Hello Everyone,
I've been away for quite a bit, but now I have been released from the dastardly clutches of real life, and hence returned to my all-time favourite passtime - pattern sewing...err no, pirating!
While checking out all the cool stuff you guys added, I came up with a few ideas which might have been previously suggested.
<b>1)</b> I was wondering, is it possible to "generate" officers? By "Generate" I mean to pick them from the ship's crew. If yes then it would lead to two awesome features:
a) Your crew members could accompany you on trips to shore (There is a limit of four officers, no?) and will allow you to capture towns via shore. Perhaps even have a dozen or so crewmen, who are not assigned to the player as officers, to follow you?
b) Instead of hiring officers, you could promote them from your crew. They could start with absolute bare minimum in terms of stats and slowly improve.
Hopefully this is do-able. I've been wanting these features for a long time!
<b>2)</b> POTC is very immersive, but the revised repair system takes some of the immersion away. It kind of kills the mood when you are told "Two days have passed!" and you don't really feel like it has. I could simply turn this feature off and forget about it, but it has so much potential. My dream is to actually WAIT those two days ashore, studying the local area and generally fornicating at the tavern. That way, when you really trash your ship and the shipwright tells you "This shall take a week!", you really feel immersed because you realize you'll be stuck ashore for seven whole days.
I think this could be achieved by "taking" the ship away from the player, perhaps making it "berthed", and then, since I'm pretty sure the game keeps track of days passed, it would detect that yes, seven days has really passed and so lets give the player his ship back.
Lets say you own a frigate and you smashed it to bits. So the whole system of events goes like this:
1. The player is told by the shipwright that the repairs will take six days. Perhaps not actually "told" via dialogue, but using the same system message that right now says "n days has passed".
2. The player's Frigate is re-assigned from player-owned to "berthed" (basically using the same code when you berth your ship) or you assign the "active" ship to a generic tartan and the now inactive Frigate takes a secondary place.
3. The game now tracks days perhaps either it's own counter or via the build counter, the one that right now says "We've been out for n days!".
4. Exactly six days pass and the ship is now back as "active" and the tartan is deleted. You sail away happily into the sunset.
Another way of doing this is by selling the ship. First, the game stores all information about the ship, like cargo, cannons, material value etc. It then sells the ship and the value is transferred into personal wealth (NOT current money). It then gives you the standard tartan, counts the days passed as you roam around the island and drain the local tavern's supply of alcoholic beverages and patience, and then the script re-buys the ship for you with the damage repaired and re-buys all contents and that collection of autumn perfume for those long, lonely baths, and assigns you as captain.
You could even remove the entire repair interface, and instead make it dialogue based where, after you say "I need repairs!" and choose which ship, the shipwright will tell you how many days it would take, a generated number based on the damage percentage.
Sorry if this doesn't make sense. I'm at work and have to write this in chunks during various bits of free time I sometimes get.
And in regards to my Ambience Pack, a new version is coming soon!
Thanks for all the work you've done guys, you are awesome.
I've been away for quite a bit, but now I have been released from the dastardly clutches of real life, and hence returned to my all-time favourite passtime - pattern sewing...err no, pirating!
While checking out all the cool stuff you guys added, I came up with a few ideas which might have been previously suggested.
<b>1)</b> I was wondering, is it possible to "generate" officers? By "Generate" I mean to pick them from the ship's crew. If yes then it would lead to two awesome features:
a) Your crew members could accompany you on trips to shore (There is a limit of four officers, no?) and will allow you to capture towns via shore. Perhaps even have a dozen or so crewmen, who are not assigned to the player as officers, to follow you?
b) Instead of hiring officers, you could promote them from your crew. They could start with absolute bare minimum in terms of stats and slowly improve.
Hopefully this is do-able. I've been wanting these features for a long time!
<b>2)</b> POTC is very immersive, but the revised repair system takes some of the immersion away. It kind of kills the mood when you are told "Two days have passed!" and you don't really feel like it has. I could simply turn this feature off and forget about it, but it has so much potential. My dream is to actually WAIT those two days ashore, studying the local area and generally fornicating at the tavern. That way, when you really trash your ship and the shipwright tells you "This shall take a week!", you really feel immersed because you realize you'll be stuck ashore for seven whole days.
I think this could be achieved by "taking" the ship away from the player, perhaps making it "berthed", and then, since I'm pretty sure the game keeps track of days passed, it would detect that yes, seven days has really passed and so lets give the player his ship back.
Lets say you own a frigate and you smashed it to bits. So the whole system of events goes like this:
1. The player is told by the shipwright that the repairs will take six days. Perhaps not actually "told" via dialogue, but using the same system message that right now says "n days has passed".
2. The player's Frigate is re-assigned from player-owned to "berthed" (basically using the same code when you berth your ship) or you assign the "active" ship to a generic tartan and the now inactive Frigate takes a secondary place.
3. The game now tracks days perhaps either it's own counter or via the build counter, the one that right now says "We've been out for n days!".
4. Exactly six days pass and the ship is now back as "active" and the tartan is deleted. You sail away happily into the sunset.
Another way of doing this is by selling the ship. First, the game stores all information about the ship, like cargo, cannons, material value etc. It then sells the ship and the value is transferred into personal wealth (NOT current money). It then gives you the standard tartan, counts the days passed as you roam around the island and drain the local tavern's supply of alcoholic beverages and patience, and then the script re-buys the ship for you with the damage repaired and re-buys all contents and that collection of autumn perfume for those long, lonely baths, and assigns you as captain.
You could even remove the entire repair interface, and instead make it dialogue based where, after you say "I need repairs!" and choose which ship, the shipwright will tell you how many days it would take, a generated number based on the damage percentage.
Sorry if this doesn't make sense. I'm at work and have to write this in chunks during various bits of free time I sometimes get.
And in regards to my Ambience Pack, a new version is coming soon!
Thanks for all the work you've done guys, you are awesome.