<!--QuoteBegin-Ron Losey+--><div class='quotetop'>QUOTE(Ron Losey)</div><div class='quotemain'><!--QuoteEBegin-->Good direction to be going, but it leaves out a few factors.<!--QuoteEnd--></div><!--QuoteEEnd-->
These few factors are exactly the thing I wanted to avoid after making a "testrun" with a broader model.
Here´s what I had for the Shamshir ("What you see is what you get" - approach):
1Material: damacsen_steel
2Material handle: ebony
3ornaments: yes
4material ornaments: gold
5cost(1):
6cost(2):
7cost(4):
8Manufacturerer: smith_expert
9cost (8/day)
10days needed:
11<i>Total production costs:</i>
12(Quality: *1.1 for every step over average) Excellent13import: Mediterranean
14import Km: 7000
15cost(12): (I thought about a 1.015 multiplier every 1000km, taking the "rarity" of the item
in the Carribean into account)
<i>Total</i>: 12*6.72
Lets say the initial price would be 3 pounds in the med, you´d have to pay 43 pounds (for comparison: 45 pounds was the yearly income of a commanding officer of ther RN in 1700)
So we end up with 12 values for sword, doing the same for a ship would be ...well, madness <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

" border="0" alt="icon_mrgreen1.gif" />
Of course there´s no connection between the price and the stats anymore, so I´d need a new stats system. ^^ Right now you´re forced to have an excellent F100/cardinal´s guard/Bosum´s choice in the endgame and this isn´t exactly my cup of tea (and your crew needs locker full of these weapons, too).
The idea behind this that a Bosum´s Choise is basically an excellent cutlass and there shouldn´t be any major stats
differences between the two if both are forged by a master smith.
Every average rapier-style weapon gets 85 piercing 85 blocking and min damage/max damage 15/30
Every average sword-style weapon gets 80 piercing 80 blocking and min damage/max damage 20/35
Every average curved blade weapon gets 75 piercing 75 blocking and min damage/max damage 25/40
Every quality over average gets + 4,5 in p and b (due better balance of the weapon) and 4 points in min/max damage. For an excellent - or perhaps even fine- quality you would have to bring some kind of high quality iron/steel (which should be <i>very </i> rare) to a smithy and hope that he gets the job done (should be dependend on your luck). Another idea would be that each smith is specialized in, say, 3 weapons (i.e. is able to produce fine and excellent quality) and you´d have to find the smith that makes the weapon of your choice first.
Unique weapons like the F100/cardinal´s guard/Bosum´s choice get a slight buff (perhaps +1) but shouldn´t
be upgradeable (as they already are of excellent quality ).
With this system the player wouldn´t be restricted to two or three weapons if he invests the time and - of course- a lot of money to get his favourite weapon in the desired quality ( my fav is the new snakehead, btw). Successfully fighting with a cutlass in the endgame without editing the stats in initItems.c would be a possibility.
The major disadvantage is that enemies might be overpowered at the beginning of the game.
<!--QuoteBegin-Ron Losey+--><div class='quotetop'>QUOTE(Ron Losey)</div><div class='quotemain'><!--QuoteEBegin-->Both ships and especially cannon required rather specialized facilities to build them, and the cost would go a lot more than the prices of simple manufacturing. Cannon also generally were imported from Europe, and transportation was not cheap, especially through the issue of pirates.<!--QuoteEnd--></div><!--QuoteEEnd-->
Point granted. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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The easiest way to take these things into acount would be to apply a percentage modifier for shipclasses.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->cost of an unskilled worker/day : 12 pence
cost of a skilled worker/day : 12 pence * 2,5 = 30 pence
cost of an engineer/supervisor/day: 12 pence * 3,5 = 42 pence
percentage of uw/sw/en in a shipyard/armoury: 70%/25%/5%
cost of 1 kg wood: ? (perhaps 0,1 pence)
cost of 1 kg sailcloth : ? (perhaps 0,8 pence)
cost of 1kg iron: ? (perhaps 1,5 pence)
kg of wood needed per ton/ship: ? (perhaps 2500kg)
kg of sailcloth needed per ton/ship: ? (perhaps 100kg)
kg of iron needed per ton/ship: ? (perhaps 30kg)<!--QuoteEnd--></div><!--QuoteEEnd-->
new:
cost of an unskilled worker/day : 12 pence
cost of a skilled worker/day : 12 pence * 2,5 = 30 pence
cost of an engineer/supervisor/day: 12 pence * 3,5 = 42 pence
percentage of uw/sw/en needed in a shipyard/armoury: 70%/25%/5% (for military class 1/2/3 ships -5/+4/+1)
class 3: 64/29/6
class 2: 60/33/7
class 1: 57/37/8
still very abstract, but it might get the job done
cost of 1 kg wood: ? (perhaps 0,1 pence) (for military class 1/2/3 ships +0,05 pence*)
cost of 1 kg sailcloth : ? (perhaps 0,8 pence)
cost of 1kg iron: ? (perhaps 1,5 pence)
kg of wood needed per ton/ship: ? (perhaps 2500kg) (for military class 1/2/3 ships +750kg*)
kg of sailcloth needed per ton/ship: ? (perhaps 100kg)
kg of iron needed per ton/ship: ? (perhaps 30kg)
*this would have the nice side effect of raising the maintainance costs of navy ships a bit
Oh, and for the realism vs. gameplay/game setting discussion: More realism only emphasises the mythical aspects of PotC imho. And one of the greatest strengths of the Build Mod is that it can be played as a sandbox game, too, playing the Main quest isn´t mandatory. I´m also a roleplayer but I prefer a more realistc approach and the mod gives me the possibilities to do so (but I´ll certainly enjoy playing the new Main Quest <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

" border="0" alt="icon_mrgreen1.gif" /> )