Hostile Natives is overbalanced

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Re: Hostile Natives is overbalanced

Postby not a pirate » Fri Nov 25, 2022 9:49 pm

Schwarzbart wrote:I completely agree that you'd have to run very strong ships, order to even be slightly competitive. And i see that as a problem, because anyone who is new to the game can't afford these and won't find any targets they could go up against. But i think part of the problem is that there are too many sharks in the tank and anyone who dares to run a trading fleet of humble Howkers, or anything like that, gets eaten alive.


The only people attacking new players that are using Howkers... are other new players. Attacking some Howker fleet is probably not worth the turns when other fleets are up that would give you more value. Extremely new players enjoy plunder protection from other people for this very reason anyways. At the end of the day, being attacked is supposed to be part of the game. There is always ways to combat being attacked. If you don't want to employ these tactics, you deserve to be attacked. Makes sense to me.
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Re: Hostile Natives is overbalanced

Postby Most Lee Harmless » Fri Nov 25, 2022 10:07 pm

A bit of history :

Back in the day, the Fame mechanic worked differently : once your fame fell below a known level, you could not be hit : your lit fleets dropped off the lists until reset. This gave a clever captain an idea : he would run his many hundred fleets non-stop without regard to danger accumulation, HN's or Fugis. So, every night they all lit up and many pirates would smack away at them until his fame dropped to the point he was protected until reset. The calculation was simple : he would earn far more sailing his many fleets unmolested for 20 or more hours than would be plundered in the few hours of feeding frenzy.

Which cunning plan caused a great wailing and gnashing of teeth! Why? A pirate could plunder a most decent purse nightly without casting a single curse. Easy money! Yet still he was accused of gaming the system and using the low fame mechanic to 'avoid' being plundered for more than the several million he lost daily until the protection kicked in.

Thus the mechanic was eventually changed to the one we know today, an even more flawed mess but one which now allowed total de-fleeting regardless of fame level.

Naturally, that daily bounty ceased to flow and said captain found other ways to protect his incomes.

To mix the metaphors : folk were not careful about what they wished for and cooked their own goose.

Every attack has a counter : every defence has an attack. Every rule has a loophole and closing a loophole often creates a new 'rule' with new loopholes.

It's organic as new ideas create new methods and they create new counters and counter-counters and so on.

I have seen many traders complaints countered with the arguments that they should protect themselves better : low-value tails, powerful guardships, staggered fleets, scattered routes, protective voodoo, all good examples.

Which means that pirates have to up their game too : more powerful hit fleets, using more voodoo to clear protections, more hit-fleets to target the more scattered ports holding lit fleets.

That is the nature of conflict : tactics and strategies develop. No use whining about the inevitable : today's smart play will be inevitsbly become tomorrows dumb move.

To survive and thrive all sides have to get creative and stay creative, have to test and develop new smart moves and toss aside yesterdays dumb ones. Don't get mad, get smart.
-1 : Move to archive.
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Re: Hostile Natives is overbalanced

Postby DezNutz » Sat Nov 26, 2022 10:24 pm

Keep in mind this is a discussion about the use of Hostile Natives and whether they are over powered. A game development discussion.


Further discussion of alts/multis in this topic will result in a warning and/or ban from the forums.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: Hostile Natives is overbalanced

Postby Lil Lola » Sat Nov 26, 2022 10:34 pm

Oh that was a serious discussion? Opps
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Re: Hostile Natives is overbalanced

Postby Mack » Sun Nov 27, 2022 9:38 pm

I see a few weasels trying to avoid the truth.... You know I don't have gay ass multis helping me with the little shit, but I'll still make you're game s**k I'll play like you guys and light all your friends because I can't hurt you and I'm not talking about your voodoo friends
ALL HAIL JESUS CHRIST! GOD IS KING!
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Re: Hostile Natives is overbalanced

Postby Dmanwuzhere » Mon Nov 28, 2022 1:44 am

so weasels are gay and yours help you with the big sheit :o: oh nos I don't see how that contributes to the topic ... but thanks for filling in the blanks... now for the one between your ears :D :D :D :D
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Re: Hostile Natives is overbalanced

Postby Lil Lola » Mon Nov 28, 2022 3:44 pm

Dman gets by with a little help from his friends.

What's wrong with that?
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Re: Hostile Natives is overbalanced

Postby Stan Rogers » Tue Nov 29, 2022 12:35 am

If Admin reclassified HN's to Uncommon curse to cut back on the numbers in circulation, that would help some.
It is a card that is needed in game however, the big numbers available makes them disposable almost.

Second thing is the player base needs to up their game as well by making a HN card worth perhaps 10 credits instead of selling on the market as low as 5 for a credit or .2 creds ea.

This card deserves the same fate as the Black Death card has seen on the card market in recent weeks
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Re: Hostile Natives is overbalanced

Postby Dmanwuzhere » Tue Nov 29, 2022 12:45 am

lol the current avg is 2 credits not .2 or 5 for 1
but no one cares about what you want them to sell for .... if you want to control that you will have to buy them all and then relist at your fantasy prices as someone will always list them for the going rate :D :D :D :D
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Re: Hostile Natives is overbalanced

Postby Stan Rogers » Tue Nov 29, 2022 1:02 am

Well Einstein, I have seen them sell that cheap and perhaps the current market is selling for 2 creds, but no where did I say I was going to buy up all the ones on the markets.

I don't think I would have to if enough players get involved.

I may list a few for around 10 creds each and offer private incentives to keep the price up.
If enough players are tired of the HN's being cast upon, who knows what can happen ?

Player base sure did fix the cheap BD's that were circulating around a few weeks ago :p :p :p :P
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