by Captain Jack » Thu May 14, 2015 12:13 pm
Here comes a big messy post, read the statements in bold for the main points.
500k is a large amount for a pirate to carry I suppose. A pirate especially with no trading fleets has zero need for such a sum on hand and banks should hel him in this venture.
Pirates have this privilege, to manage their treasury easier and cheaper than anyone else.
If he has a cutter last then the standard loss per hit is 1k.
Let's suppose that he has 120 Danger and one enemy that hates him wants to see him lose and he also decides to cast Disfavor on him. In this case, which should be the worse case scenario and difficult to happen, he will have to defend 14 attacks.
14 losses amount a standard 14k. This means that he can have about 50k more for a total of about 65k. If he loses the maximum amount at every battle, it will go like this:
1st attack -4.2k, 61.8k left
2nd - 4.1k, 57.7k left
3rd - 3.9k, 53.8k
4th - 3.7k, 50.1k
5th - 3.5k, 46.6k
6th - 3.3k, 43.3k
7th - 3.1k, 40.2k
8th - 3k, 37,2k
9th - 2.9k, 34.3k
10th - 2.7k, 32.5k
11th - 2.6k, 30.9k
12th - 2.5k - 29.3k
13th - 2.5k - 27.8
14th 2.4k - 26.4k
The maximum loss at a scenario that is difficult to be reproduced, is about 40k for 120 danger (or 240 without Disfavor).
Of course, you could sail with even less than 50k, lets say 25k but 50k should be better as they will protect you from about 20 Booty Masters, making you in fact immune to such a tactic. It's a low cost in order to play it safe.
So, Pirates do not really have losses, if played right.
Hate voodoo cannot be taken into account - although a reality.
Now, for income, Pirates will have means to make more skirmish attacks than anyone else. We will find the ways. I estimate that the number can grow considerably for those that want to feed mainly on player fleets and disregard NPC plunder. About 24 points daily is perhaps the minimum I can imagine at this time (for pirates, not for Beta period but for a little later).
For merchants, right now, NPC plunder is a good way to make gold, with earnings yielding about 10k on average to 120k on max for large fleet owners. For a starting player, average if about 5k to 25k for Treasure fleets (coastal Piracy assumed). Which means that a large merchant, with a good war fleet + Pacifism + Coastal Piracy can already make a good amount of income using NPC plundering ( a couple of millions). These will be increased slightly with the reduced turns costs for some voodoo cards, such as Pacifismi/Coastal Piracy. I guess we can afford to leave the big traders out of the every day skirmishing - perhaps they can only use their points spontaneously when they think they have located a treasure fleet. It will worth the try then. The maximum pool for skirmish points will always a multiplier of 3 (which means 3 or 6 or 9 or 12 or 15 or 18 or 21 or 24 or 27 or 30 and so on) just to allow someone to do 3 skirmish attacks for 1 defend. This will surely tempt everyone. Or we could find more uses for Skirmish points, for those that do not want them, even trading of Skirmish points could be allowed.
Therefore, we should maintain the +6 Danger. We already have too many special rules for Skirmish (not that many actually) and it is always best not to mix things so much.