Thread: Carribean mod
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Old July 5th, 2004, 06:16 AM

Goatfoam Goatfoam is offline
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Default Re: Carribean mod

If you're still in the market, Kana, two heads are always better than one. It could be the start of a beautiful relationship.

I haven't done a whole lot of work on it yet - I intended to start tomorrow after a good sleep and a few pints, but it just kept buzzing around my head so I'm still awake. Here's what I have so far in my notepad:

Quote:
Component Ideas. Lots of these will be in the form of crew.

Bridge - Captain.
Aux. Control - First Mate
Life Support - Food Storage.
Crew Quarters - Crew.

Food storage will remain basically the same, but later on, once certain tech areas have been researched, the crew, First Mate and Captain will be upgradeable. For instance, Captain could become Captain - Swashbuckler (Great boarding defense) or Captain - Tactician (Bonus to attack/defense). Similarly, upgraded crew would provide greater boarding defense, bonus movement, added attack or defense, special combat actions, etc.

Engines -
Standard Movement - Sails.
Bonus Movement - Navigator.
Combat Movement - Oars.

Sails would obviously be the main form of propulsion, with Navigators adding to this movement and Oars being used for combat. All three will be upgradeable.

Weapons -
Direct Fire - Standard Ship Cannon
- Chainshot (Destroy Masts/Sails)
- Grapeshot (Higher damage, much shorter range)
- Rifled Cannon (Long range, lower damage?)
- Mortar (Inaccurate, ignores armor, good damage)
- Muskets (Takes out boarding parties/Security)
- Archers (As muskets, slightly longer range, less damage)
Warheads - Ship Ram

Battles should be quite long, drawn out affairs, with plenty of chance for the time limit to run out before the end in larger fights. The majority of "kills" will come from boarding actions, with cannon-fire damaging ships to be boarded later.

Cargo/Supply-
Cargo - Hold
Supply - Supply Storage

Cargo will be mainly used for troops in this mod. Supply will be required to travel long distances. I intend to mainly use Organics as maintenance, if there is a way to make that work.
That's all I've come up with so far, but I'll probably carry on thinking about it after I post this.

The stuff Fyron and I were discussing earlier included:

Planets - Islands. Three types, colonisable from the start dependent on race (Desert Island, Cave Complex, Volcanic Island). All Planets would be Oxygen, but small in size.

Resources - Minerals == Wood, Organics == Food, Radioactives == Gunpowder.

Black Holes - Whirlpools
Nebula - Fog Banks
Ion Storms - Reefs, Rocks, and small fog banks

Leaky Armor. Stars would be non-existant.

There was probably more but I've managed to lose it. I'm sure I'll remember it at some point.

Oh, and Ninja Pirates.
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