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Privateer Fleets

PostPosted: Tue Dec 20, 2016 5:50 pm
by Captain Jack
I have read so many posts today that my head swirls. It was worth it, even if I was reading some 2 year old posts! Some of them was the second or even the fifth time I read them. I archived most this time ;)

Upon reading, I came with a new idea that should be pretty interesting to all.
BEHOLD as I present you

Privateer Fleets

Make sure you got it. I wrote... fleets

These are NO ordinary fleets. They work in an entirely different way.

-Everyone with 100 ships or more will be able to build a Privateer Fleet (Version 1.0, can be revised)
-Limit of 1 Privateer per player (Version 1.0)

Here are the points of difference:

  • 1)They are anonymous
  • No one can see that these fleets belong to you! In no way. Only you will know it. Ships inside will not show as yours.

  • 2)They are not tied to your treasury at hand
  • They operate on their OWN treasury. You will be able to adjust this treasury (by paying turns) at will. To withdraw or add gc, you will need to meet the ship count criteria.

  • 3)No hostility reports, cannot be used for missions accomplishment
  • Since they are anonymous, they cannot be used for YOUR missions and no hostility reports will be created. Bounty collecting will be fully possible though.

  • 4)No ship removal will be possible
  • While you will be able to add ships to the fleet, you will not be able to remove them.

  • 5)Standard sink chances, regardless of your ship count
  • A number of 20% to 30% chance sounds reasonable.


Things worth mentioning:
  • 1)Voodoo work normally
  • All ship and fleet voodoo work normally against them.
  • 2)Repair as normal
  • Based on your account bonuses as well
  • 3)Plunder rules,Bounties as normal
  • 4)Ship IDs will be maintained
  • You will need to be careful what ships you use. If someone is able to detect you by the ship number, it is your fault.


-New Voodoo cards with Fleet target will be useful when dealing with Privateer fleets:
1.Supplies Shortage
Prevents the fleet owner ability to provide gold coins to target privateer fleet.

Other:
-Privateer stats available. Updated daily in public boards to prevent exposure. Users will be able to select whether to display them or not.
-Inactive Privateer Fleets will be penalized with danger points if they had no battles in recent time (a week perhaps, +18 danger per week).

Feel free to enrich this idea. We feel that this is one of the things that could really help the game at THIS stage. I feel that these forum days always come up with something good.

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 6:34 pm
by William one eye
Do they fly a flag of a nation, or some unique flag?

Are you attacking as you normally would, or is there a variation in who you would target with this type of fleet?

When you win or lose battles - does it affect your stats, where does the plunder go.
What happens if you capture a ship?

If the entire fleet is sunk or captured, can you build another?

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 6:43 pm
by Captain Jack
No special rules for attacking.
Stats of your privateering are updated. You might chose whether to display them or not.
Captured ships become yours. You can either sell or keep. The risk is yours. We will not allow capturing though on defense, to prevent identification exposure. Instead, we can instantly sell the ship and give the gold equivalent to the winner (only when Privateer Fleet is the defender and captures a ship).

Yes. We can keep track of stats such as how many privateer fleets you have built. Every privateer fleet can also bring a creation time, for show off (ie longest standing Privateer).

We could have an admiral profile too, where players will be able to set a name,description and avatar. We could even make this target able by voodoo but not in Version 1.0

If there is no way to target it though, all 0 danger privateer fleets should perhaps get a penalty of 18 danger per week or more or else if no one is aware of them and none uses them (especially when players turn inactive) how will you target them?

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 6:51 pm
by Bmw
sounds like it would be fun and awsome to have. Needs a bit of tweaking but like i usually say, i'll let others do that then give my own input. Although it sounds like version 1.0 will bring major changes to avonmora

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 6:53 pm
by William one eye
Captain Jack wrote:
If there is no way to target it though, all 0 danger privateer fleets should perhaps get a penalty of 18 danger per week or more or else if no one is aware of them and none uses them (especially when players turn inactive) how will you target them?



Perhaps this type of fleet must attack at least once a week or it begins to incur danger exponentially on its own
for this I am assuming someone will attack the idle privateer fleet each week and take GC, until danger increase to the point where ships can be captured.

so after 1 week with no use + 18 danger

after 2 weeks + 36 danger,

after 3 weeks + 72 danger

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 6:58 pm
by Captain Jack
Agreed, something along these lines can work. No need for exponential penalty though. Just a fixed number. No attacks in last week? 18 Danger and upwards.

There might be a need to have a limit to the GC you can PUT. But no limit to the GC it can hold. In other words, as long as the GC is earned, there will be no limit. But for GC you put there, there will be.

Perhaps 2.5M

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 7:15 pm
by William one eye
my thinking on the the exponential danger - if it lights up once a week and sits, someone will eventually hit it. and then it will have no danger. This could happen every week for a very long time until there is no gc left in its treasury.

with the exponential danger even if it gets hit every week it will eventually have high enough danger that It the ships could be captured.

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 7:41 pm
by Captain Jack
We have thought this deeper and we have some interesting issues arising:

1)We cannot give this to players with few or god forbid no ships. A ship count limit is required. Perhaps even make it so that this ship limit is required both on creation but also on withdrawal of funds from the fleet.
2)Perhaps also add a Marquess title requirement,mostly for RP ways but also to exclude Pirates from using it. After all, a pirate is different than a Privateer. Perhaps Privateers should either fly the Jolly Rodgers or the Flag of the owner's nation. Or give the ability in which flag to use. It won't have a hostility affect though to anyone hitting or receiving hits from the Privateer.

There are more problems that could arise though. Since no voodoo can target the admiral, the usage of big ships will be more probable. That is good at one case but bad as current skirmishers and pirates may be troubled. But it might be a good trouble.

Perhaps we will need to accompany such a feature with a few extra cards. One of the, casted only on Privateer Fleets, will prevent the owner to provide injections of cash to the fleet.

Another case is that serenity/purify will not be possible, which means that whatever casted on Privateer fleets will be there to change.

As we see it now, it would be better to keep only fleets and ship targetable and add a few Privateer-Only-fleet target cards. Making the admiral a voodoo target, will just replicate existing gameplay whereas what is currently proposed will create a new level of gameplay.

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 7:49 pm
by Vane
2)Perhaps also add a Marquess title requirement,mostly for RP ways but also to exclude Pirates from using it. After all, a pirate is different than a Privateer. Perhaps Privateers should either fly the Jolly Rodgers or the Flag of the owner's nation. Or give the ability in which flag to use. It won't have a hostility affect though to anyone hitting or receiving hits from the Privateer.



If a pirate is different and does not have access, a privateer should not fly the jolly Roger at all, they should be bound to a nation..

Re: Privateer Fleets

PostPosted: Tue Dec 20, 2016 7:56 pm
by Shadowood
Big +1 CJ. I like it!

Charles Vane wrote:If a pirate is different and does not have access, a privateer should not fly the jolly Roger at all, they should be bound to a nation..


I agree with this.. What about the use of a Letter of Marque. I could fly a flag for Spain if I had this.