So it seems we have come to the conclusion that this mod needs a toggle on it, right? I don't think we should forget about this mod because some people don't like it. I reckon we should put it in, balance it and add a toggle on it for those who want the game working as usual. This mod would have lots of implications on the game, but that is no reason to drop it. If we can get it working well and balanced, this could be one of the best mods added to PotC. Like Maximus said in his first post here: It needs to be tested and balanced.
Please note that with this mod you DO increase your luck and leadership skills. This happens mostly by playing certain quests.
I am thinking of making this mod an additional download for the Build 14 Alpha version rather than adding it in by default as long as there is no toggle, so people using Build 14 Alpha will not be forced to use it, but people who do want to use it will be able to.
<!--quoteo(post=176852:date=Dec 23 2006, 07:15 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 23 2006, 07:15 PM) [snapback]176852[/snapback]</div><div class='quotemain'><!--quotec-->
1. How many major game play features have made it out of 14 alpha to B13?
<!--QuoteEnd--></div><!--QuoteEEnd-->None. Reason: I asked MANY times that people would test Build 14 Alpha with the specific goal of confirming some of the submods working so that they can be added to a Build 13 Update. So far I have not really had much confirmation of mods working, so I can't add anything yet.
<!--quoteo(post=176852:date=Dec 23 2006, 07:15 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 23 2006, 07:15 PM) [snapback]176852[/snapback]</div><div class='quotemain'><!--quotec-->
2. Leadership and Luck do play a part in quest completion and availability of items.
Ignoring these will imbalance the game.
<!--QuoteEnd--></div><!--QuoteEEnd-->Of course they're not ignored. Who said they are ignored? Not me or Maximus. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=176852:date=Dec 23 2006, 07:15 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 23 2006, 07:15 PM) [snapback]176852[/snapback]</div><div class='quotemain'><!--quotec-->
4. These changes will impact how and when quests, and especially the main story quest, can be completed.
I think that requiring people who want a "quick" game, to have to play on Arcade Mode, is insulting.
<!--QuoteEnd--></div><!--QuoteEEnd-->I wouldn't call it insulting per se, but I agree that we should add a seperate toggle and not put it under the Arcade Mode setting.
<!--quoteo(post=176890:date=Dec 24 2006, 01:36 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 24 2006, 01:36 AM) [snapback]176890[/snapback]</div><div class='quotemain'><!--quotec-->
Along with the increase in skill being dependent on it's current level (ie. increase quickly to start, and slower later), it'd be good if you're officers increased in their special skill faster then then non-special skills. eg. You're navigator increases their sailing skill at double speed, but their other skills at half speed. (Making theie role on the ship actually mean something)
<!--QuoteEnd--></div><!--QuoteEEnd-->That is an excellent idea! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="
" border="0" alt="me.gif" />