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IDEA: Supply and demand economy

You can WHAT??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Personally I'm beginning to feel more and more like a true historic representation,
even if politically incorrect, might actually be more interesting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=325693:date=Jun 5 2009, 10:51 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ Jun 5 2009, 10:51 PM) <a href="index.php?act=findpost&pid=325693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Talisman, it's not the first time this subject has been brought up. We discussed this many times earlier.
It is not that we are trying to run away from historical facts - we all know, slaves were the foundation of the whole colonization idea.
But we just ended up agreeing how such a confrontation towards questionable ethics could be taken the wrong way by some players.
However, slaves are dealt with in some finished quests. But, as Pieter Boelen suggests, they are about freeing slaves.<!--QuoteEnd--></div><!--QuoteEEnd-->

I agree slave trading in the stores is an unacceptable idea.

However I would like to be able to capture a slave trading merchant ship and free the slaves (and get a big bonus for doing so - player up 3 or more levels). This would make capturing a slave trading merchant ship and freeing the slaves the best way to increase your XP and level.

I think in the original game you got more XP point for sinking a ship than capturing one, - not sure if this still applies with the ship surrendering that has been created. Thus if you decided to capture a ship you had to hope it had a valuable cargo, such as gold, cinnamon, chocolate etc. to justify the effort.

This could also be used as a trap, sink (accidentially or otherwise) a slave trader and you get XP deducted, and reputation damaged.

Identifying the ships could be the same as where military Flagships are currently identified with the better spyglass.
 
Well, this again carries into our future plans.

Slaves and slave trading exist in CoAS right now, but in the game its considered a deplorable practice(which seems odd since Blood and his cronies all start out as slaves) and slaves are a contraband item in all the national colonies.

You can sell them to other ship captains and to pirate colonies only.

Now the only time you get a chance to capture men as slaves is if the captain of the ship you board simply surrenders. Then there is no fight and you have the choice to feed the crew to the sharks (which I believe reduces your reputation) or take them as slaves aboard your ship.

So there are definitely some strange give and take to the way it is handled in CoAS.

And that carries back to PotC. Do we want to have slaves in the game at all, and is it something we want to put our limited modding community onto?

Of course it was a historical fact and was much more commonplace than modern folks like to even think about, but it was just a part of life back then.

I prefer to err on the side of historical accuracy as much as possible, but if having slavery is so offensive it would put off a large part of the player base, then its not worth putting the effort into.

Cap'n Drow
 
i think- good idea or not that there are too many unfinished features in the game - or in development reasources that are more important to enhance the gameplay..i think that the team should focus on finishing what we have and then add to it in an orderly fashion so that things will be done quicker and more efficiently...
 
Now I'll definitely agree with that, thevegimobil! At the moment we're actually at a pretty good point to create a stable Build 14,
but there is still quite a lot of work that needs to be done to actually finish what we have now.

As far as slaves are concerned, I know there IS a "slaves goods" interface picture somewhere, so it would be possible to add that.
However, there'd be a bit of effort required to actually make that item to work in a proper and not-too-offensive kind of way.
I like the thought of making them contraband on all islands; that would be easy and should work. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

For now, I'd like to have the plantation locations filled with slave-characters and
I hope Chromide can finish that mini-quest he mentioned he was working on where you can free them.
And I suppose eventually I'll need to do some experimenting with preventing the slaves from actually walking out of the location.
And add some guards at the gate too.
 
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