At risk of going somewhat further off topic I'll respond at length here to the ideas presented:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->1.1 Gameplay vs. Realism
This is a topic that is being brought up very frequently. A common misconception is that these two are each others' polar opposites. Realism doesn't necessarily mean bad gameplay. And a fun game doesn't necessarily have to be completely unrealistic. I think that our number 1 priority should be gameplay, but we can turn to realism and history to figure out new ways of improving that gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think we'd be fairly safe to focus on realism as it relates to the Pirates of The Caribbean films and that's not so much realism as internal, thematic, consistancy. Blurring a century here or there, including mystical items and characters, isn't going to cause too much pain. It's only when something really jumps out at us as something The Black Pearl isn't likely to have run across (such as Napoleanic era ships and militaries) does it not fit. Many games have "Realism" mods that focus exclusively on getting the nitty gritty details down at the expense of all else. That's appropriate as an alternate mode for PoTC's build patches but the focus should be just enough realism that it adds to immersion into the world of piracy. Superstition's always played a huge part in that but so do some details like the ballistics of cannon fire or the different kinds of damage to a ship a captain should deal with (fires, taking on water, so forth). If it adds to the Piratical experience then it's got versimilitude. If it's too technical or reaches for an element that doesn't fit well into the mythology then there's a potential problem.
The trick, of course, is more art than science. Knowing when something close to the line fits or doesn't, is too technical or more off-putting than immersive.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->On Officers
What could be done:
- Give each officer type at least one truly distinct use that no other officer type has
- Have officer types that remain aboard your ship and will not follow you ashore ever
- You can talk to these officers on your deck and you can use their special uses through dialog with them
- Officers allow you to automate certain aspects of the management part of the game
- Make good officers rare and expensive<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the first is a good point. We do, after all, have Gunners that will automatically refill our, and our officers, ammo and powder pouches assuming we've any left in the weapons locker. Every character should have such a role.
In addition to what you discuss other options are also available and some are issues unless other aspects of the game are addressed. For example, you suggest doctors healing characters after fights. How many characters are still wounded after fights? I tend to find myself with gobs of healing potions on hand on top of my natural ability to regenerate. This would work better if we didn't have natural regenerative powers and there were no healing potions. In fact, this might make for a more exciting bit of gameplay. Folks would have to be much more careful in a battle! But afterwords having a doctor around could auto-heal you and yours up so the downtime is minimal.
Giving every "class" a role and function might be some work, and it would have to be carefully balanced, but I agree it would pay off in spades.
The other way each unique class could fill a special function would be via "Captain's Table" events. Some could be conditional on a certain kind of crewman being aboard a Captain's ship or in his active party. Also the fallout or consequences of some events could be adjusted by the fact a certain class of character is around. The effects of a "Crewman Stealing" event could be minimized if there's a quartermaster aboard unless, of course, he's the one stealing in which case you're really in trouble! I don't know if you're familiar with an old roleplaying game called Darklands but it'd go through your abilities and come up with custom options for various events. In our case, instead of abilities, it might go through crewmen. A "Fire Aboard" event could be mitigated if there's a Gunner aboard, for example, and if there's not a Quartermaster might limit losses to cargo while a Doctor could minimize losses to crew.
You see where I'm going with this. We'd look at what each kind of officer actually did on ships and figure out how they'd play into these text-based events.
I'd say all officers should be potentially treacherous and the more powerful, and effective, a character is the more treacherous they should be. Being a captain should be harder over time not easier. The more success you attact the more jealousy from those around you. Perhaps a compensating fact for Companions not having any special "role" might be that they're actually loyal no matter what. First Mates should also, while not necessarily loyal, be key to ferreting out trouble with the crew. Unless, like the Quartermaster in the "Crew Stealing" scenario, they're behind it. And this trouble should have a face. Generic crew leaving is a problem but an actual mutiny lead by your own Officers ending in a "boarding action" on your own ship is much more dramatic. However, to give these lesser lights a chance of success (so they're not cannon fodder) they should be the last thing a captain faces - like when we board an enemy ship but only face the Captain at the end. Also that officer should get bonuses to combat abilities representing desperation (up to a cap of 10 Melee).
Hum. Wandered I did. More to come later. Good thoughts there, man! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="
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