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A random string of thoughts...

ronlosey

Freebooter
Storm Modder
Guys:
I've been out of the loop over here for a bit ... got tied up with another modding project.

However, as it looks like action might be picking up again, with the fresh contact with the Russians and all, I figured I would throw out my list of notions and see what kind of reaction they get. This was all basically stuff I was pushing for earlier, but here's a more coherent list:

1. Real time and distance. There seems to be a huge gap in the wooden ship games between real time simulation and RPG-type stuff with generally greatly increased time scale for a more action-arcade feel. (The simulation games generally offer accelerated time of some sort - we can take that as far as necessary.) We made a number of moves earlier to narrow this gap - more realistic reload times, and the like. The one part of this that has not kept up is the "sail-to" command and the range of combat. Most of the strategy of a sailing ship encounter came from setting up the enemy at rather extreme range ... by the time the ships were within firing range, they had been maneuvering each other into position sometimes for hours (or days). I move for the sail-to and map commands be disabled or at least greatly modified when a potentially hostile ship is nearby, and that ships drop out of map mode as soon as the opposing ships would be visible. It will slow the game down a little, but it will add a LOT of realistic tactics ... and if it's too slow, there's always accelerated time.

2. Real problems with fire. Fire was (and still is) the greatest danger on a military ship. Fire does not, however, immediately attack the hull and cause the ship to sink. Fire spreads relatively slowly, and creates the greatest danger to men, rigging, guns and supplies - it is not really a danger to the hull unless the ship burns to the waterline. It also does not just go out because of a "fire drill" - it will cause confusion and inefficiency among the crew for some time (while everybody stops what they're doing so they can fight fire). Sometimes it can be controlled, sometimes it spreads (depending on the crew number and skill) ... either way, it takes some time to do one or the other, during which time the condition of the ship is somewhat in question.

2b. On that note, water leakage is much the same. The more water a ship is taking, the more crewmen have to stop fighting and start bailing water. The water itself does not really do any damage immediately (unless it continues until the ship actually goes down, which will likely take a while), but it forces the crew to take immediate action that does not include shooting back at you.

3. More realistic economics. Swords may be expensive, but they're nothing compared to the cost of an entire ship. The greatly inflated ship sizes and numbers (like pirates operating a fleet of battleships) was in part a response to the economic imbalances associated with this. Cost of ship crew, also, is a little off ... only the officers seem to cost anything. Ships should be expensive to maintain as well, much more so for the larger ones.

4. Greater variation in personal weapons. Instead of a continuous gradation from "worse" to "better", a set of variations to reflect the unique properties of certain weapons. For example, heavy blades do a LOT more damage, but they are slower, and harder to use in an effective block. Rapiers and smallswords are easy to use and quick, but you would have to jab somebody 15 times with one to really get his attention. That sort of variation would open up a lot more tactics options as well as reducing the effect of players getting the "best" weapon and having nothing else to gain.

5. Crew wounded as opposed to killed. Not everyone disabled in combat would die of those wounds ... some would, but many would be temporarily disabled by wounds that were not medically serious. This would make the role of a good doctor much more significant. It would also add a certain degree of "down-time" between combat sequences, while your wounded crewmen were getting patched up before they would be ready to fight again.

6. Transport of people. Max useful crew on a ship is one thing, but if you need replacements, marines for a boarding operation, or colonists/troops for a fort you took over, you need to be able to pack the storage areas with extra crew/troops/whoever. This needs an over-max-crew function ... where the extras still eat, and/or can be moved up to replace casualties as needed, but do not affect the ship's efficiency if over the max rated number.

6b. Likewise, the ability to convert crew space to storage could be useful for merchantmen running light crew to cut cost ... no reason they can't pile the extra crew space full of barrels. Maybe the way to do that is to convert crewmen into cargo weight, and add the necessary weight to each ship to account for their normal crew.

7. Eventually, it would be nice to see zone damage. The masts and guns that can be damaged/destroyed are a major step in the right direction, but an even more complex damage model has potential, especially when it comes to calculating things like the ship taking water, cargo being damaged/destroyed, crew casualties, and such. The whole "hull hit point" thing is fine for calculating repair costs, but it doesn't really cover complex problems like taking water, fire on the gun deck, or the food supply getting hit. But that's probably beyond the scope of immediate projects, and is more just something to think about for now.

8. Independent allies. I hear build 14 alpha 8 has a capture colony option where you can put your people in charge. Another good thing to go with this is the ability to send ships somewhere on the map ... send a captured ship back to a nearby port, and pick them up later, or order one of your officers to take a ship and run a trade route for you. This will get a lot more critical if you can own colonies, as you may have to own the merchant fleet that supplies them as well.

9. Ship-to-ship small-arms fire. Just because they can't get any cannon to bear on you, does not mean you wouldn't get pelted from musket fire, swivel guns, flaming arrows into your sails, or if you get really close, hand grenades (those big black bombs). The rather arbitrary value at the beginning of the boarding sequence seems a cheap work-around ... a way to make opposing crews sling lead at each other randomly every chance they get should be on the list of things to think about.

That's just the stuff I was working through before. Haven't been able to get 14 alpha 8 to download yet, so if any of this has been added recently, do point it out. Otherwise, comments? Thoughts? Am I crazy?

I'm not much of a programmer, so I sort of have to just throw out the ideas and let other people actually write it.
 
well, of almost all of this, i can't really see how they would be possible to put them in the game. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> as for the setting up before battle, do you have any idea how long waiting for a few hours in the game is? of course, you can speed up, but you still have to wait for a long time. the worldmap is currently used for setting up your ships in a good position. you can determine the distance and position relative to that of the enemy yourself. i've often started a battle where the enemy would be really far away, giving me plenty of time to take care of my angle of approach.

i really don't see how to put in the small arms fire. maybe by assigning minor crew damage to the enemy to pressing a key or something and aiming with the crosshair, but i really can't see another way. the musket volley ability is the best thing for now, although it more decreases the fun in boardings, actually.

now, balancing out the swords and area specific damage are two things that i'm very much for. the first is quite possible, weight being simbolised by the ability to pierce blocks and block yourself, and of course the damage as you pointed out. the latter, however, seems quite impossible to put in the game.

just a friendly word of advice: try thinking if an idea is actually possible at all before offering it. the modders just can't do certain things. rest assured though, i was offering this kind of things in the beginning myself as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I'm sharing your ideas Ron Losey. For exemple I've been thinking a moment about how that ship-taking-water thing could be acheived (but haven't found out).
I think the fire-onboard code we have now is working well. The only thing that could be changed, as you said, is the fact that fires are lowering ships HP.

About swords I don't fully agree. Even with the worst you should be able to kill someone in one good hit (dagger...), Especially if your oponent is not paying attention.
A thing I'd like to be able to give more orders to crewmates or officers, not using dialog option. Like 'everybody stop fighting!', 'attack this guy over there!', 'don't move from this place!', 'concentrate on reloading your gun!', 'retreat!', 'leave this guy to me' etc... That would make the fighting a bit more interesting.
 
well, those commands wouldn't be possible in the short time in which you have to tell them. swordfights usually last very short, and by the time you would have told them what to do, the fight would be already over. besides, it's not nearly always possible to reach all of them, and you can't talk to them if they have their swords drawn. i might be possible to tell them before boarding if they should take an agressive, protactive or defence position, whichwould determine their position at the start of the boarding.

but fires DO burn wood. and the ship's made of wood, so it should take damage. however, maybe not as much as it does now, and fires should do damage to rigging and crew too.

the ship actually does take water, as i found out once. if the ship is 'sinking' (below 10% hp) the speed will gradually drop because it fills with water. i've only seen this happen once though.
 
I was talking of commands <u><b>not using the dialog interface</b></u>. Like special key or a fast menu option (like giving an order to one of your fellow captain at sea)
 
giving orders like at sea takes time as well. seriously, i don't think you have the time to give orders during a swordfight.
 
Lots of good thoughts here. I don't have time to reply here, but many of this should be possible, at least in theory. Limited by our limited-as-usual availability of coders to actually WORK on these.
 
"Possible" is one thing I have learned not to estimate for myself. This group has already done many things that were thought not to be possible. On some of my other projects, I've even pulled a few rabbits out of the hat when everybody said it was not possible. However, these were theoretical ideas or goals, not concrete formula. What is or is not "possible", I leave to the imagination of those who dare to dream.

On the swords, rapier duels were historically known for the fighters taking multiple hits and continuing to fight. Almost every historical account describes one or both fighters taking at least three solid puncture wounds through the torso, plus multiple other cuts. A rapier is just not much of a weapon. Cappo Ferro described a number of fast-kill strikes through the head, but pretty much nobody really thought any of those would actually work unless the target was tied to a post and you could drive the blade through his head with a hammer. Otherwise, even proponents of the rapier agreed that they were not very combat-effective, and most fatalities were from infection.

Heavy cutting blades tend to be exactly the opposite - stories from Japan, the Crusades, and such seem to think that a sharp heavy cutting sword should cut a man in two. Records (including photos and film) from the Japanese war crimes in China 1938-1943 would confirm this - even the cheap parade swords many of them used were quite capable of removing major body parts. In a word, the differences should be huge.

More orders would be confusing. That's not a good move ... not with what we have currently.

The problem with setting up an attack on the world map is that you can't see what you're doing - you have no real data on range or wind direction. Plus you don't really have time to react - if you have a non-combat ship in your group, you don't have time to tell them to leave the battle.

Speaking of wind direction, that's another thing. Random weather changes are cool, but they shouldn't be SO random. Wind speed or direction could change, but unless a storm is blowing in, usually it's not a major change. Carefully setting yourself up on the weather gauge and then suddenly being on the lee is demoralizing, especially to any would-be tacticians. Sure there's a chance of that, but odds are it won't be against the prevailing winds.

Ships made of wood will burn ... they will burn to the waterline. However, the fire will have killed every living thing on board and destroyed everything of value a good two hours before the ship will actually sink. The current model seems to have the fire burning straight through the lower hull, like thermite, instead of spreading up and out like fire on a ship made of wood and tar.

The current code on fire ... well, it sucks. The fire drill is immediate, and always works. That's the first two things that DON'T happen in a ship fire - the problem is not going away quickly or easily. It is going to continue to be a nuisance for some time, even if the extent is relatively minor... and if not controlled, it won't stay minor for long.

The current "ship taking water" thing is exactly what they had in the original "Sea Dogs" - a critical hit when hull value is low, and it will flag as doing continued damage (just like the fires do). It's still a model where ships sink like planes going down, rather than a model where cargo space was slowly filled with water until either it was repaired, or until they managed to pump it out faster than it was gaining, or the ship would no longer stay afloat. Ships taking water should be more of a continual annoyance than a critical emergency, unless the leak was particularly severe or the crew's damage control ability was reduced (like being short-handed).

On the time ... yes, that would be a very long time in-game, and would require a careful rework of the time-scale commands to make it playable. Plus changes to the weather code. It would not be as simple as just adjusting the distance settings for begin encounter and minimum to activate "sail-to"/"map". It would require some planning to make it playable.

The ideal model for small-arms would be that every time hostile ships got within "musket-shot" (200 yards) of each other, there would be some random puffs of smoke and the opposing ship would take some crew damage. The extent of the damage can be based off of a number of muskets and swivel guns on board ... which we can throw in somewhere - cargo, purchase cannon screen, doesn't matter... plus extra crew to operate them. Defense bonus applies, so the effect would probably not be much (unless just hundreds of marines opened up on some poor sloop at point-blank range). Still, it would prevent the feeling that your sailors were just sitting there with their hands in their pockets watching a hostile ship 30 yards away. At least you would get the satisfaction of throwing something back at them.

The small-arms thing could also help some with the current cannon-inflation. Ships in POTC seem to have a LOT of guns. I mean a LOT. A few less 8-pounders and a few more swivel guns and muskets would cover the effect better. Also give us something else to do with gunpowder, since a hundred muskets really would burn some measurable volume of powder.

However, I know that's going to be a pain to code. Certainly not a small project.

I was pushing for some of this before ... Hook managed to get us the part about ships not being able to turn as well when sails were damaged, therefore making chain shot useful at preventing your enemy from getting his guns turned against you. Then I got sidetracked with a different project, stuff here bogged down while hunting bugs on some alpha release, and I didn't get back over here for a bit.

And again, these were ideas ... not concrete formula. Actually implementing them will take another level or two of planning.
 
As the doctors say, "First, do no harm."

Ultimately PoTC is a game about pirates, merchants or privateers in a really fanciful setting only tenuously based on historical, or realistic, elements. This is a setting based on a mythological approach to the world of pirates. Or, for fellow roleplayers, it creates a mythical version of the Caribbean akin to the Mythic Europe of the Ars Magica games. Calling the melieu the Mythic Caribbean probably does it quite a bit of justice.

I finally saw the final movie in the series last night and, believe me, realism here while desireable in measured doses, needn't necessarily be an overriding concern. That said, as Pieter has noted elsewhere good, fun, gameplay and realism can coexist and compliment each other given that the synthesis is carefully wrought with the right goals in mind.

Ron's idea about weapons being balanced against each other rather being simple linear progression of better to worse is a good one. <i>If</i> the end result actually means players can experience a different feel in a duel if using a different weapon. IE, each weapon favors discretely distinct tactics (or special duelling maneuvers - if that's even possible) and each matchup between people using different kinds of weapons feels materially different AND the AI can take advantage of the differences in alternate schools of arms, or styles of gentlemanly swordplay, and employment of weaponry.

If there's really no material difference in the quality of gameplay after these changes are made, that ultimately players will simply sort out a new heirarchy of what's "most effective", and the AI will stumble along doing what it does now then such a change is moot.

World Map does make an artiful navigational approach a difficult thing but would the AI even have a fighting chance if players could easily orchestrate every element of a sea battle? Or would we, as we do already, have a huge edge on ships that won't be behaving with the same deliberate calculation and a constant weather-eye on the horizon? In some ways the flawed existing systems help to compensate for AI weakness. To take it beyond that might require retooling ship AI in the game, if that's even possible, and could end up with a game that's more complicated than playable. I stress <i>may</i> because I don't know for certain. It would depend on the execution. In any event using the Direct Sailing mod we might want to see how ships encountered at range there operate. Do they spot at long distances? At least some of them, some of the time? Do they take advantage of wind and weather to maneuver for best position? How does the AI take advantage of these factors from the World Map mode? Does it at all maneuver for position? I think the AI needs all the help it can get to screw us up myself. There are probably quite a few consequences that should be considered here that are ancillary but real factors.

I do find ship fires and fire-drills very superficial and I think maybe something should be done about that. Perhaps cannons stay empty and sails stay down a bit longer than a split second. Maybe several split seconds. But again, for me, this comes down to "First do no harm". Just how complicated will things get? How much will it really add to the quality of the gameplay? Will it be too much detail and take away from the action too much? Or does it somehow add to the dramatic elements of ship-to-ship combat?

I get the satisfaction of firing grapeshot into an approaching hostile vessel! Covers my bases. In an ideal world I wouldn't might being able to climb up the rigging and hang in the ratlines to take potshots at the fool behind the enemy's tiller. But I wonder how much additional complication this would be versus how much it really adds to the quality of the gameplay. And again, I don't know. Just playing devil's advocate.

Chainshot, the example you gave, is an example of gameplay that's both realistic and creates some dramatic decisionmaking. The AI uses chainshot too so the effect's balanced. Anyhow, my two cents.
 
A friend of mine and I had a long discussion about possible economy models for PotC and we could really need some help from people who know a lot more about the era (and perhaps have access to something like jstor) . The basic idea is to asign consistent values to production goods/ working costs and deducing prices for all other goods from these basic values.

The aim should be a more challenging mid/endgame (e.g. no player fleets with 4 manowars)


The values we need so far/our assumption (really only an assumption)

cost of an unskilled worker/day : 12 pence
cost of a skilled worker/day : 12 pence * 2,5 = 30 pence
cost of an engineer/supervisor/day: 12 pence * 3,5 = 42 pence

percentage of uw/sw/en in a shipyard/armoury: 70%/25%/5%

cost of 1 kg wood: ? (perhaps 0,1 pence)
cost of 1 kg sailcloth : ? (perhaps 0,8 pence)
cost of 1kg iron: ? (perhaps 1,5 pence)

kg of wood needed per ton/ship: ? (perhaps 2500kg)
kg of sailcloth needed per ton/ship: ? (perhaps 100kg)
kg of iron needed per ton/ship: ? (perhaps 30kg)

workers/days/iron needed for a 9lbs cannon: 4/2/100kg
workers/days/iron needed for a 12lbs cannon: 5/3/133kg - totally random (<img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />) modifier 1.33
workers/days/iron needed for a 16lbs cannon: 6/4/176,89kg
workers/days/iron needed for a 24lbs cannon: 7/5/235,26kg
workers/days/iron needed for a 32lbs cannon: 8/6/312,90kg


days one worker needs to "build" one ton of a ship: ? (perhaps 104.28 days, based on the assumption that 500 workers have to work two years to build a class one Manowar with 3500to. )


example for a brig:

to. = 300
days= 31284
cost(workers)= 31284*18 pence= 2346,3 pounds
cost(wood)=0,1 pence/kg*2500kg/to*300to=312,5 pounds
cost(sailcloth)= 0,8 pence/kg*100Kg/to*300to= 100 pounds
cost(iron)= 1,5 pence/kg*30kg/to*300= 56,25 pounds

16 9lbs cannons:
cost(workers): 4*2*18 pence*16=3,6 pounds
cost(iron): 1,5 pence/kg*100kg*16= 10 pounds

Total: 2828,65 pounds

Crew/Food/Maintainance:

salary sailor per month: 7 pence * 30 days = 210 pence
costs for food per sailor/month: 98,63 pence
(210 pence+98,63 pence)*116 (max crew)= 149,17 pounds
Maintainance: No idea, perhaps 8% of wood/iron/sailcloth costs, so 37,5 pounds

Total: 186,67 per month



example for a manowar:

to. = 3500
days= 364980
cost(workers)= 364980*18 pence= 27373,5 pounds
cost(wood)=0,1 pence/kg*2500kg/to*3500to=3645,83 pounds
cost(sailcloth)= 0,8 pence/kg*100Kg/to*3500to= 1166.67 pounds
cost(iron)= 1,5 pence/kg*30kg/to*3500to= 656,25 pounds

100 32lbs cannons:
cost(workers): 8*6*18 pence*100=360 pounds
cost(iron): 1,5 pence/kg*312,9kg*100= 195,56pounds

Total : 33397, 81 pounds - for comparison: total costs for the Victory in 1767 = ca. 63.000 pounds

Crew/Food/Maintainance:

salary sailor per month: 7 pence * 30 days = 210 pence
costs for food per sailor/month: 98,63 pence
(210 pence+ 98,63 pence)* 1000(max crew)= 1285,95 pounds
Maintainance: 8% of wood/iron/sailcloth costs, so 385 pounds

Total: 1670,95 pounds per month


To keep things challenging the player´s possible income should be adjusted accordingly.

Examples:

Possible loot after capturing a colony

population: 1750

43% have-nots

45% workers with 1/4 year worth of savings (12 pence*91,25= 4,56 pounds)

787,5*4,56 pounds = 3591 pounds

10% merchants and craftsmen with average savings of 50 pounds

175*50= 8750 pounds

2% "nobility" with average savings of 500 pounds

35*500= 17500 pounds

Total: 29841 pounds

This would be enough to buy a nice fregate and pay the costs for about half a year but a manowar is still well out of reach. The only way the player should get one is to be in the service of nation at the rank of an
admiral or higher (of course, he shouldn´t have to pay the maintainance costs then) OR he actually owns/controls a (pirate) colony that generates
enough income to afford one.

Of course this "model" contains a lot of inconsistencies but heh, its a start <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Any thoughts?
 
All that math is way out of my league but I think I'd like to see the kind of results you're aiming for. Getting ahold of any ship the size of a frigate or larger is probably a pretty big deal historically and would mark you as someone to be hunted down by the colonial powers. In the Pirates of The Caribbean setting it seems less so. Pirates seem to have a ridiculous number of very large fighting ships (at least when you're talking about the Pirate Lords of "World's End").

In terms of pure gameplay, I tend to agree. One thing Meier's got right in Pirates! is the idea of decreasing returns on investment. The bigger the ship, the bigger the crew, the more overhead you had to cope with and eventually it would all come crashing down on you without some spectacular haul to keep the men happy. And even then you'd want to disband your armada as fast as possible to preserve your own cut afterwards. I think this is probably handled in PoTC Build Mod with the option to sign Articles to an extent but making it much tougher to both acquire and maintain any ship larger than, say, a sloop might be a good idea. And the more ships you have the more expenses there should be as well.

In addition to just buying it maintaining it should cost a bundle!
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->n terms of pure gameplay, I tend to agree. One thing Meier's got right in Pirates! is the idea of decreasing returns on investment. The bigger the ship, the bigger the crew, the more overhead you had to cope with and eventually it would all come crashing down on you without some spectacular haul to keep the men happy. And even then you'd want to disband your armada as fast as possible to preserve your own cut afterwards.<!--QuoteEnd--></div><!--QuoteEEnd-->

This is something I´d love to see in the Build mod. This would certainly add a greater pirate/outlaw feeling to the game. A good corvette or even a frigate with ca. 300 men should be the best ship a adventurer/privateer player character could get. If he really wants access to big fleets and manowars then a military career would be the way to go. I don´t know how flexible the "capture a colony" mod is, but if there´s the possibility to actually own and manage a colony, then this would another option to afford class 1/2 ships. Of course something like this would bring problems of its own (attacks etc). Huge possessions=huge problems <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I´m currently thinking about how adjust the availability of goods and items according to the system in my previous post
(having fun with a calculator and spreadsheets ^^).

Does anyone have some links about the economic situation of the carribean in , say, 1730?
 
i'm not sure i like the sound of it, but i'll see how this turns out. the thing is, you NEED a manowar later in the game, and if you're a pirate, this is impossible. being a pirate would be even less attractive than it is already. the reason why you need a manowar later on is because you keep meeting massive manowar fleets, which you can hardly even think about fighting with a frigate. (although i have done so once) the player needs to be able to still get one without a military career, as i've noticed that it will screw up anyway after a while due to some stupid accident.

there's one thing that comes to mind though:

you keep your land after you get fired. therefore, you can become pirate after you've followed a military career. however, i don't really like this, as you're then half forced to do a military career first, which you might not want to do, to do something you are actually aiming for, and that military career is LONG if you really want to get a good profit out of it.

all in all, the main thing i see is that the size of your ship will depend greatly on your income and not just on what you can board. and that is a good thing.
 
Those are good points! I suppose I should probably simmer down and play through at least one full campaign before tossing out all these ideas. But I am getting enough into things that I'm making some room on my bookshelf for the Visual Guide to Pirates of The Caribbean and The Secret Files of The East India Company. I've already got a fairly respectable assortment of other historical and seafaring resources but those should help me get a better idea of the, it's dawning on me, unique cosmology and politics of the Mythic Caribbean.

I don't think Sid Meier would recognise much of this place...

Once I've got that sorted out I should have a better handle on what fits the setting and how it can be expanded to include other plausible material. I'm a roleplayer, this is what I do.
 
Your economic model sounds a whole lot off. Both ships and especially cannon required rather specialized facilities to build them, and the cost would go a lot more than the prices of simple manufacturing. Cannon also generally were imported from Europe, and transportation was not cheap, especially through the issue of pirates. The formula works for manufacturing nails or textiles, but not precision-engineered things like swords, guns, ships or cannon. Good direction to be going, but it leaves out a few factors.

As for the fleets of battleships, those have to go too. The Buildsettings.h file has a flag for fleets that are either scaled to player level or truly random ... set them to truly random. Makes it a little tougher at the beginning, but it's worth it to avoid the immersion-breaking merchant convoy with more battleships than "The Nile". That will prevent players from being forced to operate such a fleet as well.

As for what ships you can buy, use ranking with at least one nation as the standard. If a privateer had been knighted by their government, and wanted to buy a ship of war, they would likely play along (he's a well-known hero of their war effort, after all) ... while if some punk who they suspected was a pirate or a smuggler tried the same, well... they would be more likely to notify the guard than to cooperate.

As for the "military career" - privateers were hardly a career. They would just choose a nation whose colonies would shelter them, and then proceed to be pirates. Only their host nation would consider them military, or even friendly ... others would write them off as pirates anyway. Even the most hardcore independent type is going to need a friendly port somewhere.

As for land, if you can take over a colony, problem solved ... you take over a colony, and give yourself the governor's estates on that island. Should be good for a few hundred acres of personal land, not counting any general profit from your crew running the colony (which should go back to being "crew" money, since running the town is coming from your collective budget). Then you could get some personal land as a pirate lord ... at least as long as you held the island. Of course, this would be inviting attacks from colonial powers, so I'm not sure how long you could hold it.

On the AI and the ships ... well, if the ships handle combat tactics poorly, re-write the AI. I mean, sure it's creating more work - but it would be worth it if fights didn't start with you being beamed in within pistol shot of a hostile. Don't let one problem prevent fixing another ... this is the brainstorming and ideas thread. Push the limits. It has certain educational as well as entertainment potential ... thinking about realistic problems causes you to come up with realistic solutions. Keeps your brain working, which in turn reduces the overall boredom of repetitive activities. Increases the value of different ship types and different tactics. Maybe eventually come up with different tactical AI for different individuals, so that when a fight starts, you would have to figure out what your enemy was thinking from watching his moves.

One thing I've learned about this board ... if you can dream, somebody will figure out a way to code it.

Also something I've learned about computer game balance - reality is balanced. If you can get your game close to presenting the realistic problems of the event, game balance will take care of itself. If not, you lock yourself into a never-ending cycle of tweaking stuff and never figuring out what was wrong.
 
I believe that any kind of serious warship in the Caribbean was fairly unusual and a cause for alarm. Most European powers were far more concerned with what was going back home. Even in the days of the Spanish treasure fleets the galleons were supposed to act as their own defense and they were monsterously well armed but still fell prey quite often. Of course that's the heyday of piracy in the 16th and 17th centuries. I'm not quite as certain what the historical situation was in 1720 much less the 1720 of the Mythic Caribbean of Pirates of The Caribbean. One seems to see far more heavy ships of the line romping about in the films. In that sense, perhaps the most important one, we can go along with the existing models of players getting their hands on overpowered vessels. The concern would remain more, game balance. Randomization could cure that with a little rough street justice. "Take what you can. Give nothing back."

I didn't know about that randomization line in the settings. We're going to have a functional gameplay options screen in the next Build mod so we don't have to go digging around in folders I seem to recall. That'll help a great deal.

As for your philosophical take on the salutory effects of realism in gameplay, I have to agree. But before that element is implimented it would have to be out of the box working. Otherwise the poor AI ships will be overmatched even more than they are now. The perfect shouldn't be the enemy of the good. That can cut both ways here.
 
Yeah ... tactical interface has to be a coordinated whole. If you give players better options to use good tactics, the AI has to reciprocate. At least in the final released version, it has to be out-of-the-box functional.

That does not, however, mean that we can't build it piecemeal. We just have to acknowledge that we are building it piecemeal, and so concentrate on one part at a time and leave the next step to the next phase of the project. (i.e. if more reasonable start ranges are unbalancing for the AI, live with that until the AI can be improved.)

Again, fix one thing as close to reality as possible. If it is unbalancing, it is because something else is wrong ... fix that thing next.

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And that random fleets line was a big deal about a year ago, sometime about the alpha of Build 13 ... I was one of the people pushing for that change, but I'm not sure who finally wrote the code. (As I've said before, I'm not much of a programmer ... it's usually better if I don't actually touch the code.)

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As for warships being cause for alarm ... well, the Caribbean was generally cause for alarm anyway. Most of the European powers considered their colonies there to be a rather large millstone about the neck of their navy. Between pirates and hostile neighbors, it was a formula for disaster.

If a privateer got his hands on a large warship, it would certainly make him a high-priority target for any hostile nations. Wasn't it Henry Morgan that got his hands on a heavy frigate and scared the life out of everybody? One of those famous pirate-types did.
 
FYI - it looks like encounters are set to Random by default in the Build 13 mod. I'm going to just see if jacking up the difficulty won't help. I love winning fights but these big warships seem to either run or surrender far too readily as well as being far too common.
 
<!--quoteo(post=226836:date=Dec 20 2007, 11:35 AM:name=OddjobXL)--><div class='quotetop'>QUOTE(OddjobXL @ Dec 20 2007, 11:35 AM) [snapback]226836[/snapback]</div><div class='quotemain'><!--quotec-->FYI - it looks like encounters are set to Random by default in the Build 13 mod. I'm going to just see if jacking up the difficulty won't help. I love winning fights but these big warships seem to either run or surrender far too readily as well as being far too common.<!--QuoteEnd--></div><!--QuoteEEnd-->

Been using 14 alpha 6 myself. (Never could get alpha 7 to run, can't imagine why, and apparently I can't find a way to download alpha 8.)

Surrender chances can also be set in buildsettings.h
 
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