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Officer Ideas

Jason Maffettone

Lord of Entropy
Quest Writer
Provisional
Storm Modder
I think something that needs some tweaking is the officer system. Here are a few ideas on the subject:

1) REQUIRED OFFICERS: You should have a "slot" for the officers types and a ship should require an officer in that slot to use the associated ability (i.e. Repair for carpenters, Cannons & Accuracy for gunners, etc) If none is available there should be a "raise from the ranks" option that takes a crewmember and transforms him into a level 1 officer with a point of Leadership, Melee, and the required skill(s) for his new job.

2) OFFICER USAGE: Make some of the "convienance" menu items officer spasific:

a) Quartermaster--Autobuy, Donate to crew, and Distribute (when articals are signed).
b) First Mate--Autohire crew, Weapons Locker function, extra crew shore party and distributing weapons to them.
c) Gunner--Autobuy shot and powder and replacing canons.
and so on.

3) DOCTOR: Great idea but not used thus far, here are some ideas on how he could work. Have 2 new skills in the game:
a) First Aid: use once every 5 minutes or so, acts like a small health potion or antidote.
b) Doctor: This would be an unlockable skill that requires First Aid ability, same as above but acts as a large potion and allows the character to fill the Doctor possition. For each skill point of the ships's doctor, 5% of casualties recover after a battle.

4) EXPANDED SHORE PARTY OPTIONS: You should be allowed to chose officers from any of you ships to accompany you ashore, including companions (sub-captains) and their officers. Realisticly, your under-captains would be your closest companions and the ones most likely to come with you along with a bodyguard or two.

5) MISSION OFFICER DIALOGS: The officers you aquire during the missions (i.e. Rys Bloom and such) can't use the reqular officer dialogs right now (About the ship & crew, about me, about you, etc). This should be adjusted so they have these dialogs once they work for you. I'm sick of that little Spanish brat thanking me for saving him, I wanna to build a damn rum distillery!

6) ASSIGNABLE JOBS: Instead of having an officer be a "Gunner", "First Mate" or whatever why not just generate some skills in the normal fashion be allow you to say what their job is as long as they have at least a point in the needed skill(s). It can be anoying when you're looking for a gunner and find boatswain after boatswain.
 
Those are some absolutely excellent ideas. Thanks for writing these down! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Another thing in need of some improvement I think is the First Mate/Navigator thing. I thing Sailing should be a prime trait for the FM as these are the guys you use as captains anyhow and you can only have four active officers on any given ship, plus only 3 besides yourself on your flag ship.

The navigator is sort of excess here since he has no other real function and I think can afford to be nixed.
 
More odd thoughts about "Passangers". Is there a way to have different "packages" for this, like a "landing party" and "boarding party". Have certain guys (your tuffs and boatswains) always be with you on boardings while "passangers" can be used strictly for dealing with the land folk (i.e. have your first mate and quartermaster in that group)

Also, I've noticed that you only get skill usage from people on the passanger list which is kind of silly. If you have a gunner on board his skills should always affect your ship without having to reset your passangers list to do so. this way also you can have officers that specialize in Defense, Boarding, etc and not just have to choose 3.
 
Whoa!! Sweet ideas.
<img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> Sadly, i can't help you with coding
 
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