I know extremely little about modding, so I don't know how feasible these suggestions are, but I think they would really make stuff more realistic.
First off, it would be great if we could make ships heel over to the wind. This would give more tactical considerations during ship battles as it changes the range for each broadside.
Second, it would be great to be able to have the speed of ships individually influenced by sea conditions. In rough seas, the big bluff bowed two deckers are faster than frigates because their rigging is stronger so they can put out more sail and because their big hulls are not as affected by the big waves. On the other hand, the frigates are faster than the big two deckers in normal sea conditions because of the hull design and lower hull profile to the wind and stuff like that. It would also be cool for each ship to have a fastest point of sail. The fore'n'aft rigged ships would be fastest on a reach with the wind 90 degrees off. They would also of course be faster close-hauled than the square-riggers. The square-riggers would be faster running before the wind.
The third thing is cosmetic. It would be great if we could make the sails actually aligned properly to the wind. The gaff-rigged sails should not be parallel to the wind. Also it would be cool if the sails would align for a close-rigged tack into the wind. I was honestly a little dissapointed with the alignment of sails in POTC when I first started playing it. And no matter how beautiful and cool of a ship the bermuda sloop is, its gaff-rigged sail is always on the wrong side.
Another thing that has bothered me about POTC from the beginning is that with full sail you somehow are more sluggish. Sailing ships don't get fast enough to get to the point where higher speeds decrease turning rate. At full sail, a sailing ship is usually more manueverable than otherwise. The more speed a sailing ship has, the better it can turn.
Another interesting point though not necessarily as important as the others is that as cannons start to fire and heat up, they start to become more effective.
I really like the sidestep in build 13. It would be cool if it looked like that with sword drawn. The new retreat move looks great to. I'm not so sure I like the new fighting stance, but maybe that's because I'm blaze devlin. It looks like we are finding out how to mess with animation and stuff. It would be cool if eventually we could make the block only block one attack and then add in some different kinds of attacks like beat attacks and feints (that could followed by a quick attack) that would need to be defended by other blocking methods, though without multi-player, it would probably be incredibly hard to get the computer to fight effectively with a new fighting system. I bet for a lot of that stuff you'd have to actually get into the game engine though.
Anyway, I'm a fan of both POTC and the build mod and think everyone has done a great job on all of this so far. There are of course many things with room for improvement, but I guess that's what you're doing. I thought I might give a little input to maybe help out a little. I might even be able to help with some basic coding stuff as I have a tad bit of programming experience and before I found the build mod, I had messed around with the script a little myself.
First off, it would be great if we could make ships heel over to the wind. This would give more tactical considerations during ship battles as it changes the range for each broadside.
Second, it would be great to be able to have the speed of ships individually influenced by sea conditions. In rough seas, the big bluff bowed two deckers are faster than frigates because their rigging is stronger so they can put out more sail and because their big hulls are not as affected by the big waves. On the other hand, the frigates are faster than the big two deckers in normal sea conditions because of the hull design and lower hull profile to the wind and stuff like that. It would also be cool for each ship to have a fastest point of sail. The fore'n'aft rigged ships would be fastest on a reach with the wind 90 degrees off. They would also of course be faster close-hauled than the square-riggers. The square-riggers would be faster running before the wind.
The third thing is cosmetic. It would be great if we could make the sails actually aligned properly to the wind. The gaff-rigged sails should not be parallel to the wind. Also it would be cool if the sails would align for a close-rigged tack into the wind. I was honestly a little dissapointed with the alignment of sails in POTC when I first started playing it. And no matter how beautiful and cool of a ship the bermuda sloop is, its gaff-rigged sail is always on the wrong side.
Another thing that has bothered me about POTC from the beginning is that with full sail you somehow are more sluggish. Sailing ships don't get fast enough to get to the point where higher speeds decrease turning rate. At full sail, a sailing ship is usually more manueverable than otherwise. The more speed a sailing ship has, the better it can turn.
Another interesting point though not necessarily as important as the others is that as cannons start to fire and heat up, they start to become more effective.
I really like the sidestep in build 13. It would be cool if it looked like that with sword drawn. The new retreat move looks great to. I'm not so sure I like the new fighting stance, but maybe that's because I'm blaze devlin. It looks like we are finding out how to mess with animation and stuff. It would be cool if eventually we could make the block only block one attack and then add in some different kinds of attacks like beat attacks and feints (that could followed by a quick attack) that would need to be defended by other blocking methods, though without multi-player, it would probably be incredibly hard to get the computer to fight effectively with a new fighting system. I bet for a lot of that stuff you'd have to actually get into the game engine though.
Anyway, I'm a fan of both POTC and the build mod and think everyone has done a great job on all of this so far. There are of course many things with room for improvement, but I guess that's what you're doing. I thought I might give a little input to maybe help out a little. I might even be able to help with some basic coding stuff as I have a tad bit of programming experience and before I found the build mod, I had messed around with the script a little myself.