<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>3.Interface/keys/sugestion:</b> move the initialise key('I') to somewhere else. with lootings using the 'O' key i find it a regular occurance(in the heat of a battle) that i hit 'I' too often. Or use a different key for looting?
On the same note the 'Ctrl' that is used quite often('block' on land/spyglass at sea) is uncomfortably close to the 'windows' key that can put you out the game and into the desktop, which gives you a black screen and no means of getting back to the game(no save/no clean exit etc). I can just re-arrange the keys myself, but i'm thinking that as these are defaults they could do with some looking at?
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You can do that for yourself in PROGRAM\CONTROLS\init_pc.c. If you or anyone else comes up with better key assignments than the default, feel free to say so and we might put them in the next update. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>A.</b> Consider making the perk 'Trustworthy lad' require both 'basic trade' and 'advanced trade' perks as pre-requisites? easily sellable illegal goods in town stores can overbalance the amount of money you can make in one trip at game start imo?
This would make it a speciality perk for the experienced quartermaster Officer, she now knows her way around the trade stores - people now trust her etc? And it makes it less likely the player just picks it at some point for the cash benefit, you have to invest important ability points in trade first.
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Sounds nice to me and should be easily done.
<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>B.</b> Consider reducing the amount of skill points the player gets per level up. make it +1 skill +1 ability per level(for all difficulty levels?).
This will not only stretch out the char development of the game, but has the added side benefit of making those items that bestow skill bonuses much more usefull items to find/buy and not just for the player char. As we develope officers their special items(think Doctors tools etc) will come into play more.
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Should also be quite easy. Should we do this for Build 13 or Build 14?
<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>C.</b> Consider reducing massivley the effect a high luck score has on pretty much everything in the game(it seems that way?) - it's probably just a simple multiplier tweak somewhere?
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I think we should look at all skill usage for Build 14.
<!--quoteo(post=170250:date=Nov 7 2006, 12:53 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 7 2006, 12:53 PM) [snapback]170250[/snapback]</div><div class='quotemain'><!--quotec-->
<b>6. Bug(Major)Char skills:</b> It appears some of the officer skills dont actualy have an in-game effect when added to the party officer skills points pool.
Most notable example so far is the skills of the Navigator - sailing/defense/most/all(?) sailing related perks(speed up/maneuver/storm helm(?)) dont seem to effect your ships performance. In the origonal game you would feel the better maneuver skill have an effect - you ship would turn much easier. Now its stays at whatever you've set it in buildsettings.h.
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We will probably do some major changes in this department for Build 14, so I think it's better to wait with this until Build 13 is released. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />