Rather the opposite: I WANT that to be merged along with those other functions as much as possible!
The more that is shared, the better it is as far as I'm concerned.
The more that is shared, the better it is as far as I'm concerned.
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No you can't, the reason being, not all merchants would economise the same way. Moreover, some ships are "versatile", that is, they can be both naval and merchant. If it's in naval service then I'd expect it to have a full set of guns at maximum calibre. If the same type of ship is in merchant service then it may have reduced armament, but not always reduced the same way and sometimes not reduced at all.I would perosnally prefer full cannons for merchants, and then if we think it is unrealistic, we can edit the ships stats for those merchant ships to have less cannons and more cargo space.
What @Grey Roger means is that the ship will not have the max caliber cannons or not the max amount. So merchant ships will have less room for cannons already but they might not use all also.I would perosnally prefer full cannons for merchants, and then if we think it is unrealistic, we can edit the ships stats for those merchant ships to have less cannons and more cargo space.
Ie, if the player seizes a merchant ship, he shouldn't suddenly be able to add more cannons and keep the same cargo space. If he wants more guns, I think the coursair upgrade simulates that, and reinforced hull for larger caliber?
Basically, I think proper cannon amount/caliber for merchants should be handled through the ship stats themselves.
Using 'GiveShip2Character' would take care of the Auto Buy idea, since it is already included.The quote I pasted also seems to be about using the auto-buy system for determining supplies on ai ships, and then reducing them randomly to simulate time at sea. Not really sure how any of that works, but it seemed you wanted to unify those functions as well.
I suppose we wouldn't want merchants to become too much of a push-overs.EDIT: when we do implement the more cargo/less cannons for merchants, I'd say we should go a little less extreme than would otherwise be realistic. Our game caribbean is modeled as being significantly more dangerous than the real life historical caribbean, with pirates and privateers potentially taking dozens of ships quickly, and little effective pirste hunting by the military in response. Realistic and good gameplay for our extra-dangerous game world probably has the merchants sacrificing a bit less cannons for cargo than might have realisticlaly historically been done, given their defence needs.