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At the moment they're all listed here: http://www.piratesahoy.net/wiki/original-story-tales-of-a-sea-hawk/
Since they are no longer tied to the Standard Storyline, ideally the wiki should be edited to match.
I've been hoping that @Talisman might find the time to update it....
Is progression of the orher skills going to fast?
Good point. But I think there is something that I have to say you: imagine you want to be ONLY a merchant and you want to earn money just by trading. Like I said above, Commerce is now one of the hardest to progress to level 10. In that situation, wouldn't you like to have a more balanced progress system according to your specific role or style of play in the seas? That way, you will earn experience more quickly and easier than other skills. Of course, if you are a merchant, then other skills, such as grappling or accuracy, should progress slowly according on which way or style do you want to focus on. I hope I have explained it clear.I wouldn't really want to make it easier to max out all your skills. After all, that's what officers are for. No one person can do everything.
I fully agree with that.Good point. But I think there is something that I have to say you: imagine you want to be ONLY a merchant and you want to earn money just by trading. Like I said above, Commerce is now one of the hardest to progress to level 10. In that situation, wouldn't you like to have a more balanced progress system according to your specific role or style of play in the seas? That way, you will earn experience more quickly and easier than other skills. Of course, if you are a merchant, then other skills, such as grappling or accuracy, should progress slowly according on which way or style do you want to focus on. I hope I have explained it clear.
int AddCharacterExpNSChar(ref _refCharacter, string expName, int _exp)
I also thought about this idea: Why don't we make that, if you choose at the start of a campaign that you select the "Trader" class type (Or whichever it is named, I can't remember), you receive a special bonus acceleration system applied to those skills oriented to the class type? I know that there is a multiplier 1.25x, but my idea is... instead of making bigger the multiplier, let's reduce the amount of exp needed to pass from level to level of skill (From level 5 to 6 and so on). Also, you recieve a penalty on the progress of a couple of skills that are NOT trader ones (For example, grappling and accuracy). What do you think, Pieter? I don't know if that can be possible...I fully agree with that.
Wouldn't that do almost exactly the same as the current system, but with a reverse code approach? Instead of making the skill increase faster, you would make the limit lower.I also thought about this idea: Why don't we make that, if you choose at the start of a campaign that you select the "Trader" class type (Or whichever it is named, I can't remember), you receive a special bonus acceleration system applied to those skills oriented to the class type? I know that there is a multiplier 1.25x, but my idea is... instead of making bigger the multiplier, let's reduce the amount of exp needed to pass from level to level of skill (From level 5 to 6 and so on).
That is definitely a new idea though. I think that would require substantial reworking of the system we currently have.Also, you recieve a penalty on the progress of a couple of skills that are NOT trader ones (For example, grappling and accuracy). What do you think, Pieter? I don't know if that can be possible...