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Sailing skill

Bartolomeu o Portugues

Buccaneer
Staff member
Administrator
Storm Modder
Storm Modeller
First, I don't know if this idea has already been submitted.
After capturing a manowar with a level rank 3. ( I took advantage of a battle between a fort and the ship). I've had this idea : the possibility of sailing bigger ships would depend on the sailing skill.

For instance :

Up to 2 class ship 6-5
....... 4 .............. 4
....... 6 ...............3
....... 8 ...............2
and sailing skill level 9 and 10 for class ship 1

Of course, we could capture and loot an higher level class ship but we couldn't sail her if we have not the required level.
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would having an officer with that skill be possible too? i'd have an objection to that, as what would happen if he dies? the one thing that bothers me is that the sailing skill goes up so slowly, meaning that it would take a REALLY long time to get a good ship.
 
I don't really like this idea either. Long ago we have been talking about a new Officers system, and there was an interesting idea : the bigger the ship, the higher the number of officers that should be needed to sail/fire with it. One officer per deck... Witch means if you had 8 in sailing but you'll sail a ship that needs four guys (captain + 3 officers), the ship skill would in fact be 8/4 = 2. And normally that should prevent you from using that ship, because you wouldn't really be able to maneuvrate it - unless you have enough money to afford lots of officers, and alas money can be find anywhere and pretty easily. (For exemple : in Charlestown at level 1 or 2 I met a guy who said he had special stuff he could sell to me. It was indead 'special' : a shotgun and a turc saber. I refused, killed & plundered him and entered a house to avoid the mad guards... do you imagine how much money that is to start a game?)
 
Maybe we could use an another system <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> . Because I still think that for instance sail a manowar with a level rang 3 make the game too easy <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />.
 
i rarely get one THAT early. i did have one at level 8 once though, which is still really early.
 
I agree with Bartolomeu with the notion that you shouldn't be able to captain big ships at a low character level. Of course there is aready a limit on buying ships, but not on capturing them. I really like the original idea of requiring a certain amount of officers to be able to sail a ship effectively, because let's face it: one captain without officers simply cannot sail a Manowar. Of course this would not be easy to acchieve, because it means greatly expanding the officers' roles in the game. If somebody would be willing and able to do this, it would make a major improvement on the game. It would be awesome if you would actually <i>need</i> your officers. Because right now your officers are pretty much superfluous, especially when you reach a high level yourself. Imagine having all your skills maxed out at 10 and <i>still</i> needing your officers to sail the ship.
 
i say again, what if they'd die, on land for instance? what would the player have to do then? or would the ship simply perform below maximum effiency? for instance: when the navigator get's killed, the ship will turn less quickly and sails would be adjusted more slowly, even when the player has maxed sailing skill (although the player would have 50% effect on it with maxed skill. like effecting the turn rate and sails by 5% a skill point, and the navigator influancig the other 50%). when the cannoneer get's killed, accuracy and loading speeds drop, again, even when the player has them maxed, although the player does make a difference, just like with sailing skill.
 
Ship would perform under maximum efficiency, I think. Also don't forget that you can only take three officers with you ashore. The other officers remain on the ship. I imagine you would take your deck fighters with you ashore and keep your required navigator, doctor, quartermaster and boatswain back aboard the ship. So there'd be no risk of them dying. I think there should not only be a requirement for the amount of officers, but also for the sort of officers. If you have five carpenters, that still doesn't help you sail your ship properly.
 
well, what i'm thinking is that the player has to choose what he will be the most efficient in. for instance, if he wants to become a trader, he should have these officers with him while sailing: quartermaster, navigator, boatswain/first mate (for the leadership). if he wants to become a fighting-type, he should have a navigator, canonneer, and doctor. of course, the carpenter would be another choice to have, maybe to replace the doctor for the fighting ship. this way, choosing your officers becomes much more important, as it determines in what areas your ship will function best.
 
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