<b>NOTE: STUFF BELOW IN THIS FIRST POST WAS AFTER PLAYING BUILD 12.1(FULL) - FOR LATEST AND FUTURE BUILDS MUCH OF IT WONT APPLY - SEE LATER POSTS FOR MORE</b>
I use the term 'new' losely - as a new member here some of the topics i'll be bringing up may have already been discussed somewhere; and if so please let me know <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
First of i have been on these forums before, about two years ago, but have forgotten what avatar name i was using back then; if it comes back to me i'll mention it.
My Modding + Potc background is as follows:
I got the game origonaly on xbox a number of years ago and really loved what i found, even with all the mess up Akella felt over its realease as a tie-in to the movie with unfinished potential etc. Thats when i first came here and took part in some threads. It was also at this time i found out about the possibility of modding the PC version of the game, and this set my mind to one day get the PC game once i had a PC capable of running it. So now that has been done and i've spent the last week enjoying the fantastic Mod(v12.1 full) that all you guys have made for the game - awesome effort <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="
" border="0" alt="me.gif" />
And now i have a mind to take part in the modding process and see if i can bring anything worthwhile to the table. I'm not a current coder(an oldschool 8bit basic dinosaur) but have been a longtime amateur game designer, mostly board games and rpgs, and have recently turned my attention to computer games with the aid of some ex-school mates.
I've been involved with the modding of the game Call To Power II(and helping get the source code released), mostly in helping design new features and minor documentation of that project.
But now i have some more time, and would really love to get involved with everyone on the POTC project.
<b>Mod ideas</b>
I'll start by saying i enjoy the realism of the pirate experience that PotC simulates, and this is where most of my ideas and suggestions will point towards; fanatsy has its place but the framework for PotC really lends itself to creating a belivable pirate world of the 15th and 16th century imho. I'll divide the following points into numbered sections, every title in Italics will be refering to the part of the game that will be titled, numbered and bolded.
<b>1.Realtime sailing mode</b>
I'm a mad fan of using the real-time 3D sailing engine to get around, last time i was posting here i would talk about this quite alot(it might jog some peoples memory of what i was called back then?).
At that time, with just the xbox version to play on, I had worked out that even though it seemed like it could be possible to do this, in reality the engine didnt quite work that way. Now i've tested the PC version and found the same thing, but i have a few ideas that may be possible work arounds.
Why would anyone want to sail from Oxbay to Isla Muelle in real time(or x3 etc with the speed controls)?
Good question, but my answer is simply because i find the sailing engine one of the things that draws me into this game so much - it helps make me feel like a real pirate in the caribbean, it makes the world the game simulates feel more real. Anyway we can improve this aspect of the game will make it all the richer a gaming experience imho.
And having the possibilty of sailing directly in 3D from port to port would keep the continuety of the experience.
The problem we have is that at current the 3D engine needs to load in sections for them to appear in the 3D view. I spent many, many hours testing this. You can sail from Oxbay for example, and head towards Redmond. I use my compass and a printed map to get a rough bearing then leave the ship to it. At this point i usualy go make a cup of tea, do a chore etc then check back to see if the wind has changed or whatever.
Now in the current model you could do this forever - i once spent 3 realtime hours sailing from Conceicao to Redmond, and it confused me as i saw no land or any ships within that time. As soon as i went into the map sailing screen i saw i had long sailed past Redmond - it just never showed up in the 3D enviroment. So you need to load into the map sailing screen to load in the detail for each Island to appear in the 3D sailing mode.
just for the record a 'normal' sailing session from one island next to another takes around 30mins in realtime(x1) - so this is the length of journey you would 'put up with'
One thing i've noticed is in the map sailing screen, whenever you approach an Island you get the "land Ahoy!" speech from one of your crew - at this point if you go into the 3D sailing mode it will also load the Island graphics. Now i'm wondering how the program keeps track of this, what part knows when to use the "land Ahoy!" speech, and if maybe this could be used while in the 3D sailing mode to trigger a quick switch to the map sailing screen and back into the 3D sailing mode - this would allow the Island graphics to load and keep most of the sailing within the 3D mode? Does anyone here have ideas and thoughts on this?
This of course would remain an option - you will still have access to the map sailing screen as normal, its just a matter of trying to make a full 3D sailing experience possible for the 'realism' freaks like me <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" />
<i>Ship spawning</i>
I can see this code has been much improved with the modding - i get many more differnt ship encounters than i used to in the vanilla game, so thats cool <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
Still in the 3D sailing mode this is limited quite badly. You only get a selection of ships when you first go into the 3D sailing mode, once those ships have either been destroyed or left behind you will never come across any new ships. This is a i suspect a harder challange than what i posted above. If the game only generates new ships in the map sailing mode, then i cant see an easy way to impliment changes here.
One thing we could look at is any code that handles what happens when a ship dissapears of your radar screen/over the horizon. If there is something that keeps track of this it might be possible to trigger some random spawnings of new ships while still in the 3D sailing mode?
<i>Weather transitions</i>
I notice we have a much better version of this with the modding work, and i think it might be possible to make it even better. At the moment you still get too many extreme changes of weather state i think. I know it is the caribbean, but i was wondering if these changes could be better defined?
what i'm wondering is would it be possible to adjust the weather changes within tighter parameters, so if you have a 15knot wind from the south the next change would be better related to that state, for example it might become a 10knot from the south west, rather than a 4knot from the north? that kind of thing, but always keep the chance of a complete change a possibility. It would be great(and make better sailing) to have a slightly more rounded weather model i think.
Would it be possible to also include the possibility of having your high winds(20knots+) and big seas develope into a proper storm, as in it could develope into the storm screen thing? All this is within the 3D sailing mode of course. My main aim is to try to make the whole sailing part more interesting and believable.
<i>Option to dump cargo</i>
I think your ships speed takes into account how loaded up it is with cargo, correct me if i'm wrong(as it will make this feature re-dundant). If so how about an option to dump your cargo/cannons to reduce the load and improve your speed? sometimes it might help you outrun those pesky pirates. This is a documented method that was used by desperate traders if it would make the difference, it might make the pirates go for the cargo instead. Anyway a lesser feature, but might be fun?
<b>2.Personal Items/treasure</b>
<i>random loot finds</i>
I love all the new swords! and i laughed out loud when i got my first item that improved one of my stats, i think its a fine idea but after a good 30hrs of playing i think all these things could do with a little adjustment, if not i'd be interested to know how to make those changes to my own game.
My problem is i feel that its too ealry a stage in the game for me to have so many great weapons for my crew. I have an Atwood f100 myself, and my crew of 6 have 2 Cardinals, 1 bosuns choice,2 Solingens and a Squall between them. I'm level 9 the rest are between lv 4 and 8 and all our weapons were found lying around in random pick up treasure. I think it might make these great items more valuable/special if they were harder to come by? For the better weapons, i'm thinking it would be unlikely you would find these just lying around - they are too good to be accidentaly dropped and forgotten about?
How about weapon shops? Often the Cargo Traders have weapons on the wall behind them, would it be possible to make them the sole resource for these great weapons? Is there anyway to differenciate the Cargo Traders personal item shopping lists be different from the normal traders(the ones around town or by the harbour) shopping lists?
Onto the itmes that add extra skills - I like it but it seems a shame that ALL items are the same. Is it possible to make it so they would be much rarer and much more valuable. So for example, you would still have normal diamonds,rubies,inca idols etc - 'non-magical' ones if you like, but also the much rarer items of the same that would give you these skill increases? They would then be much more valuable to the player when found, as you would know that the next emerald you found might not give you a skill increase.
my general impression is i find too many of the good items too often - it cheapens their value to some extent.
I'm not disrespecting any of the work that has been done so far - infact i absolutely love what has been acheived, still i think there are many things we can do to further improve and balance the game, to make it the best pirate crpg/sim available <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
<b>3.Trade</b>
<i>Crew rations</i>
wow i now have to keep my crew supplied with food+rum - that is fantastic and adds much needed depth/realism to the gameplay. How about going one further? Scurvy - aye we all know it was part of life at sea so why not carry on this 'crew needs' mod and add fruit to the mix to prevent scurvy?
Ale - is it possible to use/change/add water or grog(watered down rum) to the list of cargos? Pirates and rum has a long tradition, but you cant survive on rum alone, you need your fluids in the hot temperatures of the caribbean!
Hows this small list look to you all:
1.Wheat - needed to keep crew alive(its food), lack of wheat means loss of crew over a period of time?
2.Ale/water/grog - needed to keep crew alive(its drink), lack of such means loss of crew over a period of time?
3.Rum - needed as currently used to keep the morale of your crew up.
4.Fruit - needed like rum to keep the crews morale up - losing your teeth and finger nails would get you down!
So we have four elements to keeping your crew alive and well at sea, 2 that directly effect the health of your crew and 2 that directly effect the morale. Does this seem an ok idea in extending this part of the mod?
<i>Cargo space</i>
I did a bit of digging and found that cwt stands for a hundredweight. 1 ton = 20 cwt is the conversion i think?
Anyway i like the added cost of buying ships and the added value of trade items to compansate. Still its possible to make a lot of money pretty quickly, probably too much on balance i think. One cargo run on even the startup ship(the Lugger) can net me a cool 20,000+ if i'm careful on what i choose and where i go to sell.
So it got me thinking about the cargo capacities of the various ships. I had a 30ft yacht quite a few years ago, a traditional style modern build of the Oysterman class. It weighed around 5ton and berthed 4 crew. It probably could have managed around 1 ton of cargo(not that it had a cargo area as such) along with the crew etc. My feeling is that the cargo allowence on the ships in PotC may be too generous, especially when taking into account the crew numbers. Anyway i'm not sure on this so if anyone has some ideas i think its an area we can look at to reduce the players abilty to make alot of money from game start.
It would be nice to extend the period where the player tries hard(and runs the gauntlet of pirates etc) to make the money they will need to progress up the tree of ship owning. Maybe re-evaluating the lower level ships stats would help this? cargo space vs speed might be a way to balance out the relative weakness and lower cargo of the smaller craft if we go this way?
<i>Trade Goods</i>
What are the limits on the amount of trade goods and can they be changed with modding? I think it would be good to change/add goods especialy in the 'illegal/smuggling' area. For example it always seemed a bit daft that things like paprika were illegal. So how about some new cargos for this area, or a different approach maybe. In fact i think all the current 'illegal' goods need de-legalising to make it all more sensible.
Slaves - they had slaves back then right, and many a pirate had been a slave before managing to escape. So how about having them as a cargo in the game, maybe even the mod that allows you to pick up crew from the sea could use this - these unlucky ex-pirates/sailors would become your new cargo of slaves, maybe the only way to get this valuable cargo?
I guess the main problem of what is an illegal good is that back then laws were pretty slack, and most stuff was legal. So if we went on a different approach we could look at some way of introducing a customs tax on goods sold through the official stores of a colony or town? To avoid the tax you go through the smugglers(and the risks involved).
I think this whole area can be balanced a bit more to avoid the player being able to amass such large sums of gold too quickly. Anyway i'll do a quick list of possible semi-illegal goods that could be added:
1.Slaves - picked up from ship wreckage/collected after raiding a fort? sold at either normal stores(for less money), or sold to smugglers(for more money+risk)
2.Weapons - traded between stores or to smugglers as above.
3.Medicines - as above
Do we want to stay away from narcotics?(probably i expect) - if not opium was a common but valuable drug of the period - it was used medicaly as well.
If we included these 4 i could see three of them(Slaves/Weapons/Opium) being much more realisitc 'illegal' goods in some ports?
<b>Ship modification</b>
I love the new tailorshop feature - being able to find the exact likeness for my character helps in the immersion. How about something simular for our ships? I know we have the ability to change sail colour, but what about maybe going in to the dock and asking for a repaint? The textures are already there so would it be possible to customise your ship this way - obviously keeping it all within the correct type of ship.
How about an ability to improve your ships performance(at great cost). Add more sail footage to increase speed, careening to improve the turning circle? stuff like that. They would be small(in effect) tweeks to squeeze that extra couple of knots etc - something to spend that horde of money on and personalise your ship more.
this is probably too much work but i find always having the same cabin no mater what ship a bit weird? Is it at all possible to change this?
<b>Controls</b>
One thing i miss on the PC version is the ability to rotate the camera view around my character when he is on land. on the xbox you could do this like you can move around your ship in the 3D sailing mode. It was just nice after a hard voyage to kick back in a tavern and rotate the camera to view the front of my chars face while i stood in front of the fire <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" /> not a biggie, but as it was possible in teh xbox version i think it must be possible to introduce that to the pc game - maybe using the mouse scroll wheel + direction keys to spin the camera?
Thats all for now - thanks for your patience in reading it andi look forward to any feedback <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />
I use the term 'new' losely - as a new member here some of the topics i'll be bringing up may have already been discussed somewhere; and if so please let me know <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

First of i have been on these forums before, about two years ago, but have forgotten what avatar name i was using back then; if it comes back to me i'll mention it.
My Modding + Potc background is as follows:
I got the game origonaly on xbox a number of years ago and really loved what i found, even with all the mess up Akella felt over its realease as a tie-in to the movie with unfinished potential etc. Thats when i first came here and took part in some threads. It was also at this time i found out about the possibility of modding the PC version of the game, and this set my mind to one day get the PC game once i had a PC capable of running it. So now that has been done and i've spent the last week enjoying the fantastic Mod(v12.1 full) that all you guys have made for the game - awesome effort <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="

And now i have a mind to take part in the modding process and see if i can bring anything worthwhile to the table. I'm not a current coder(an oldschool 8bit basic dinosaur) but have been a longtime amateur game designer, mostly board games and rpgs, and have recently turned my attention to computer games with the aid of some ex-school mates.
I've been involved with the modding of the game Call To Power II(and helping get the source code released), mostly in helping design new features and minor documentation of that project.
But now i have some more time, and would really love to get involved with everyone on the POTC project.
<b>Mod ideas</b>
I'll start by saying i enjoy the realism of the pirate experience that PotC simulates, and this is where most of my ideas and suggestions will point towards; fanatsy has its place but the framework for PotC really lends itself to creating a belivable pirate world of the 15th and 16th century imho. I'll divide the following points into numbered sections, every title in Italics will be refering to the part of the game that will be titled, numbered and bolded.
<b>1.Realtime sailing mode</b>
I'm a mad fan of using the real-time 3D sailing engine to get around, last time i was posting here i would talk about this quite alot(it might jog some peoples memory of what i was called back then?).
At that time, with just the xbox version to play on, I had worked out that even though it seemed like it could be possible to do this, in reality the engine didnt quite work that way. Now i've tested the PC version and found the same thing, but i have a few ideas that may be possible work arounds.
Why would anyone want to sail from Oxbay to Isla Muelle in real time(or x3 etc with the speed controls)?
Good question, but my answer is simply because i find the sailing engine one of the things that draws me into this game so much - it helps make me feel like a real pirate in the caribbean, it makes the world the game simulates feel more real. Anyway we can improve this aspect of the game will make it all the richer a gaming experience imho.
And having the possibilty of sailing directly in 3D from port to port would keep the continuety of the experience.
The problem we have is that at current the 3D engine needs to load in sections for them to appear in the 3D view. I spent many, many hours testing this. You can sail from Oxbay for example, and head towards Redmond. I use my compass and a printed map to get a rough bearing then leave the ship to it. At this point i usualy go make a cup of tea, do a chore etc then check back to see if the wind has changed or whatever.
Now in the current model you could do this forever - i once spent 3 realtime hours sailing from Conceicao to Redmond, and it confused me as i saw no land or any ships within that time. As soon as i went into the map sailing screen i saw i had long sailed past Redmond - it just never showed up in the 3D enviroment. So you need to load into the map sailing screen to load in the detail for each Island to appear in the 3D sailing mode.
just for the record a 'normal' sailing session from one island next to another takes around 30mins in realtime(x1) - so this is the length of journey you would 'put up with'
One thing i've noticed is in the map sailing screen, whenever you approach an Island you get the "land Ahoy!" speech from one of your crew - at this point if you go into the 3D sailing mode it will also load the Island graphics. Now i'm wondering how the program keeps track of this, what part knows when to use the "land Ahoy!" speech, and if maybe this could be used while in the 3D sailing mode to trigger a quick switch to the map sailing screen and back into the 3D sailing mode - this would allow the Island graphics to load and keep most of the sailing within the 3D mode? Does anyone here have ideas and thoughts on this?
This of course would remain an option - you will still have access to the map sailing screen as normal, its just a matter of trying to make a full 3D sailing experience possible for the 'realism' freaks like me <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="

<i>Ship spawning</i>
I can see this code has been much improved with the modding - i get many more differnt ship encounters than i used to in the vanilla game, so thats cool <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

Still in the 3D sailing mode this is limited quite badly. You only get a selection of ships when you first go into the 3D sailing mode, once those ships have either been destroyed or left behind you will never come across any new ships. This is a i suspect a harder challange than what i posted above. If the game only generates new ships in the map sailing mode, then i cant see an easy way to impliment changes here.
One thing we could look at is any code that handles what happens when a ship dissapears of your radar screen/over the horizon. If there is something that keeps track of this it might be possible to trigger some random spawnings of new ships while still in the 3D sailing mode?
<i>Weather transitions</i>
I notice we have a much better version of this with the modding work, and i think it might be possible to make it even better. At the moment you still get too many extreme changes of weather state i think. I know it is the caribbean, but i was wondering if these changes could be better defined?
what i'm wondering is would it be possible to adjust the weather changes within tighter parameters, so if you have a 15knot wind from the south the next change would be better related to that state, for example it might become a 10knot from the south west, rather than a 4knot from the north? that kind of thing, but always keep the chance of a complete change a possibility. It would be great(and make better sailing) to have a slightly more rounded weather model i think.
Would it be possible to also include the possibility of having your high winds(20knots+) and big seas develope into a proper storm, as in it could develope into the storm screen thing? All this is within the 3D sailing mode of course. My main aim is to try to make the whole sailing part more interesting and believable.
<i>Option to dump cargo</i>
I think your ships speed takes into account how loaded up it is with cargo, correct me if i'm wrong(as it will make this feature re-dundant). If so how about an option to dump your cargo/cannons to reduce the load and improve your speed? sometimes it might help you outrun those pesky pirates. This is a documented method that was used by desperate traders if it would make the difference, it might make the pirates go for the cargo instead. Anyway a lesser feature, but might be fun?
<b>2.Personal Items/treasure</b>
<i>random loot finds</i>
I love all the new swords! and i laughed out loud when i got my first item that improved one of my stats, i think its a fine idea but after a good 30hrs of playing i think all these things could do with a little adjustment, if not i'd be interested to know how to make those changes to my own game.
My problem is i feel that its too ealry a stage in the game for me to have so many great weapons for my crew. I have an Atwood f100 myself, and my crew of 6 have 2 Cardinals, 1 bosuns choice,2 Solingens and a Squall between them. I'm level 9 the rest are between lv 4 and 8 and all our weapons were found lying around in random pick up treasure. I think it might make these great items more valuable/special if they were harder to come by? For the better weapons, i'm thinking it would be unlikely you would find these just lying around - they are too good to be accidentaly dropped and forgotten about?
How about weapon shops? Often the Cargo Traders have weapons on the wall behind them, would it be possible to make them the sole resource for these great weapons? Is there anyway to differenciate the Cargo Traders personal item shopping lists be different from the normal traders(the ones around town or by the harbour) shopping lists?
Onto the itmes that add extra skills - I like it but it seems a shame that ALL items are the same. Is it possible to make it so they would be much rarer and much more valuable. So for example, you would still have normal diamonds,rubies,inca idols etc - 'non-magical' ones if you like, but also the much rarer items of the same that would give you these skill increases? They would then be much more valuable to the player when found, as you would know that the next emerald you found might not give you a skill increase.
my general impression is i find too many of the good items too often - it cheapens their value to some extent.
I'm not disrespecting any of the work that has been done so far - infact i absolutely love what has been acheived, still i think there are many things we can do to further improve and balance the game, to make it the best pirate crpg/sim available <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

<b>3.Trade</b>
<i>Crew rations</i>
wow i now have to keep my crew supplied with food+rum - that is fantastic and adds much needed depth/realism to the gameplay. How about going one further? Scurvy - aye we all know it was part of life at sea so why not carry on this 'crew needs' mod and add fruit to the mix to prevent scurvy?
Ale - is it possible to use/change/add water or grog(watered down rum) to the list of cargos? Pirates and rum has a long tradition, but you cant survive on rum alone, you need your fluids in the hot temperatures of the caribbean!
Hows this small list look to you all:
1.Wheat - needed to keep crew alive(its food), lack of wheat means loss of crew over a period of time?
2.Ale/water/grog - needed to keep crew alive(its drink), lack of such means loss of crew over a period of time?
3.Rum - needed as currently used to keep the morale of your crew up.
4.Fruit - needed like rum to keep the crews morale up - losing your teeth and finger nails would get you down!
So we have four elements to keeping your crew alive and well at sea, 2 that directly effect the health of your crew and 2 that directly effect the morale. Does this seem an ok idea in extending this part of the mod?
<i>Cargo space</i>
I did a bit of digging and found that cwt stands for a hundredweight. 1 ton = 20 cwt is the conversion i think?
Anyway i like the added cost of buying ships and the added value of trade items to compansate. Still its possible to make a lot of money pretty quickly, probably too much on balance i think. One cargo run on even the startup ship(the Lugger) can net me a cool 20,000+ if i'm careful on what i choose and where i go to sell.
So it got me thinking about the cargo capacities of the various ships. I had a 30ft yacht quite a few years ago, a traditional style modern build of the Oysterman class. It weighed around 5ton and berthed 4 crew. It probably could have managed around 1 ton of cargo(not that it had a cargo area as such) along with the crew etc. My feeling is that the cargo allowence on the ships in PotC may be too generous, especially when taking into account the crew numbers. Anyway i'm not sure on this so if anyone has some ideas i think its an area we can look at to reduce the players abilty to make alot of money from game start.
It would be nice to extend the period where the player tries hard(and runs the gauntlet of pirates etc) to make the money they will need to progress up the tree of ship owning. Maybe re-evaluating the lower level ships stats would help this? cargo space vs speed might be a way to balance out the relative weakness and lower cargo of the smaller craft if we go this way?
<i>Trade Goods</i>
What are the limits on the amount of trade goods and can they be changed with modding? I think it would be good to change/add goods especialy in the 'illegal/smuggling' area. For example it always seemed a bit daft that things like paprika were illegal. So how about some new cargos for this area, or a different approach maybe. In fact i think all the current 'illegal' goods need de-legalising to make it all more sensible.
Slaves - they had slaves back then right, and many a pirate had been a slave before managing to escape. So how about having them as a cargo in the game, maybe even the mod that allows you to pick up crew from the sea could use this - these unlucky ex-pirates/sailors would become your new cargo of slaves, maybe the only way to get this valuable cargo?
I guess the main problem of what is an illegal good is that back then laws were pretty slack, and most stuff was legal. So if we went on a different approach we could look at some way of introducing a customs tax on goods sold through the official stores of a colony or town? To avoid the tax you go through the smugglers(and the risks involved).
I think this whole area can be balanced a bit more to avoid the player being able to amass such large sums of gold too quickly. Anyway i'll do a quick list of possible semi-illegal goods that could be added:
1.Slaves - picked up from ship wreckage/collected after raiding a fort? sold at either normal stores(for less money), or sold to smugglers(for more money+risk)
2.Weapons - traded between stores or to smugglers as above.
3.Medicines - as above
Do we want to stay away from narcotics?(probably i expect) - if not opium was a common but valuable drug of the period - it was used medicaly as well.
If we included these 4 i could see three of them(Slaves/Weapons/Opium) being much more realisitc 'illegal' goods in some ports?
<b>Ship modification</b>
I love the new tailorshop feature - being able to find the exact likeness for my character helps in the immersion. How about something simular for our ships? I know we have the ability to change sail colour, but what about maybe going in to the dock and asking for a repaint? The textures are already there so would it be possible to customise your ship this way - obviously keeping it all within the correct type of ship.
How about an ability to improve your ships performance(at great cost). Add more sail footage to increase speed, careening to improve the turning circle? stuff like that. They would be small(in effect) tweeks to squeeze that extra couple of knots etc - something to spend that horde of money on and personalise your ship more.
this is probably too much work but i find always having the same cabin no mater what ship a bit weird? Is it at all possible to change this?
<b>Controls</b>
One thing i miss on the PC version is the ability to rotate the camera view around my character when he is on land. on the xbox you could do this like you can move around your ship in the 3D sailing mode. It was just nice after a hard voyage to kick back in a tavern and rotate the camera to view the front of my chars face while i stood in front of the fire <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

Thats all for now - thanks for your patience in reading it andi look forward to any feedback <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
