<!--quoteo(post=170346:date=Nov 7 2006, 11:37 PM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Nov 7 2006, 11:37 PM) [snapback]170346[/snapback]</div><div class='quotemain'><!--quotec-->
Getting rid of, or at least reducing the luck effect would be good; maybe make the officers you find in taverns always low level, high ones can only be found by capturing ships, and then only rarely. This would make sense as it would usually be the not so good officers who were still hanging out it bars looking for work. I'd also like to increase the cost of officers salary. (currently I only pay 1/5 their salary to them per month)....
.......Talking of luck, it way needs reducing in the Dice game; with 10 luck I never lose a single roll. A high luck should make you win <b>on average</b>, not every roll.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah i think overall Luck is probably over powerfull in its effects.
<!--quoteo(post=170346:date=Nov 7 2006, 11:37 PM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Nov 7 2006, 11:37 PM) [snapback]170346[/snapback]</div><div class='quotemain'><!--quotec-->
Talking of money, is it just me or is selling contraband way too profitable? Start with 20,000 and after just a few runs selling contraband (with a couple of big cargo holds) you can get half a million. Apparently there's a coastguard or something, but I've never run into them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes again i'm keen to completely relook at how we can handle contraband, specificaly the 'trustworthy lad' trait and how that effects trade of such goods in normal stores. I think the 'hassal' of meeting with the smugglers is good enough to make the player balance up the choice of trading in illegal goods or not.
So i'm thinking make it an exclusive thing involved with the smugglers(and the later to be introduced smuggler/thief guild) - the buying of such goods and the selling. you shouldn't imho be able to trade illegal goods in a normal crown affiliated town(pirates islands is ok). Infact the whole classification of what constitutes an illegal good/contraband could do with an overhaul, and hopefully this is something for a later build as i've already started plotting various ideas on these issues.
<!--quoteo(post=170346:date=Nov 7 2006, 11:37 PM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Nov 7 2006, 11:37 PM) [snapback]170346[/snapback]</div><div class='quotemain'><!--quotec-->
Yeah, that was bugging me too. Those days feel like wasted time when you could be out doing things. Same for the loading cargo. While we're wishing for new things, it'd be fun to set it that while they're still loading cargo, fill the end of the dock with crates and barrles, and a few crew standing about (having a cigarette break <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> ), thus indicating loading still going on and preventing you from getting to the ship.
Getting back to officers briefly, akella obviously had some of the same thoughts as us, thus the way they work in Age of Pirates with a slot for each officer type, thugs for combat, and the rest passenger/captive slots, though they avoided the whole issue of officers (other then captain) on the other ships by just not having them.
Pity we can't merge some of the good stuff with that game back into this. Officer interface and the sword fighting in particular.
Talking about sword fighting. Is it just me, or does it get way too easy when you have melee up to 10 and a good weapon? Playing with melee skill 10 and an excellent cardinals guard and all the fighting perks, I can pretty much take a fort single handed...
Oh, one more thing that just occured to me. (how many different thoughts can I stuff into one post?) Going back to the officer stuff: In the officer capturing dialog on a ship, it'd be good for the officers to explicitly offer to be ransomed.... as it currently is it's not clear what option you pick to just capture him for that.
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Well unfortunately the buildmod buildings wont act as physical barriers - you can walk right through them, except the strategicaly placed ones that cover an already solid part of the game world. Its a bit of graphical work also - might be just as effective to 'lock' the boarding ship action, give the player a "your crew are still busy loading your ship, it will take x more days/hrs" message and have done with it?
A few things in build13 have come from AoP, ship models, the blaze and whatshername models etc, plus the plans for officer overhaul in the next build seem to have some derivative from AoP system? So i think in short we can borrow the best bits of AoP when needed <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

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ref sword fighting and high level/good weapon, its a tricky one isnt it - we do have damage and blade breakage currently in the game, it seems to effect enemy npcs more than the player and player officers from what i can tell, but i have had a couple of blades break on me and cause a small panic. Still its not a feature I(or others i suspect) would like to see happen too often - that would just get annoying i think? Sword fighting has always been very simple in PotC, and the npcs/party officers have always been pretty bad at it.
I reackon if we could speed it up some, make it a gradual speedup as the player levels, that might put a bit more spice back into the game on that side? by speed it up i mean make the enemies attacks faster compared to the player - on a leveled scale as you progress, then the faster on average(but not always) your enemyies become? something along those lines. I find its the hesitation of the enemy npcs that cause them, in single encounters to be not so tuff?
And yeah i agree the whole oficer surrender dialogue thing is a little confusing - you are often guessing the outcome of your selection as its not apparant in the text dialogue(then you get used to it and know what does what - but its needs some clarification work for sure).