He's set to NationsAllHostile. Surely the intent was to make everyone hate and run from him? He's Davy Jones, after all. Not some pirate.
If I attack pirate ships as Davy Jones, they'll turn hostile to me permanently despite me using their flag. Why not have this be the default from the start?
Do you mean that, having attacked a pirate ship, all pirates are then hostile in all future encounters? Or do you mean that, if you attack one pirate ship of a group, the rest turn hostile? I'd be surprised if the first were true - relations were rewritten long ago so that they depend entirely on flags, and although it's possible to set the game to always see through a false flag, I only know of this being done in quest code, not in regular play. That means a non-pirate character can hoist a pirate flag and sail into Grand Turk, necessary for some storylines and a sidequest.
But if you meet a group of pirate ships while under a pirate flag yourself, and then attack one of them, the whole group should indeed turn hostile.
See what happens if you set Davy Jones to PERSONAL_NATION. In theory, he'd then be flying your choice of Personal flag rather than Pirate flag. But the
Flying Dutchman has no flag locators, so you won't see a flag anyway. If you're personally hostile to pirates, that should make them attack you when you meet them.
I've already lowered most of their levels to around 10.
Can't you put them to 5, which is normal FreePlay? That is not the absolute beginning. Beginning is level 1, which is how you start in most storylines. The whole point of having FreePlay start at level 5 is that it's not the beginning, you already have some experience due to your character background.
I personally wouldn't want to change the Dark Teacher's ship. I intend him to be identical to the one in the sidequest. After all, shouldn't Beckett's ship be downscaled if the idea is for everyone to start out from the beginning?
That is what I suggested for Beckett - either give him a smaller ship plus money, or the big ship without the extra money. There is also the "Young_Beckett" model, who could be set to have ship type "HMS_Bounty", named "Lindesfarne", which is what he has in the "Hoist the Colours" storyline.
Incidentally, I tried adding a "Minlevel" line to Beckett's definition. It sets me to the correct level and gives me the right number of ability points, but although it gives me extra skills, it doesn't focus them on the merchant player type's primary skills as much as I'd like. So, set Beckett to level 10 and assign skills yourself. A character starts off with 1 in everything and then gets 2 skill points per level, so balancing him for level 10 means you have 20 points to split. You could, for example, give him 10 in Leadership and Commerce, then either set two other skills to 2 or one other skill to 3. (Don't increase his Sailing skill. Beckett might be an expert business leader but he's an idiot at sea, which is why all he can do in "At The World's End" is whimper about "just good business" instead of firing both broadsides.)
Instead, I propose another idea - have another animist character, "animists2", with a similar start, but as a "Rebel" instead of "Sword Master", and with a small ship like a barque (with sails set to crimson). Perhaps have him named Jordano, then have the starting officer be the Teacher. But he'd start much in the same way as the Teacher.
Better yet, just have the Dark Teacher as the rebel. The idea of having a character-specific quest to get the
Mefisto is to give the player something to do, rather than starting the game with everything already done.
Jordano never gets an "Animist" outfit. There's no need to make a custom start for him, he barely has any time in the sidequest.
I understand what you mean, but the game actually does allow "governor" play...to an extent: you're allowed to capture colonies for yourself, unlike in the original game where you could only loot the towns.
That's not governor play. You're setting yourself up as the head of a new, independent state. But you're not the governor of any of the colonies, you assign your officers as governors.
So, the idea is this Silehard technically owns the colony, but decided to have someone else run it for him, and seize the manowar for himself for whatever the player decides to do with it.
Remember that in the original storyline, Silehard does not use the manowar until the end. Ewan Glover tells you how he sent the ship off on some unknown mission instead of using it to defend Speightstown, but Silehard wasn't sailing on it. When Silehard took over the manowar, he quit his position as governor.
What are your thoughts on some starting quests like hunting for Blackbeard (in the case of Barbossa) or Jack Sparrow (in the case of Commodore Norrington)?
I'd say that those are perfect for character-specific sidequests. You can then require that the character has progressed to high enough level before being allowed to take the quest. Again, give the player something to do later in the game rather than doing everything right at the start.