<!--quoteo(post=309885:date=Mar 31 2009, 01:21 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 31 2009, 01:21 PM) <a href="index.php?act=findpost&pid=309885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think we'll need to work again on this chest.
I'd enjoy an upgraded interface in which you could see in one eyeshot your cargo, the status of your provision, what's in your weapon locker, and what medecine would be onboard (I don't like the idea of the 'medecine' good, I'd prefer a kind of 'chest'... that'd be the job of the surgeon/doctor)<!--QuoteEnd--></div><!--QuoteEEnd-->The problem with items is that you can't really buy them in bulk.
I don't know how a "sick/injured crewmembers" system would, but I imagine that maybe you'd need a doctor and medicine (items or goods).
Then, say, for each medicine item or good you'd have, one crewmember would be healed. Or something like that.
In such a case, you might want to be able to buy LOTS of medicine, which you can't do if they're items.
Especially not when the item weight mod is added, because you can't carry enough medicine items yourself for your entire crew. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
On the other hand, we do have potions and bandages and such as items, so in that respect it does make sense to have them as items.
Would those items then also apply to crewmembers*? Or just the "medicine" items?
* Crewmembers here not meaning the "boarding crew" or "land crewmembers", but the "numetary value only"-crewmembers, used for establishing the time for raising/lowering sails and reloading cannons and such.
<!--quoteo(post=309885:date=Mar 31 2009, 01:21 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 31 2009, 01:21 PM) <a href="index.php?act=findpost&pid=309885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Together with the officers I'm trying to change the crew system. I think your crewmates will definitly have to use ammunition like you and your officers. I used to like as well the other two items that help to increase the amount of gunpowder/ammunition you could carry, that will come handy if we add guys using muskets a lot - won't we consider re-adding them?<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed. We might need to do some thinking on the whole ammunition system.
There's a fair amount of things about it that don't really make sense to me (eg. infinite amounts of bullets in your powder storage and only player and officers requiring them),
but on the other hand simplifications are required to keep the gameplay fun and not have it resort to annoying micro-management.
Have you got any good ideas on how to keep the ammomod in such a way that makes sense and adds gameplay value without being annoying?
<!--quoteo(post=309885:date=Mar 31 2009, 01:21 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 31 2009, 01:21 PM) <a href="index.php?act=findpost&pid=309885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, and just a small detail - I don't like that all crewmen in my ships are carrying weapons. People in this game tends to be over-armed now, included in circumstances they don't need to.<!--QuoteEnd--></div><!--QuoteEEnd-->You mean on your own ship's deck, right? Absolutely agreed!
It makes no sense for crew to be armed non-stop. No wonder you get mutinies!
When it comes to mutinies, shouldn't there be some security on your weaponslocker
(eg. the only place on the ship where the crew can get their weapons from unless the smuggled them elsewhere)?
It'd be pretty cool if a mutiny could be triggered by an officer giving the crew access to the weaponslocker and if you only have loyal officers who agree with your running of the ship, then the crew can hardly start a mutiny at all, even if they are VERY unhappy.
I suddenly also remember the thought we once had to have certain sizes of ships REQUIRE you to have a certain amount of officers.
After all, there is no way you can operate a Manowar with a captain and no officers.
And what if you can assign crewmembers as officers, but they'd start out at a VERY low level?
What if your crewmembers themselves would also be unique characters to some extent?
So your crewmembers would also gain experience themselves if they don't die.
And eventually we come round to my 'ol suggestion of giving some sort of personalities to the characters in the game.
I still believe that is a point where HUGE improvements in gameplay might be achieved.