mrmistophelees
Landlubber
Yarr!
I had this interesting (to me) idea when I woke up this morning (no, I don't eat, drink, and sleep POTC...). Apologies for the long post… <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid="
" border="0" alt="razz.gif" />
I think it could help slow the beginning of the game down a little so that the player doesn't progress into end-game (huge ships) so quickly. Because I honestly thing that it's way too easy to capture big ships so early in the game and then have no challenge anymore. Also, this could provide an incentive to use officers later in the game because they will be required in order to efficiently sail your vessel.
My suggestion is that certain ship classes should require certain officers to be on board in order to sail efficiently, even if the player has all 10's in stats. Now, I'm not sure about all the ship classes and sizes in POTC, but here are some suggestions:
Small ships that are flush decked (don't have a quarterdeck) up to a certain class can be sailed with just the player alone at full efficiency, such as class 7 ships.
If the ship has a quarterdeck, or is a certain rank, then maybe a quartermaster or first mate is required in order to get maximum efficiency out of the ship (based on prevailing stats of course).
Bigger ships (and higher classes) will require perhaps two kinds of officer in order to attain maximum efficiency.
And the biggest ships will require all three officer slots filled in order to make the ship run in top form. I really wish that we could have more than 3 officers at a time, but thats life.
The way this could work is that for certain classes of ship, each officer (including the player) can only contribute a certain amount of efficiency to the ship (so basically, you limit what any ONE person can do for the ship).
a. For small ships, the player is enough to handle her and contributes 100% to efficiency. Stats are still a deciding factor because if the player has all 1's, he/she is still contributing 100% of those 1's to the action of the ship. If the player has all 10's, those 10's are contributing 100% to the ship.
b. In bigger class ships (I don't know the exact range of ships classes), lets say for classes 5 and 6, the player only can contribute 75% to the ship's action, and the player’s stats determine how much of that 75% you can contribute. In order to get 100% out of the ship, the player would need to hire a first mate or quartermaster who would provide the last 25% to the ship's efficiency.
c. Class 3 and 4 ships would require two officers contributing 25% each to the ship while the player can only contribute a maximum of 50% now.
d. Finally, if the player wants a frigate or ship of the line, they better have all three (or four) officer slots filled. But not just any officer will do. It is required to have certain officers for the smooth running of the ship. Toughs don't contribute to the action of the ship, they are more for protecting you on land and helping conquer enemy ships.
Now, I think the math gets a little complicated here perhaps. I can only suggest an outline for what to do. Obviously, the player is only available on the flag ship. So if you have a ship of the line in tow and you want that ship to function to its maximum ability, you will have to find 4 DIFFERENT officers that will contribute to what you want the ship to do. If you want it to be a fighting vessel, then put a first mate, quartermaster, gunner, and something else on. If you want it to sail well, then first mate, quartermaster, navigator, and something else; but no matter what, the officer roster has to include a First Mate (as acting captain) and a quartermaster (who helps run the ship overall and maintains discipline), because no matter how talented one person is, they can’t run a ship of the line or frigate by themselves. If it’s the flag ship we are talking about, then there is no need for the First Mate.
--------------------------
In the end, I think this is just a plan to require the player to use officers in the sailing of ships. Reiterating my earlier justification, this I hope will serve two purposes:
1. It will slow the beginning of the game down a little in that the player won’t be sailing in the high classes so quickly until he/she can secure some officers to help sail it. In actuality, the player can still capture a ship of the line and sail it, but there will be SEVERE penalties to the efficiency of the ship since the player’s stats can only contribute to 25% of the ship’s overall ability.
2. It will make officers more useful later in the game because they are required if you want to be a terror on the high seas. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" />
I had this interesting (to me) idea when I woke up this morning (no, I don't eat, drink, and sleep POTC...). Apologies for the long post… <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid="

I think it could help slow the beginning of the game down a little so that the player doesn't progress into end-game (huge ships) so quickly. Because I honestly thing that it's way too easy to capture big ships so early in the game and then have no challenge anymore. Also, this could provide an incentive to use officers later in the game because they will be required in order to efficiently sail your vessel.
My suggestion is that certain ship classes should require certain officers to be on board in order to sail efficiently, even if the player has all 10's in stats. Now, I'm not sure about all the ship classes and sizes in POTC, but here are some suggestions:
Small ships that are flush decked (don't have a quarterdeck) up to a certain class can be sailed with just the player alone at full efficiency, such as class 7 ships.
If the ship has a quarterdeck, or is a certain rank, then maybe a quartermaster or first mate is required in order to get maximum efficiency out of the ship (based on prevailing stats of course).
Bigger ships (and higher classes) will require perhaps two kinds of officer in order to attain maximum efficiency.
And the biggest ships will require all three officer slots filled in order to make the ship run in top form. I really wish that we could have more than 3 officers at a time, but thats life.
The way this could work is that for certain classes of ship, each officer (including the player) can only contribute a certain amount of efficiency to the ship (so basically, you limit what any ONE person can do for the ship).
a. For small ships, the player is enough to handle her and contributes 100% to efficiency. Stats are still a deciding factor because if the player has all 1's, he/she is still contributing 100% of those 1's to the action of the ship. If the player has all 10's, those 10's are contributing 100% to the ship.
b. In bigger class ships (I don't know the exact range of ships classes), lets say for classes 5 and 6, the player only can contribute 75% to the ship's action, and the player’s stats determine how much of that 75% you can contribute. In order to get 100% out of the ship, the player would need to hire a first mate or quartermaster who would provide the last 25% to the ship's efficiency.
c. Class 3 and 4 ships would require two officers contributing 25% each to the ship while the player can only contribute a maximum of 50% now.
d. Finally, if the player wants a frigate or ship of the line, they better have all three (or four) officer slots filled. But not just any officer will do. It is required to have certain officers for the smooth running of the ship. Toughs don't contribute to the action of the ship, they are more for protecting you on land and helping conquer enemy ships.
Now, I think the math gets a little complicated here perhaps. I can only suggest an outline for what to do. Obviously, the player is only available on the flag ship. So if you have a ship of the line in tow and you want that ship to function to its maximum ability, you will have to find 4 DIFFERENT officers that will contribute to what you want the ship to do. If you want it to be a fighting vessel, then put a first mate, quartermaster, gunner, and something else on. If you want it to sail well, then first mate, quartermaster, navigator, and something else; but no matter what, the officer roster has to include a First Mate (as acting captain) and a quartermaster (who helps run the ship overall and maintains discipline), because no matter how talented one person is, they can’t run a ship of the line or frigate by themselves. If it’s the flag ship we are talking about, then there is no need for the First Mate.
--------------------------
In the end, I think this is just a plan to require the player to use officers in the sailing of ships. Reiterating my earlier justification, this I hope will serve two purposes:
1. It will slow the beginning of the game down a little in that the player won’t be sailing in the high classes so quickly until he/she can secure some officers to help sail it. In actuality, the player can still capture a ship of the line and sail it, but there will be SEVERE penalties to the efficiency of the ship since the player’s stats can only contribute to 25% of the ship’s overall ability.
2. It will make officers more useful later in the game because they are required if you want to be a terror on the high seas. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
