This is the current list of presentation blades as suggested by Ron Losey's item description changes:<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><i><b>England</b></i>
blade24 {English Officer's Saber} - major command
blade22 {Corsair's Pride} - knighted
<i><b>Holland</b></i>
blade23 {Dutch Admiralty Sword} - captain
blade26 {Solingen Rapier} - nobility
<i><b>France</b></i>
blade9 {French Admiralty Rapier} - presentation from the French Crown
blade25 {French Nobility Sword} - knighted
<i><b>Spain</b></i>
blade33 {Moorish Saber} - gift from the Spanish Crown
blade14 {Spanish Nobility Longsword} - nobility
<i><b>Portugal</b></i>
blade29 {Portugese Officer's Sword} - high-ranking naval officers
blade32 {Damascus Shamshir} - gift from the Portuguese Crown
<i><b>Pirate</b></i>
blade34 {Dragon's Head}<!--QuoteEnd--></div><!--QuoteEEnd-->
Question: On which ranks should the blades be awarded? And how would you get the pirate blade?
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- minor change on the quality of swords, so that it'd really be quality (so 'poor' in stead of worn, etc). That allows a lot of variability from one blade to another<!--QuoteEnd--></div><!--QuoteEEnd-->That'd just be a matter of renaming the quality. I already did that with Badly worn > Broken, so that's easy.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- change to the sword-break mod so that blade of any quality can break (depending on what sword it is, and how poorly it was made, etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->This could potentially make this mod as annoying as certain people fear it is though. In any case: If we keep the bladedamage mod, perhaps the heavier blades should break less quickly than the very fragile ones.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- change to blacksmiths ; they should now only be able to repear broken swords and actually make new ones. A kind of specialisation could be good (one's better in doing rapier, another saber, etc) but it shouldn't be tiresome (like damn I want a rapier and the only one that's making good one lives in FdF and I have -160 with the French)<!--QuoteEnd--></div><!--QuoteEEnd-->If they repair only broken blades, to which quality do they repair them? Perhaps the quality to which they repair them depends on the blade they're best at. FdF blacksmith repairs rapiers up to excellent, but sabers up to average and Redmond the other way around, for example. Problem: If you repair your saber at FdF, you get an average one. When you bring the average one to the Redmond blacksmith, he can't increase the quality until you have it break again.
What I would definitly like is a box-life interface for the blacksmiths, so you can do batch repairs. Much quicker than the REALLY annoying dialog-based repairs we have now. Wouldn't be very easy to code in though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
How would the making of a blade work by a blacksmith work?
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- time era applying for weapons as well, not only for ships.<!--QuoteEnd--></div><!--QuoteEEnd-->That won't be easy. For ships the code was pretty much already in place, but not for weapons. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- I'm against that idea of preventing the player to use a sword if he doesn't have a correct fencing skill. It would be more revelant to change the way damages are increased depending on your fencing skill, in order to add which type of weapon you are using. So that some blades are doing aproximativly the same damages whatever fencing skill you have (cutlass), and other start from very low and highly increase with your fencing skill (rapier) -that was Captain Fitzpatrick idea. It'll be good if the menu would tell you the actual min/maw damages you'll do with that sword takling into account your fencing skill.
- You're talking about changing the character fighting speed depending on what kind of weapon he's using. That need to be done. For now it's clearly related to fencing skill, we have to find where it is coded.<!--QuoteEnd--></div><!--QuoteEEnd-->That's an interesting idea! Should be possible. So some weapons are just as effective no matter your fencing skill and some weapons become more effective with improved fencing skill.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->Now about the Windmill Slayer... It's name and the description of that sword really made it clear that it was supposed to be the sword of the most famous Don Quijote de la Mancha, even if in Cervantes mind it was supposed to use just an old rapier and we don't quite see why his sword would end up in the Caribbean. But why not, who cares...<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps we can rename one of the Spanish presentation blades back into Windmill Slayer and change it back into Don Quijote again? I think it's a little funny aside. I like little funny asides. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_mrgreen1.gif" />
blade24 {English Officer's Saber} - major command
blade22 {Corsair's Pride} - knighted
<i><b>Holland</b></i>
blade23 {Dutch Admiralty Sword} - captain
blade26 {Solingen Rapier} - nobility
<i><b>France</b></i>
blade9 {French Admiralty Rapier} - presentation from the French Crown
blade25 {French Nobility Sword} - knighted
<i><b>Spain</b></i>
blade33 {Moorish Saber} - gift from the Spanish Crown
blade14 {Spanish Nobility Longsword} - nobility
<i><b>Portugal</b></i>
blade29 {Portugese Officer's Sword} - high-ranking naval officers
blade32 {Damascus Shamshir} - gift from the Portuguese Crown
<i><b>Pirate</b></i>
blade34 {Dragon's Head}<!--QuoteEnd--></div><!--QuoteEEnd-->
Question: On which ranks should the blades be awarded? And how would you get the pirate blade?
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- minor change on the quality of swords, so that it'd really be quality (so 'poor' in stead of worn, etc). That allows a lot of variability from one blade to another<!--QuoteEnd--></div><!--QuoteEEnd-->That'd just be a matter of renaming the quality. I already did that with Badly worn > Broken, so that's easy.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- change to the sword-break mod so that blade of any quality can break (depending on what sword it is, and how poorly it was made, etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->This could potentially make this mod as annoying as certain people fear it is though. In any case: If we keep the bladedamage mod, perhaps the heavier blades should break less quickly than the very fragile ones.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- change to blacksmiths ; they should now only be able to repear broken swords and actually make new ones. A kind of specialisation could be good (one's better in doing rapier, another saber, etc) but it shouldn't be tiresome (like damn I want a rapier and the only one that's making good one lives in FdF and I have -160 with the French)<!--QuoteEnd--></div><!--QuoteEEnd-->If they repair only broken blades, to which quality do they repair them? Perhaps the quality to which they repair them depends on the blade they're best at. FdF blacksmith repairs rapiers up to excellent, but sabers up to average and Redmond the other way around, for example. Problem: If you repair your saber at FdF, you get an average one. When you bring the average one to the Redmond blacksmith, he can't increase the quality until you have it break again.
What I would definitly like is a box-life interface for the blacksmiths, so you can do batch repairs. Much quicker than the REALLY annoying dialog-based repairs we have now. Wouldn't be very easy to code in though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
How would the making of a blade work by a blacksmith work?
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- time era applying for weapons as well, not only for ships.<!--QuoteEnd--></div><!--QuoteEEnd-->That won't be easy. For ships the code was pretty much already in place, but not for weapons. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->- I'm against that idea of preventing the player to use a sword if he doesn't have a correct fencing skill. It would be more revelant to change the way damages are increased depending on your fencing skill, in order to add which type of weapon you are using. So that some blades are doing aproximativly the same damages whatever fencing skill you have (cutlass), and other start from very low and highly increase with your fencing skill (rapier) -that was Captain Fitzpatrick idea. It'll be good if the menu would tell you the actual min/maw damages you'll do with that sword takling into account your fencing skill.
- You're talking about changing the character fighting speed depending on what kind of weapon he's using. That need to be done. For now it's clearly related to fencing skill, we have to find where it is coded.<!--QuoteEnd--></div><!--QuoteEEnd-->That's an interesting idea! Should be possible. So some weapons are just as effective no matter your fencing skill and some weapons become more effective with improved fencing skill.
<!--quoteo(post=229825:date=Jan 1 2008, 03:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Jan 1 2008, 03:45 PM) [snapback]229825[/snapback]</div><div class='quotemain'><!--quotec-->Now about the Windmill Slayer... It's name and the description of that sword really made it clear that it was supposed to be the sword of the most famous Don Quijote de la Mancha, even if in Cervantes mind it was supposed to use just an old rapier and we don't quite see why his sword would end up in the Caribbean. But why not, who cares...<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps we can rename one of the Spanish presentation blades back into Windmill Slayer and change it back into Don Quijote again? I think it's a little funny aside. I like little funny asides. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_mrgreen1.gif" />