by John rackham » Thu May 10, 2012 3:26 pm
I think a lot of the differentiation between ship types will grow out of the projected developments to the game. For instance if strongholds and troops to attack them are introduced, the smaller ships might carry raiding parties, the larger ships marines and regulars. I'm dreaming of fortifications, blockades, bomb ketches, fireships. If banks are introduced and have a specific location, I might need to shift gold as cargo to and from banks, treasure hoards and so on.
- The carrying capacity of ships could be adjusted. At the moment there is no trade route on the map where Trade Galleons are more profitable than Large Merchantmen. In fact LMs at the moment seem to be far and away the best trading ships. If cargo holds were adjusted so that ships were moving roughly the same amount of cargo per hour, and the ships were priced according to carry capacity per hour, there would be more reason to buy a variety of ships.
- Such an adjustment could allow for other strengths and weaknesses: if out-of-the-box galleons were given a higher basic defensive strength, their base cargo capacity would be reduced to create a trade-off for different ship types.
- The "War" types could be treated the same way, a better fighting ability but lower cargo capacity then their 'civilian' equivalents. If I am defensive-minded I might want to work with fleets of 4 Trade Galleons + 1 War or Flag Galleon as an escort : slow but durable and quite tough to attack. If I am the evasive type, 4 Brigs and a War Brig and so on. Pure warships might have little or no cargo space.
- Increase cargo capacity as ships are levelled up, so I have a choice between building a few heavy lifters or more lower capacity ships, with the strategic development questions that go with it.
- As well as crew experience, allow officers to be identified as individuals and trained (for gold/turns) for specific skills and duties. The escalating cost of buying each new officer could be replaced by a hefty cost to train officers and increase their efficiency. Captains and Admirals might get particular military skills, Merchants the skills to bargain for greater profits per trade.
- Introduce trading contracts. Each port, as well as buying and selling goods generally, issues trade contracts during the day which carry a premium in gold (maybe also voodoo cards, officers, training). The contracts would have to be filled within a time limit and for a given amount of goods. For some contracts I might need a fast fleet, for others a fleet with enough cargo space to carry the required amount. There would be a gold penalty for taking and then failing to meet a contract, maybe gold could be deposited when taking the contract and returned only on success. I would want a mixture of ship types available to go for these contracts.
- Allow cargoes to be captured by the victor of a battle. This would be especially fun if gold were a portable commodity. it would encourage mixed warfleets of warships (if they have little cargo capacity) to fight and merchants to carry the spoils.
- Prize taking. If victors were allowed to take ships directly off the vanquished it could get rather painful on the wallet. If I win and sink an enemy ship, or reduce it a level, I would have the choice of getting the equivalently-levelled ship in the port I am based at. My ships would lose crew to form a prize crew, so I would want some larger ships with big crews in my fleet to allow this. Not sure this would work as I could immediately buy crew at the port anyway, but it may have possibilities. It would encourage battles as a way to expand.
- Eliminate voodoo cards which directly damage enemy ships or affect battle outcomes (begone, dread Leviathan!). I can make my enemy's life difficult and expose his fleets to plunder with voodoo but the only attack capability I have is in my shipping. Maybe replace Call Leviathan with something like Eyes Everywhere which adds enough DR to a selected enemy fleet to put it on the Plunder list.
- I like the idea of giving some ships abilities vs others elephant-beats-lion-beats-mouse-beats-elephant-wise. A sloop that can nip in, pinch a little bit of cargo and gold from a galleon fleet, and be away before the victims have woken up, would be fun. Especially for new players after piracy careers who could make a living without being more than a low-level nuisance for the mighty.