• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Planned Feature Special Game Features for Officer Types

So I was thinking to give officers some kind of "Ulti" ability.
Once you got all officer special abilities you can save up your ability points on this ulti ability which is very costly but very worth it. But I need sugestions on what they might do.
The abilities will only be avaible for an officer, so not for the player itself.
 
I am afraid that adding more abilities is going to mess up whatever balancing we've got.
Personally I'm much more interested in having your officers help out in different gameplay ways, such as the First Mate restocking the Weaponslocker when you order him to.
That would probably add a lot more to gameplay, especially if we're creative about it (and add officer personalities....? :rolleyes: ).
Abilities remain just "numbers and button-pressing", after all. :oops:
 
So suggestions for what the officers should do.
 
In a realistic perspective I think we have about most officers there ever was.
I would rather see some specialists added. Like I said in another topic some time ago.
Cook, musician etc etc.
 
As far as I'm concerned, we don't need more. We need the ones we have be more interesting.
Some officer-specific dialog options for example:
- First Mate: Automatically buy weapons for the weaponslocker (saves you the trouble of doing so)
- Carpenter: Ability to lay up your ship on a beach somewhere to to careen your hull and get some more speed of your ship again
- Quartermaster: Automatically buy supplies when you get in a friendly port using the Auto Buy functionality
- Boatswain: Talk to you on your ship's deck after there has been a fight, asking you how to deal with the offenders.
How you respond might influence crew morale and your reputation, but doing nothing will ensure that morale keeps dropping.
- Navigator: Tell him to set a course for a specific port in the game, saving you the trouble of sailing yourself;
this may be interrupted if something happens along the way.
- Gunner: Automatically supply the player and officers with ammo upon visiting the ship (already done)
- Doctor: Reduce after-battle casualties (already done)

I think that covers them all. Just some thoughts. :doff
 
As far as I'm concerned, we don't need more. We need the ones we have be more interesting.
Some officer-specific dialog options for example:
- First Mate: Automatically buy weapons for the weaponslocker (saves you the trouble of doing so)
sounds good to me. Maybe @Jack Rackham could help with this cause he seems to know this code better then I do.
- Carpenter: Ability to lay up your ship on a beach somewhere to to careen your hull and get some more speed of your ship again
This would mean there has to be deteriation first. We could include this but don't know how much trouble it is. Maybe tie this to the guns vs storagespace mod? With a carpenter on board you can actually use the space the guns where using as cargo hold cause he can convert it. Else you just have less cannons.
- Quartermaster: Automatically buy supplies when you get in a friendly port using the Auto Buy functionality
Could create some problems too. You will need to add some dialog to what you think is a good amount of supplies to have in stock. I don't know if the rations are cut down already automaticly if you start to run out of food. But maybe he could (also) controll this. If the quartermaster detects your closest island is still to far away to get there with these rations he will half them to make it.
- Boatswain: Talk to you on your ship's deck after there has been a fight, asking you how to deal with the offenders.
How you respond might influence crew morale and your reputation, but doing nothing will ensure that morale keeps dropping.
Sounds like an idea. I would also sugest it lowers the chance of having mutiny.
- Navigator: Tell him to set a course for a specific port in the game, saving you the trouble of sailing yourself;
this may be interrupted if something happens along the way.
this could get very complicated because we have both the worldmap and the open sea. I might sugest something else. "Stay clear of encounters" command. If you tell your navigator to do this you wont have any (hostile) encounters on this journey, or at least way fewer.
- Gunner: Automatically supply the player and officers with ammo upon visiting the ship (already done)
- Doctor: Reduce after-battle casualties (already done)
Think they are good already. I don't know for sure how your health is if you board your ship and go to port again. But maybe a doctor could also serve as a healer on your ship so you could heal yourself and your party there.
 
Maybe @@Jack Rackham could help with this cause he seems to know this code better then I do.
Sorry Pieter, I have not been involved much in weaponslocker. The andcrew I fixed with don't use it anymore.
 
I messed around with the weapons locker code before. Shouldn't actually be too.

Officers already decrease the chance of Mutiny by contributing their leadership skills and perks.
And Morale is directly linked to Mutiny. So if the Boatswain helps you in keeping it up....

Reducing encounters along the way is again just a number thing.
An instant teleport would be quite useful for testing purposes also. It is a feature I would want to have in HoO for and thought we might do some work experimenting with it.
Getting the distance between two ports should not be too hard and neither is the instant reload and adding an appropriate amount of time passed.
Harder would be ensuring that any events asking the way, such as encounters and crew payments actually work.
 
Also, Auto Buy is already existing functionality that can be tweaked in InternalSettings.h .
No dialog required for that one. We do need to add medicine to it and ensure it does work correctly.
I think it generally does, bit not everyone is convinced.

Automatically switching to half reasons sounds interesting too.
 
As far as I'm concerned, we don't need more. We need the ones we have be more interesting.
Some officer-specific dialog options for example:
- First Mate: Automatically buy weapons for the weaponslocker (saves you the trouble of doing so)
I hope this will be optional, not compulsory. Because I never buy weapons for the weapons locker. All weapons in my locker were looted from dead enemies, all armour was found in chests.

- Quartermaster: Automatically buy supplies when you get in a friendly port using the Auto Buy functionality
I'd also want this to be optional, because I've never used Auto Buy before and don't want to be forced into Auto Buying by proxy.

- Navigator: Tell him to set a course for a specific port in the game, saving you the trouble of sailing yourself;
this may be interrupted if something happens along the way.
... such as changing course to chase after an enemy I've just spotted on the worldmap, or changing course to avoid a storm I've just spotted on the worldmap.
 
I hope this will be optional, not compulsory. Because I never buy weapons for the weapons locker. All weapons in my locker were looted from dead enemies, all armour was found in chests.
Note the words "dialog options" in my post. You don't have to worry; I have no intention of making anything worse than it currently is for anyone. ;)

I'd also want this to be optional, because I've never used Auto Buy before and don't want to be forced into Auto Buying by proxy.
Same answer.

I'd also like to know why you and @Hylie Pistof and possibly other players don't use it.
The option isn't there for nothing; the intention is to prevent needless button-pressing on the part of the players, after all.
If that button doesn't do what you want it to do, what WOULD you want it to do so that it can actually serve a real purpose?

... such as changing course to chase after an enemy I've just spotted on the worldmap, or changing course to avoid a storm I've just spotted on the worldmap.
Yep.
Though of course when you do let the Navigator do the sailing, there would be no worldmap. But you might still be reloaded to 3D sailing mode when the game randomly decides you ran into an encounter.
This wouldn't be easy to do, but would be nice to experiment with.

Initial version would probably be an instant teleport with an appropriate amount of time past,
which might be useful if you want to avoid ships altogether and just want to get to the next port to continue with your quest.
Probably wouldn't make for very good gameplay, but could be useful to quickly test certain things.
 
I do not use auto buy as it does not give me what I want in the quantity I want, but does give me items that I do not want. The loadout depends on the ship and the situation. Sometimes I carry no shot and powder and sometimes I carry so much that there is little room left for other things. But that is just me and I would not presume to tell others what to do.
 
I do not use auto buy as it does not give me what I want in the quantity I want, but does give me items that I do not want. The loadout depends on the ship and the situation. Sometimes I carry no shot and powder and sometimes I carry so much that there is little room left for other things. But that is just me and I would not presume to tell others what to do.
It is possible to change what Auto Buy will get you in InternalSettings.h:
Code:
// Store goods merchant AUTO BUY settings
// For each ammo type, the button will buy this many rounds per cannon
#define BALLS_PER           15.0      // FLOAT - suggested balls_per: 15.0
#define GRAPE_PER           15.0      // FLOAT - suggested grape_per: 15.0
#define CHAIN_PER           15.0      // FLOAT - suggested chain_per: 15.0
#define BOMBS_PER           15.0     // FLOAT - suggested bombs_per: 15.0
#define POWDER_PER           0.6667     // FLOAT - enough cannon powder to fire this fraction of your ammo

// For sail and plank, the button will buy this many units of sail / plank per point of hull HP of the ship
#define SAIL_PER           0.01      // FLOAT - suggested sail_per: 0.01
#define PLANKS_PER           0.02      // FLOAT - suggested sail_per: 0.02

// For wheat and rum, the button will buy this many days' worth of wheat, or rum, for your current crew size.
// Note that this is for /double/ rum rations; so normally set this to half the number of days' worth of rum.
#define WHEAT_DAYS           30.0      // FLOAT - suggested wheat_per: 30.0
#define RUM_DAYS           15.0      // FLOAT - suggested rum_per: 15.0, 30 days at normal rum rations.
Would that allow you the flexibility to make it do what you want it to?
 
Like I said before, my loadout changes depending on conditions so no autobuy will always work out. It is like a broken clock that is always correct once a day.
 
Would it help if you get to change these values through dialog? Or at least switch some on/off?
That might allow you to, for example, tell your quartermaster that you won't need any new grapeshot for a while.

The Auto Buy can also be used as the "minimum" that you want to have.
You can always get more than that minimum afterwards. That only makes sense, especially when you're doing trading.
 
Back
Top