I will try to sum up some of my ideas on the gameplay and gamebalancing issues now. I will try to stick to Den Dee's lay-out. Please correct me if any of my assumptions below are wrong. Also: Some of the ideas I write up below might not actually be MY ideas, but instead ideas I read in other people's forum posts.
Note: Some of my ideas should not be used for Build 13, but can be kept in mind for when we start work on Build 14.
Hmm. I seem to have written up quite a long post, haven't I? Request: Please don't quote it in full. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="

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<b>1a. The corpse looting issues</b>
I think corpses should have a blade and sometimes a gun and some ammunition. They should also have a little big of personal money. And maybe sometimes some additional items, such as a potion or something. At the moment, it works exactly as I describe above, so I don't see a real problem here. The only case where a corpse has a really good blade/gun is if the player has advanced far into the game. By that time, the player also has similarly good blades and guns.
Another corpse looting issue is the way it works: At the moment, there are two options:
1) Automatic looting: You get the gold, blade and gun from the dead enemy straight away
2) Manual looting: You can take all items the enemy had on him/her
Might there be a better way to handle the looting of corpses? A way where the corpses don't get in the way? A way where it isn't so darn annoying?
Random idea for boardings: The corpses really get in the way on a small and cramped boarding deck. It might be an idea that all items from all characters who die during boarding and remembered by the game, then once the boarding is done, you get an itemsbox interface where you can take all the items that you would like.
A problem might be that you get a LOT of items that way, which you could sell for quite a bit of money. Should that be prevented? If so: How?
<b>1b. Dungeons</b>
I think that dungeons should be a place where you can go to find riches and experience. But it shouldn't be easy. You should need to try and work hard for the wealth and experience you can find in the dungeons.
<b>1c. Treasures</b>
Treasure maps can be very expensive. I think that in the beginning of the game, the player should only find small treasures. When the game progresses, the player can find larger treasures. But as with the dungeons, it should be hard to get to the treasures: The enemies you encounter in finding these treasures should be pretty tough.
Random idea: Pirates who want to steal your treasure map and will try to kill you for it. Or you could strike a deal with them and they'll be your companion until you found the treasure. Once you found it, you will share the treasure. Or the pirate will try to double-cross you.
<b>1d. CCC colonies</b>
What do you mean with this? The ability to build buildings using the Building Set and the profit you can make from them? I have never playtested that part of the game much, so I can't really give any good comments.
<b>1e. Governors missions</b>
I don't see a problem here really. But sea battles in general should be worked on. Maybe redo some of the sea battle workings. Ron Losey had some pretty interesting ideas. See my text on the sea battles that I will write tomorrow.
Random idea: More variation in the type of missions the governor might give. Add something else than sink-the-pirate missions. Sinking one pirate is pretty easy.
<b>1f. Fighting System</b>
At the moment, the amound of damage that is done to enemies is mostly depending on the dmg min and dmg max values of the blade of the blade in use and not very much on the character's skill. As long as the blades get progressively better during the game, this does work game-play wise. However, it is still a weird way to handle this. Also: The character's health has no influence on the amount of damage he does. Even if he's almost dead, he would still do 40 damage points to his enemies.
What if we have the character's fighting skill play a much greater part in this? I also think it would be a good idea to have the current character's health factored into this. So if the character is almost dead, he will not do much damage anymore. This would be a good reason to try very hard to not get hit. This way, the character would also do more and more damage as his level progresses. Maybe make it somewhat similar to the fists in the game: The higher the character's level, the higher the damage that is being done using the fists.
This way, the character health becomes more of a character stamina. It would also be interesting to add in the concept of injuries: If you take a hit in health during a fight, the damage you do to your enemies will become lower. The hit points will slowly regenerate, but if you don't rest enough, your max hit points might take a hit as well. You would be able to rest in tavern rooms, but also at your ship. The doctor aboard your ship should also be able to cure you for a bit. Not to forget the apothecary in Greenford.
If we are to go this way with the game, we should think of a way how the doctor and apothecary would work in the game. Will the doctor follow you around like any other officer? What special functions would the doctor be able to provide? How and where would he be able to provide these functions? And at what cost? Having a good doctor aboard must cost a lot of money.
The question then remains: What influence does the blade have? In reality, a good swordsman could win a fight from a bad swordsman, even if the bad swordsman had a good sword and the good swordsman did not. This suggests to me that the blade itself has a small part in the damage in reality. Maybe we could make it similar in the game? But if blades have a small part instead of a major part, we do not need so many different blades in the game anymore. The pros of this are:
- Less scrolling in the inventory screens
- Easier choice on what blade should be used
The con is:
- Less variety
I personally don't like taking things out of the game, so I would prefer to come up with a way where all the blades can be kept in the game. Maybe we could make it so that each blade in the game has it's own specific pros and cons. Problem: Having 30 different blades in the game, we'd have to figure out 30 different pros and cons. Not realistic. But what if we group several of the blades. So at level 1-5, the player will have blade group 1 available. At level 6-10, the player would have blade group 2 available and so on. That way, we would still have the diversity of many different blades, but also have the effect of all blades serving their purpose. So the Rapier would be a good blade for an agressive player at level 3. Once the player has become of level 6, the new blades will become available and the old blades will become unavailable. That way, there will never be too many different blades in the game at any given time.
Actually, the idea about blades posed above actually is pretty close to what we currently have in the game. We only need to iron it out a bit more.
Other things to think about: Blade quality, blade damage and the workings of blacksmiths.
Random idea: In the Russian Sea Legend is Back mod, the skill points don't range from 1 to 10, but from 1 to 100 (correct me if I'm wrong). By doing something similar in our game, we could greatly increase the longevity of the game, because it will take aaaages before the character is truly good. This way, the relative difference between a skill of 1 or a skill of 2 would also be much smaller. So if you get a level up, you would not suddenly be much better, but only a little bit better.
Random idea: Healing potions and bandages. At the moment, healing is being done by drinking healing potions. This can even be done in mid-battle. This works gameplay-wise, but is quite ridiculous if you think about it. Duncan (I think) once made interface pictures of bandages and other more realistic items to replace the magic healing potions. I still have the files. Maybe we can add these into the game and make them fairly common. However, they can not be used during a land fight. Then we would keep the potions in the game just the way they work now, but make them really rare.
The doctor officer should also play into this, of course. I once had the idea of making the doctors and carpenters not regular officers, but special ones. These special officers would not follow you on land and they would not fight alongside you. Instead, they would be available to the player on the ship's deck. You would be able to talk to these officers and they would offer several special options.
<b>1g. Officers and crew</b>
At the moment, every type of officer is basically the same. If you hire an officer who is a Navigator, you can give him a lot of fighting skill points and he will be a deck fighter instead, but he'd still be called a navigator. I think that each type of officer should have at least one distinguishing characteristic that no other type of officer could ever have. That way, a navigator would always be a navigator, no matter which skill points you assign.
Also: Which of the officers would actually follow you ashore? Why would a cannonner or a carpenter follow you ashore with their blades to fight your enemies? They have no real business on land. So I think a special officers type must be added: Officers who won't follow you ashore, but will always be at the deck of your ship. These officers should each provide a special service which can be handled through dialogue.
If we go the way described above, it will be much harder to have a full compliment of officers with you, because only deck fighters and boatswains would follow you ashore. Which is why you would want to take some crew members with you instead. This is already possible in the game, but is not done by default. I really like this option though and I think it should be more important than it is at the moment.
Crew members would not be as good as officers are and the biggest drawback of crewmembers would be that you cannot change their skills. You can't even see their skills at the moment. But crew members are much easier to get to follow you ashore than officers would.
Also: I think there is no point in having two officers of the same type aboard. So maybe we could somehow code something in to prevent that as well. Or maybe we could think of something else to make use of that notion.
In the current version of the game, the officers' skill points increase the ship's effectiveness. Until you reached level 10 at a certain skill: Then the officer's skill becomes useless. If we increase the number of skill points to 100 like in the SLiB mod, we could make it so that how good you might become in the game, you can never get a skill past 50. That way, you will need officers to get the other 50 to get to a total of 100. This will ensure that you need officers, even when you yourself are already at the top of your game. This plays into the idea that no one person can do everything alone. You NEED your officers and you NEED your crew.
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This will be all for today. I think I pose a lot of ideas for you to debate on. Tomorrow I will continue writing up more ideas. In the meantime, I hope you will find something interesting in the ideas above. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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