to see a cursed version
 
I personally wouldn't add too much more fantasy to the standart main quest than what we have now.
But I do think a lot could be developped in the final labyrinth alone, new cursed indians models would fit here - new enigma as well. I would enjoy the labyrinth to be more difficult (the least would be to erase the pictures on the floor that shows you the way...) and I would personally add a massive figth in the big room just before the treasure chamber with hundreds of cursed monkeys felling from the roof. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
In fact, in my opinion and as Hook pointed out some times ago, there's some kind of a hole in the main quest at the point you have to take over Greenford. This can occur before the player is fully-prepared (big ship, etc), and Danielle suddenly as her crew back (coming from nowhere.) Maybe a lot could be added at this point of the quest : finding extra tablets in new CoAS pyramids, finding back Danielle's crew, adding back Ralph Fawn (why not?), etc.

As for the cursed ship... I agree about removing most of potc movie-things from the standart main quest, but I like the cursed coins (as in the demo movie in the main menu, and fiting with Petros reload-in-progress image.) Why not adding... cursed conquistadors? That would have betrayed Cortes and left with the chest? That would be the only thing we would have kept from the original story.
 
<!--quoteo(post=328017:date=Jun 12 2009, 01:31 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 01:31 PM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally wouldn't add too much more fantasy to the standart main quest than what we have now.<!--QuoteEnd--></div><!--QuoteEEnd-->Agreed; better to have the lots-of-fantasy in a new storyline.

<!--quoteo(post=328017:date=Jun 12 2009, 01:31 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 01:31 PM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But I do think a lot could be developped in the final labyrinth alone, new cursed indians models would fit here - new enigma as well.<!--QuoteEnd--></div><!--QuoteEEnd-->The original game had mummies in the jungle, right? Recently, I turned off all skeletons and mummies in random encounters.
There's now only mummies in the labyrinth. So that's pretty much sorted, right?

<!--quoteo(post=328017:date=Jun 12 2009, 01:31 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 01:31 PM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would enjoy the labyrinth to be more difficult (the least would be to erase the pictures on the floor that shows you the way...) and I would personally add a massive figth in the big room just before the treasure chamber with hundreds of cursed monkeys felling from the roof. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Haha! Cursed monkeys falling from the roof! I like that one. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<!--quoteo(post=328017:date=Jun 12 2009, 01:31 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 01:31 PM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In fact, in my opinion and as Hook pointed out some times ago, there's some kind of a hole in the main quest at the point you have to take over Greenford. This can occur before the player is fully-prepared (big ship, etc), and Danielle suddenly as her crew back (coming from nowhere.) Maybe a lot could be added at this point of the quest : finding extra tablets in new CoAS pyramids, finding back Danielle's crew, adding back Ralph Fawn (why not?), etc.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds good to me. Interesting additions are always welcome.
And I would love to see Ralph Fawn again. That was an underused character if ever there was one! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I also remember Ewan Glover... he claimed you would meet again, but it never happened. What if you COULD meet him again?

<!--quoteo(post=328017:date=Jun 12 2009, 01:31 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 01:31 PM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree about removing most of potc movie-things from the standart main quest, but I like the cursed coins (as in the demo movie in the main menu, and fiting with Petros reload-in-progress image.)<!--QuoteEnd--></div><!--QuoteEEnd-->Are there any cursed coins used in the standard storyline? Non-random, I mean.
Or are you referring to the chest that supposedly holds some cursed coins? We could keep them, I suppose.
We can assume that the quest still takes place in the same "world".
 
<!--quoteo(post=328017:date=Jun 12 2009, 07:31 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Jun 12 2009, 07:31 AM) <a href="index.php?act=findpost&pid=328017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally wouldn't add too much more fantasy to the standard main quest than what we have now.<!--QuoteEnd--></div><!--QuoteEEnd-->I agree with this - pirates is pirates!

I do think however that good use could be made of giving the indians (or whomever) abilities that leave the player to wonder if they are magic or just plain good at fighting, disappearing (tunnels and mazes) or fast ships (light materials).

Cursed stuff - and the player getting "cursed" should be in fact the result of the players greed, which means repeated disasters (indian potions that make one very sick or disorientated up to hallucination - looking like a skeleton ) if too much is taken or that which is taken is taken too quickly.
There should be a hard but fruitful way of actually getting the goodies if the player works at it the correct way.

Just my sixpenny worth.
 
<!--quoteo(post=328027:date=Jun 12 2009, 01:49 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 12 2009, 01:49 PM) <a href="index.php?act=findpost&pid=328027"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do think however that good use could be made of giving the indians (or whomever) abilities that leave the player to wonder if they are magic or just plain good at fighting, disappearing (tunnels and mazes) or fast ships (light materials).<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds interesting. Have you seen Indiana Jones 4? Your description of disappearing (tunnels) reminds me of a scene halfway into that film.

<!--quoteo(post=328027:date=Jun 12 2009, 01:49 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 12 2009, 01:49 PM) <a href="index.php?act=findpost&pid=328027"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cursed stuff - and the player getting "cursed" should be in fact the result of the players greed, which means repeated disasters (indian potions that make one very sick or disorientated up to hallucination - looking like a skeleton ) if too much is taken or that which is taken is taken too quickly.
There should be a hard but fruitful way of actually getting the goodies if the player works at it the correct way.<!--QuoteEnd--></div><!--QuoteEEnd-->Would indeed be interesting if you could use magic in good and bad ways and end up cursed in the second case.
Of course it would also be possible to assume that the player already got cursed and during the storyline, you'd have to get rid of it.
Hmm... I suppose it's up to Vanderdecken to decide for certain what he'll do. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=328032:date=Jun 12 2009, 08:00 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 08:00 AM) <a href="index.php?act=findpost&pid=328032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=328027:date=Jun 12 2009, 01:49 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jun 12 2009, 01:49 PM) <a href="index.php?act=findpost&pid=328027"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do think however that good use could be made of giving the indians (or whomever) abilities that leave the player to wonder if they are magic or just plain good at fighting, disappearing (tunnels and mazes) or fast ships (light materials).<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds interesting. Have you seen Indiana Jones 4? Your description of disappearing (tunnels) reminds me of a scene halfway into that film.
<!--QuoteEnd--></div><!--QuoteEEnd-->No sorry - did have Indiana Jones 1 though - some light years ago - came as a freebie with a new VCR I bought.
 
I'm really liking how this particular discussion is running folks. It will be very nice to differentiate Hawk's storyline from all the others.

Cap'n Drow
 
I'll agree with that one. Preferrably I'd like to have each storyline to bring something unique to the table.
Of course the mere fact that there ARE multiple storylines is already brilliant, but it's especially brilliant if all are definitly worthwhile playing.
Which, as far as I'm concerned, they of course are. Though the standard one's being a bit lame right now, because we already know that one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I think that there really is room to go to town on this storyline because it is already well known and all we need to do to get rid of the bugs is write around them <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />. My suggestion is that now i have 3 months free i could have a fiddle with the files...What i thought was that everyone posts an idea they would like to see in the main quest and we'll see what we come up with <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I think the priorities would be this:
1 - Fix or work around that Bridgetown fort capture problem (Pirate_KK probably needs to look at this for the actual fix)
2 - Replace the film elements with non-film elements in such a way that makes sense
3 - Make interesting additions to the story
 
Back
Top