Kara Korsan
Sailor
Hello,
Been meaning to try out the Navy Officer for some time now. Played through the Hornblower storyline - very nice, by the way! Loved how Sharpe and co. guest starred throughout the campaign. Now that the story is over, goody-two-shoes Horatio is running around the Caribbean, helping the poor townsfolk and the nobles alike, sinking French warships and racking up promotions along the way.
Now, while a navy officer will of course display a radically different behavior compared to a dread pirate hell-bent on bringing the seven seas under the heel, it'd be foolish to expect every single detail to be accounted for by the modders in order to make a navy officer truly feel like a navy officer. Still, touching a few issues here and there, if it isn't too much trouble, would likely enhance the experience quite a bit.
I expect there are, or at least have been, hot discussions about the unique features of a navy officer playthrough, but the search function will never accept me as a friend, and I've made my peace with it. Hope I'm not reiterating what's already been brought up a few threads below.
Examples off the top of my head:
- Captured captains. Well, when you're an independent captain, pirate or otherwise, ransoming the captured captains makes a lot of sense. Perhaps not so much when you're a navy captain. Instead, bringing them to the nearest available town hall/naval headquarters or at least turning them over to the local guards might be more appropriate. Even if the script itself would be too much trouble, just renaming the "Ransom Prisoner" button/switching the cargo hold ransom dialogue with "I'm turning you over to the authorities, blah blah" would be adequate. The mechanics don't even need to be altered; the Navy would pay you a bounty, anyway.
- Prize money. Now, this also involves the point right above. We know the navy officers don't have to bother with the articles and envious crew. But it's also a fact that the prize money is supposed to be distributed in a way not unlike dividing the plunder. Would it be possible to divide the money automatically whenever a prize ship is sold or a prisoner is turned over? That'd be nice compromise where balance is of concern, too.
- Handling the contraband. We know about these guys who show up at the tavern and offer to helpfully take any contraband you might have off your hands, but I'd think that a naval offficer would prefer to deliver the captured contraband to actual government officials instead of some shady figure sitting at the corner table, hoping to fish some gullible captain in the hopes that he'll make a tidy profit. This, of course, would also count as prize money and be distributed accordingly.
- Pickpockets. Dude, I'm the freaking Vice Admiral of the Royal Navy, and this bum is still telling me to "piss of, sucker!" There must be something else I can do other than trying to get my purse back with a knife. I mean, guards won't bat an eyelash when you're a civilian, but a navy officer? Not saying we should be able to whip up our dueling pistol and liberally blast in the poor guy's general direction without any repercussion, but can't we at least try to report them, or apprehend them ourselves through dialogue? He may come peacefully or he may resist arrest, at which point it's time to whip up our dueling pistol and liberally blast in the poor guy's general direction. Maybe he'll even reconsider if he gets hit once? Unless that's too much coding?
I understand if it's too much work; I literally have no idea how difficult and time-consuming modding is. Can't even imagine. Just spitballing here. Peace.
Been meaning to try out the Navy Officer for some time now. Played through the Hornblower storyline - very nice, by the way! Loved how Sharpe and co. guest starred throughout the campaign. Now that the story is over, goody-two-shoes Horatio is running around the Caribbean, helping the poor townsfolk and the nobles alike, sinking French warships and racking up promotions along the way.
Now, while a navy officer will of course display a radically different behavior compared to a dread pirate hell-bent on bringing the seven seas under the heel, it'd be foolish to expect every single detail to be accounted for by the modders in order to make a navy officer truly feel like a navy officer. Still, touching a few issues here and there, if it isn't too much trouble, would likely enhance the experience quite a bit.
I expect there are, or at least have been, hot discussions about the unique features of a navy officer playthrough, but the search function will never accept me as a friend, and I've made my peace with it. Hope I'm not reiterating what's already been brought up a few threads below.
Examples off the top of my head:
- Captured captains. Well, when you're an independent captain, pirate or otherwise, ransoming the captured captains makes a lot of sense. Perhaps not so much when you're a navy captain. Instead, bringing them to the nearest available town hall/naval headquarters or at least turning them over to the local guards might be more appropriate. Even if the script itself would be too much trouble, just renaming the "Ransom Prisoner" button/switching the cargo hold ransom dialogue with "I'm turning you over to the authorities, blah blah" would be adequate. The mechanics don't even need to be altered; the Navy would pay you a bounty, anyway.
- Prize money. Now, this also involves the point right above. We know the navy officers don't have to bother with the articles and envious crew. But it's also a fact that the prize money is supposed to be distributed in a way not unlike dividing the plunder. Would it be possible to divide the money automatically whenever a prize ship is sold or a prisoner is turned over? That'd be nice compromise where balance is of concern, too.
- Handling the contraband. We know about these guys who show up at the tavern and offer to helpfully take any contraband you might have off your hands, but I'd think that a naval offficer would prefer to deliver the captured contraband to actual government officials instead of some shady figure sitting at the corner table, hoping to fish some gullible captain in the hopes that he'll make a tidy profit. This, of course, would also count as prize money and be distributed accordingly.
- Pickpockets. Dude, I'm the freaking Vice Admiral of the Royal Navy, and this bum is still telling me to "piss of, sucker!" There must be something else I can do other than trying to get my purse back with a knife. I mean, guards won't bat an eyelash when you're a civilian, but a navy officer? Not saying we should be able to whip up our dueling pistol and liberally blast in the poor guy's general direction without any repercussion, but can't we at least try to report them, or apprehend them ourselves through dialogue? He may come peacefully or he may resist arrest, at which point it's time to whip up our dueling pistol and liberally blast in the poor guy's general direction. Maybe he'll even reconsider if he gets hit once? Unless that's too much coding?
I understand if it's too much work; I literally have no idea how difficult and time-consuming modding is. Can't even imagine. Just spitballing here. Peace.