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Thoughts on the newest Build Mod

You're having some great ideas, Ron. Unfortunately, most good modders have left us, so there aren't many people around who could implement these ideas anymore. At the moment, we're trying to focus on finding and fixing bugs.

I am about to start working on the next modpack update. I hope I'll be able to figure out what was wrong with the 18 March version and be able to fix it.
 
<!--quoteo(post=143206:date=Mar 25 2006, 07:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 25 2006, 07:54 PM) [snapback]143206[/snapback]</div><div class='quotemain'><!--quotec-->
You're having some great ideas, Ron. Unfortunately, most good modders have left us, so there aren't many people around who could implement these ideas anymore. At the moment, we're trying to focus on finding and fixing bugs.

I am about to start working on the next modpack update. I hope I'll be able to figure out what was wrong with the 18 March version and be able to fix it.
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Ouch. Sharp people are the one resource I can't just pull out of my hat. I would help if I could, but my computer skills are just not up to speed. I'm a much better historian and tactician than programmer.

Ron
 
That shouldn't be a problem. When I started, I didn't know a bit about the code either. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Of course I can. I am doing it right now, as a matter of fact. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Allrighty then! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
Thank you very much, Pieter.

To all of you, who have downloaded the <b>New Perks and Hitpoint Add-On</b> and have not seen this in the top post of the thread:

<!--quoteo(post=143191:date=Mar 25 2006, 04:31 AM:name=El Rapido)--><div class='quotetop'>QUOTE(El Rapido @ Mar 25 2006, 04:31 AM) [snapback]143191[/snapback]</div><div class='quotemain'><!--quotec-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>UPDATED FILE IS HERE: <a href="http://people.freenet.de/philipp.dorok/elrapido/Perks_and_HP.zip" target="_blank">Perks_and_HP.zip</a></b><!--colorc--></span><!--/colorc-->
<!--QuoteEnd--></div><!--QuoteEEnd-->

Please download the updated version, since all the required files and one minor fix are included now.
Link: <a href="http://people.freenet.de/philipp.dorok/elrapido/Perks_and_HP.zip" target="_blank">Perks_and_HP.zip</a>

I am still in the phase of getting familiar with the code. When I manage to understand most of the code as a whole, I will try to realize at least some of your ideas, Ron.

<img src="http://people.freenet.de/philipp.dorok/elrapido/yoda.png" border="0" alt="IPB Image" />

"Much you have learned, Obi-Wan, but a Coder still you are not."
"But master, I have completed my add-ons."
"There is one more obstacle to overcome and a Coder will you be...
get familiar with the Code you must." <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />


Ron, I hope your foot will heal soon! <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
I hope the foot heals soon too. A sore foot is not like a real danger, but limited mobility is driving me bonkers.


I've noticed you guys use the word "code" differently than me. You guys use it the way I use "language", as in "as soon as you learn some of this code...". I tend to use the word to mean "something you can't understand, or that is encrypted" like "We intercepted some transmissions, but they were in CODE." I don't know how you read the stuff. They say Chinese is a hard language to learn. Chinese is no problem next to this.

I'll keep thinking of ideas.

-----------------------

On that note, where are we going with this? I would like opinions. The most recent build suggests more realism in sea battles, and more micro-management on land. Do we want more battle realism? More management options? More adventure possibilities?

More battle realism could turn this thing into a true simulator. I would be good with that. There are so few good wood ship simulators, and most of them have no other game attached. This offers an adventure RPG game with a potential simulator. Problem with simulators is the steep learning curve, and in this case, slow action and possible frustration. This is where I can best analyze the data, but I need to know if anybody is interested in going THAT realistic.

More management offers a certain expandability. Somebody suggested running your own town. The old pirate game "cutthroats" (which failed due to excessive bugs and general strangeness) allowed you to take over colonies and install one of your officers as governor. It wasn't as decisive as you might think, but it looked cool.

The ammo and blade break mods seem just to add frustration in the name of challenge. The way I see it, if you want challenge, build tougher or more numerous enemies. But that's just me.

So everybody chip in - where are we going with this. What do we want to see?

Ron
 
Found a bug:

Somebody re-scripted the missions from the governors so you could select what flag you were hunting. Very nice, but there's a bug. The pirate mission from the French governor produced a ship flagged white, like a surrendered ship, except highlighted as hostile. The ship would never surrender. If you board it, no enemy troops show up and you're just stuck there. If you sink it, it lowers your reputation with the British. I have no idea where to even look for code that would change that.

Ron
 
What we want to acchieve with our work is to make a more interesting game with as much new stuff as we can make, while it still works. We're not really trying to make it a realistic simulator, because then everyone would have to work together and people can't make the mods they personally want to make. So people just mod away and we add it together to make a fun game.

If you don't like the bladedamage mod or ammo mod, you can turn them off in BuildSettings.h. That is what we do in case a mod isn't liked by people: Make it toggleable. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
BTW: My bladedamage mod isn't meant to provide a very big challenge; it's just meant to make the game more interesting. If you find that the bladedamage occurs too often, you can change these settings. This mod is still very much a Work In Progress, so naturally it isn't working perfect yet. Far from, actually... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Are you using yesterday's modpack update? The pirate missions from the governors should have been fixed in that version.

We use the word "code" as meaning "programming code". It is a kind of language and most people don't understand it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Another bug:

On the "meet Danielle in Redmond tavern" sequence, her dialogue does not load. I could probably haywire that one into working myself, but somebody needs to know about it so it can be fixed properly.

----------

I did turn off the ammo mod, and I will likely turn off the blade damage mod too. Just seems like adding frustration to me. If I get the newest update here in a little while, I'll likely disable the blade damage mod too.

-----------

I asked where we were going with this, because it would help me brainstorm. I'm not suggesting a group "rule" on what was acceptable. I just wonder what people would like to see. More realism? More strategy? More historical detail? Steeper learning curve? Milder learning curve? Should I be thinking of ways to make it more simple, or more confusing? More economics? More management? More random fireworks? More general strangeness? Give me some ideas.


---------
And yes, I am quite familiar with the use of the word "code" in computer jargon. As a linguist, I merely think it is a comical choice of words - like someone was suggesting that computers would always be a secret to most people (likely including me).

Ron
 
Danielle's dialog is STILL bugged? That has been fixed DOZENS of times by now! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Please tell me what exactly it is you don't like about the bladedamage mod. It is still a W.I.P., so naturally it isn't working perfectly yet. At the moment, there even seem to be some bugs in there, which I can't seem to figure out. But I do want to make it a fun mod eventually, not an annoying mod. So please tell me what part of the mod you don't like. I would want to change the mod until it is a fun mod for everyone.

Computers ARE a secret, even to me. I've given up trying to understand them. They are crazy. They always were and they always will be. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Just had another thought. Remembered a little bit of history.

Is it possible to do small craft? Rowboats and the like? Something that could be launched and/or retrieved by a "ship"?

I ask because it would give two distinct add-on possibilities. One would be tactical use of landing craft. Many ship boardings were staged from longboats - it was uncommon to get heavy ships that close together. Also, rescue and cargo collection would be easier with a rowboat than trying to turn a battleship around. If that can be modded, we could even add whaling ships.

The other would be "torpedoes" and "torpedo boats". The modern world calls only self-propelled weapons torpedoes, but in the age of sail the term was used to describe several different weapons. One was a simple mine - a floating black powder charge on a fuze, or flintlock (or later percussion cap) triggered by contact. (Admiral David Farrigut became famous for cursing these - "Damn the torpedoes." By his time, they had gone to metal case and were slightly submerged to avoid detection.) Another was a long spire mounted to a small ship, either directly ahead or to one side, tipped with a harpoon and a keg of powder. The harpoon was driven into the opposing ship, the fuse lit, and the harpoon/bomb was detached from the launching ship. Then the launching ship had to move like crazy to keep from being caught in the blast. These were used often throughout the age of sail, both for fleet action and surprise night attacks. (The most advanced version came in the American Civil War, with the Confederate submersible "Hunley" - the world's first effective combat submarine.) These were used until self-propelled torpedoes first appeared just before World War I. Another similar design to these was to place the bomb on a small boat, dragged on a rope behind the launching ship. By locking the small boat rudder, it could be pulled to one side of the ship (much the way a kite works). Then it was dragged across the enemy ship (or attached with a harpoon in the nose of the craft) and detonated (by whatever means). These weapons all saw extensive use between 1600 and 1900, but modern games tend to forget them, as they don't fit the "feel" of pirates boarding a galleon. They were also not the cheapest weapons in use, so it would be more likely to see them associated with heavy warship battle groups from major nations.

Just a thought.
Ron
 
Last post arrived while I was writing, so:

The blades are too hard to upgrade (24 hour delay every time?), and too hard to find a good one. When they degrade all the time, it just drives you crazy changing weapons (because your last one needs work) and hauling them to the smith every week. It adds keystrokes without adding thought or purpose. The ammo mod was worse. Instead of tactical decisions (do I want more shots, or more firepower on the first shot) and economic bartering, you spent half the game running all over town looking for pistol bullets. It was like Pac-Man in slow motion.

I would be in favor of streamlining out as much of the micro-management as possible. More action. Less playing with inventory screens. Make decision, and watch result - not make 9000 button clicks to get ready for ten seconds of actual game. If the inventory screen was so intuitive that you only needed it as part of the buy/sell interface, that would be perfect.

A good weapon mod would be one that forces people to choose between a blade and a pistol (note pistols are highly ineffective weapons in reality, and the flintlocks of that period are the worst), or a musket that would offer some firepower but limit melee capabilities. Or a weight/fatigue mod that would limit your capabilities if you carried too many weapons - so you could carry three loaded muskets slung over both shoulders, but there's no way you could fight hand-to-hand while lugging those things around. These would add the kind of tactical decision-making associated with real combat. They would not add the tedium of hunting all over town for round ball in your particular caliber - a part of real life that most people wish they could forget.

For an example, take the very old RPG "Darklands" by Microprose. Of course, it's horribly out of date now, but it taught me a lot about good computer games. They handled all get/buy/talk to somebody functions in menu interface. It eliminated the effect of your team running everywhere to find the widget that did whatever. Instead, pretty much everything to buy or sell was on one or two menu pages, and you were done with trade until the next time. Now, POTC does a decent job of this with the fast-travel options. The "auto-buy" button was great - whoever added that was a genius. Don't undermine this by creating lists of widgets for players to hunt. That's the opposite of "playability".

I'm not trying to be harsh. You're obviously a lot better with a computer than me. I'm just saying to get a purpose before making a change. It's a combat-oriented game. Work with that. Don't add micro-management. Think literature or film - if it doesn't add to the plot, cut it.

It's not the mod itself I dislike - it's the whole philosophy.
Ron
 
In the case of the bladedamage mod, it isn't my intention to add a whole lot of micro-management to the game.

There are blacksmiths in the game who can increase the quality of a blade. However, if you can <i>increase</i> the quality of a blade, the quality should also be able to <i>decrease</i> over time. That makes sense, doesn't it? The good parts of this are that:
1) Blacksmiths become more important
2) The game becomes more interesting, because sometimes you can win a fight without having to kill the enemy. The blade will break and the enemy will run away.
3) In Build 12, you can find VERY good blades at the beginning of the game, so you can win any fight in the beginning of the game with ridiculous ease. It should be possible to counter that effect by making sure you CAN'T find such good blades in the beginning of the game. However, I don't know how to do that plus I don't want to limit anything. So instead of that, I added code that will decrease a blade's quality more quickly if you have a very good blade, but while you yourself don't have a high level. The idea behind this is that you don't yet know how to use such a good blade properly yet, so you just use it and you do kill your enemies quickly. However, your blade also gets quickly damaged.
4) In the stock game, you can keep blocking and blocking without any penalty at all. With the bladedamage mod, if you keep blocking, your blade will get damaged more quickly. So if you don't want your blade to damage too quickly, you'll have to try to block as little as possible.

The idea is not that you have to visit the blacksmith multiple times a day though. At the moment, this might seem the case, but that is because the mod isn't properly balanced yet. When the mod is fully done, you should just have to repair your blade every once in a while. Not too frequent though. Just every now and then.

I hope I have been able to explain to you a few of the good points of this mod. Naturally it would seem that such a mod would just be annoying, but it isn't meant as such. If I manage what I want to acchieve with it, it won't be too annoying either. You should just have to mind what blade you are using, you should mind how much you are blocking and you should pay attention to your blade's quality once in a while. Your blade shouldn't keep breaking over and over again though.
 
<!--quoteo(post=143378:date=Mar 26 2006, 01:29 PM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Mar 26 2006, 01:29 PM) [snapback]143378[/snapback]</div><div class='quotemain'><!--quotec-->
A good weapon mod would be one that forces people to choose between a blade and a pistol (note pistols are highly ineffective weapons in reality, and the flintlocks of that period are the worst), or a musket that would offer some firepower but limit melee capabilities.
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Surely this is an element that Pieter's blade damage mod introduces. If by repeated sword fights your prized blade gets a tad damaged then it means that when getting into another fight you might decide to rely on your pistols, muskatoon or musket more in order to keep well away from any attackers. Meanwhile if like me you rely heavily on pistols (in my case the large brace of pistols) the limited ammo means that when you run short you have to choose whether to fight with a sword or make a run for it.

Do note that through the buildsettings.h file you can fiddle with the encounter settings so the number of tavern brawls, muggers in the jungle and street fights encountered are far less. I've found doing this means less annoying fights and less need to be constantly getting my blade fixed and buying new ammo.

Whilst having to run all over town to find the <i>widget</i> you need may seem annoying, the need to walk places and the ability to explore I feel adds atmosphere to the game. Otherwise POTC becomes like some text based RPG or too much like the console version of Meier's Pirates! where you don't really feel part of the game world. As it is, in the Build12 and Post-Build12 game walking around town is useful as you might encounter characters with quests for you to do, titbits of useful info, potential officers and sometimes past victims of your piracies who shop you in to the guards. Fast travel is fine when you really are in a rush, but IMO the micromanagement you seem to deplore enriches the gameplay experience. That said, would be nice if officers told you when they run out of ammo or their blade gets worn. Afterall, they're not children.
 
About micro-management. Neither do I want to add something annoying (in ammo mod or in ev. future mods) but a little variation

I´ve already explained in what aspect I agree with you Ron about officers ammo etc. That will be fixed someday.

Take the function ingame: For the use of more advanced pistols you have to "get" a perk. Is this micro-m.? I don´t care, it´s ok & fun & adds something to the game I think (not realism). Think I like this kind of fixing with skills equipment etc. Maybe I´m fond of a REASONABLE amount of micro-m. So in general maybe I don´t agree with you. My next mod is in the same philosopy as the blade damage mod and besides a little realism also may include some NICE micro-m. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Granted, the difference between reality and tedium is usually an issue of game balance. I really kind of wonder about the "better" blade mentality anyway.

Remember the original "Pirates" by Microprose, way back when the earth was green and the C64 was a cool machine? The fencing sequence was just a little side view of two stick figures. However, they kept it simple - three blade choices. Rapier - faster and longer reach, but low damage; Cutlass - higher damage, slower and less reach; and Longsword - balanced between the two. That was actually more realistic, and closer to common experience, than the whole "some blades are better than others" routine.

Heck, I keep real blades. (And not for decoration - maybe I'm paranoid, but I've seen too many men die.) I have a couple of sets of Japanese-style blades that are recently made in China. They are commercially forged over at the temple at Shaolin, and are superb weapons as far as weapons go - but China exports millions of them and they're worth between $10 and $30 U.S. at junk stores everywhere. I also have a hand-made Japanese blade I picked up in Xi'an last month (thanks to the Japanese misplacing it in WWII). It's early Edo period (late 1600's or early 1700's), best I can tell, and would be worth about $10,000 in the States. (I paid about $80 for it, actually - which is a fair chunk of money in China, where cost of living is low enough that I often spend less than $80 a month.) You know what the difference would be if you hit someone with either one? None whatsoever. Either one would go through a human body like it was nothing. Without armor, even a half-hearted swing with the cheap blades would cut a man in half.

I would like to think that skill would have a lot more effect than the weapon itself. The only real difference between weapons, excluding blades that completely do not work, is their weight. If you want to add a complex and vaguely realistic challenge, reset all the damage numbers so that all of the lighter blades block well, but pierce badly and have lower damage numbers, and all the heavier ones do more damage but are clumsy on defense. Really nose-heavy blades (and maybe axes, if someone wants to add them) would be quite impossible to block, but have no defensive properties at all. Extremely light rapiers would have some pierce capability due to their speed, but damage would be so light that they would need to be poisoned to be effective. Swords of reasonable weight would have some blocking capability, but could also be blocked themselves with some effect. I can't tell if blades in POTC have reach differences in the code, but if so, those should be siginificantly different. That would force players to select a strategy and work with it, rather than worrying about what was "better". Some weapons would work better against some opponents than others, depending on the mix of blades.

Knife sharpening should not require a blacksmith. Anybody who carries a sword will keep a sharpening stone in his pocket, and it's a four minute job to take a nick out of one. Any swordsman will block with a non-sharp part of the blade anyway. If you want to add utterly worthless blades ("Rusty garbage being carried by a homeless mugger" - value zero), that's one thing. Any decent blade will not erode under use, at least not until it is sharpened to nothing - but you would have to kill a small nation to wear one out.

As for blades breaking and enemies running, logic says a wounded enemy should consider running. Some injuries (not always the life-threatening ones) are debilitating or demoralizing enough to cause any partially sane person to flee. Can we get a random morale failure from injuries? Simulate the whole "I'm hit... the hell with this" effect. It would need to apply to your officers as well. Skill and level should affect it - hardened troops are less likely to run than recruits.

If you really want to liven it up, make the number of hit points gained between levels extremely small. That is, no matter how much experience you have, you might get a little tougher, but not much compared to blade damage. Nobody should be able to take more than a couple of solid hits (solid being defined by reasonable-damage weapons and at least moderate skill level attackers). This would make perks that add physical durability extremely valuable, representing a deliberate effort to build up physical strength at the expense of practicing other skills. Even then, your chances of going up against superior numbers and surviving should be small.

The blacksmith improving the quality of a blade was an obvious "computer-game-land" element, that struck me as a little bit Disneyworld. Of course, this game is filled with happy Disneyworld pirates anyway, so I guess it was right in place. I mean, trinkets that improve skills and hit points that stack up until you can take a hit from a scimitar and walk away? Really.

Just my two cents worth.
Ron
 
You are quite right about your comments, of course. But PotC never was a realistic game to begin with and to make it realistic, we'd need to completely rewrite the game. We would also need to drop a lot of mods that people made, which is something I really don't want to do. We just make our mods based on the original stock game, so we are limited by the way the stock game worked. We are also extremely limited in our modding capabilities, because a lot of the truly great modders have left us. Some have gone to work on the Russian SLiB mod, some have just disappeared. If you want a more realistic, completely rewritten version of the game, you are better served with the Russian <a href="http://legend.seaward.ru" target="_blank">Sea Legend is Back</a> mod. Unfortunately, that mod also <i>is</i> in Russian, so, unless you're capable of reading Russian, you won't understand a bit.

What we are trying to acchieve with the modding here is to allow everyone to make the mods they want to make and then add them all together into a working whole. Only mods that really don't fit into the game world will be kept out. For example, I am not going to add in any machineguns. But I am adding in anything else that works with the game world. It might not be realistic, but it'll be fun. And if there are parts you don't like, you can always toggle those mods off.
 
There were two more posts while I was writing.

This is why I asked earlier: What does everybody want to see? More realism? More RPG elements (like special weapons, magic trinkets, and wild perks) in the fashon of the old pen-and-paper games? More economics and management? More running and talking? More scripted dialogue? More randomly generated things to do? "All of the above" is not an option - a couple of these things are going to win out, or else the mods are going to conflict in ways that make the game feel strange.

I've been brainstorming toward "more realism" and "more action". It seems to me that RPG games are more challenging when elements of the game require the same thought processes as real life, only filtered to remove the "standing in line/please hold" effect. From what I have seen, the game could be made to do that. However, we don't seem to have agreement on this point - some seem to favor more running around and dialogue, and maybe even a reduction in action. This may be a difference of vision on what the game should be, or it may be a reflection of frustration with certain elements (i.e. many are tired of certain elements in the paper-RPG combat sequences, but nobody can agree if they should be reduced, made more complex, or altered into a totally different form).

From the mods I have seen so far, everybody else seems to agree that the ship combat portions of the game would be more interesting to play if they were historically accurate - a goal that is getting closer, I must say. I have so far not heard any votes against that.

Do we want to go the same direction with ground combat? Ground combat is currently a copy of a pen-and-paper RPG - very playable, but not at all in the same spirit as the increasingly realistic ship sequences. Do we want to go more realistic? More paper RPG? More disneyworld? More arcade? What does everybody want to see?

I'm good at brainstorming, analyzing and testing ideas. I'm not good at reading minds. If I just guess at everybody's image of what the game should be, half of my ideas will be in the completely wrong department.

Everybody just sit down and imagine what they would like to see for a minute. This is brainstorming. Sky's the limit. If you say "combat as real as the evening news" or "magic powers" or whatever, I'll try to put together what I know on the subject (from history, literature, other computer programs, whatever). Just don't give a generic response like "more interesting", "more immersive" - say exactly what would make you feel that way.

I'll go first, to show you what I mean:

-------------------------------

We almost have a realistic ship simulator here. Thanks to recent mods, the ships seem very lifelike. I like that. I think reality is more involved than fiction. Let it continue. If the learning curve gets too steep, we'll write a manual of ship-to-ship warfare for the new people.

I would like to see ground combat just as realistic. I would like to see humans fight like humans. I would like to see the perks turned into trained skills that would reflect the way real humans acquire skills. I would like to see the realistic feel of the ship combat flow directly into the individual combat sequences - the trade of musket fire, and the rapid casualties that result from the clash of blades. I would like to see ground combat so real that players cringe from it as much as they do real violence. I would like to see players more worried about getting their heads blown off than dulling a blade or running out of ammo. I think it can be done, but it will require resetting most of the perks and all of the weapons. (It has taken me days of analyzing what has already been done, before I decided this might be possible.)

I would like to see the economics balanced to reflect real problems, such that small things would be small and large things large. One musket, no matter how nice, should not cost more than a multi-cannon ship. Cities that have 15 warships for sale should have a supply of small arms as well, and villages of maybe 50 people should NOT have a shipyard with 20 warships for sale. I would like to see the economics reflect history, so people would have to think about the problems the same way real privateers did. I would consider this mentally engaging.

I'm sure I could think of other things, but that is what first comes to mind.

---------------------

Now everyone else go through that process. At very least, it will put us on the same page. If we decide to go three different directions, at least they will be three clear directions instead of no direction at all. You might learn something about yourself too.

Once we have a direction, I'll see what I can come up with.

Ron
 
Im one of those aiming for realism, that was the whole idea for my cannon FX mod, to create a more life like realistic experience when firing the guns. i wish i could find a way to actually attach light to the cannon fire
 
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