1. Smuggling in a hostile town
2. The death of Andre Juliano
3. Loan sharks and the amounts one can give/withdraw
4. Conquests of forts and a breather after the destruction of a fort
1. I've tried to smuggle banned goods in a hostile town. When I approached a soldier in the tavern to get information about the times, when the beaches would be unguarded, he alerted other soldiers. But I was still able to continue the dialogue with him and get him to gamble with me to gain the required information.
Should one be able to smuggle in hostile towns? Should only some of the soldiers off duty be suspicious, and the others willing to gamble/chat?
2. Andre Juliano is a key person in at least two quests. Is it possible to make him immortal or respawn, until a quest removes him, so he doesn't die in advance?
I ask, because he was killed in a tavern brawl. Ironically, he died during my visit to St. Pierre during "Cargo for Thomas O'Reily".
3. My problem is too much money! My fondness of treasure hunts has led to an extreme excess of money. It turned out, that leaving so much money in the care of the loan sharks don't solve the problem, when they offer 11% interest (because of max. trade skill points). Last I checked, the loan shark in Port Royale had 64 millions of my gold pieces. And when I as a minimum can withdraw a quater of that (by getting all my money back and then leaving three quarters of my fortune to him again), I'm unable to acces that money.
How about adding a line about a specific amount of gold, and give the player a sliding scale like when donating money to the crew?
4. I suggest a peace time inserted after the destruction of the fort like it's been done for sea battles, where one can save and use "sail to" before boarding a surrendered ship.
The forts have become very good at removing the masts rather than shooting at the hull. I've even experienced to have all three masts broken before I even managed to fire a single volley myself. And I've experienced losing my last mast around the time, when I and my other ships managed to destroy the fort. Then I was unable to sail to the spot, where the landing should take place, I was unable to swap to a ship with at least one remaining mast, so I could sail anywhere, I was unable to quickly repair my ship and get some percentage of sail back. A peace time would enable some of those options and give the player the opportunity to save, in case the landing and fights in the fort and the town turn difficult.
2. The death of Andre Juliano
3. Loan sharks and the amounts one can give/withdraw
4. Conquests of forts and a breather after the destruction of a fort
1. I've tried to smuggle banned goods in a hostile town. When I approached a soldier in the tavern to get information about the times, when the beaches would be unguarded, he alerted other soldiers. But I was still able to continue the dialogue with him and get him to gamble with me to gain the required information.
Should one be able to smuggle in hostile towns? Should only some of the soldiers off duty be suspicious, and the others willing to gamble/chat?
2. Andre Juliano is a key person in at least two quests. Is it possible to make him immortal or respawn, until a quest removes him, so he doesn't die in advance?
I ask, because he was killed in a tavern brawl. Ironically, he died during my visit to St. Pierre during "Cargo for Thomas O'Reily".
3. My problem is too much money! My fondness of treasure hunts has led to an extreme excess of money. It turned out, that leaving so much money in the care of the loan sharks don't solve the problem, when they offer 11% interest (because of max. trade skill points). Last I checked, the loan shark in Port Royale had 64 millions of my gold pieces. And when I as a minimum can withdraw a quater of that (by getting all my money back and then leaving three quarters of my fortune to him again), I'm unable to acces that money.
How about adding a line about a specific amount of gold, and give the player a sliding scale like when donating money to the crew?
4. I suggest a peace time inserted after the destruction of the fort like it's been done for sea battles, where one can save and use "sail to" before boarding a surrendered ship.
The forts have become very good at removing the masts rather than shooting at the hull. I've even experienced to have all three masts broken before I even managed to fire a single volley myself. And I've experienced losing my last mast around the time, when I and my other ships managed to destroy the fort. Then I was unable to sail to the spot, where the landing should take place, I was unable to swap to a ship with at least one remaining mast, so I could sail anywhere, I was unable to quickly repair my ship and get some percentage of sail back. A peace time would enable some of those options and give the player the opportunity to save, in case the landing and fights in the fort and the town turn difficult.