Captain Jack wrote:Shadowood wrote:I would like to suggest, well recommend, Vane's suggestion of "If you capture a Flag Ship" you get a special reward and title of "Pirate Hunter"
Agreed
Nice thank you!
Captain Jack wrote:Shadowood wrote:I would like to suggest, well recommend, Vane's suggestion of "If you capture a Flag Ship" you get a special reward and title of "Pirate Hunter"
Agreed
Charles Vane wrote:
Where Has the Rum Gone?:
The best way to boost morale on a pirate ship is Rum! Your crew works much harder to ensure optimal speed when traveling.
Effect: Rum is consumed at 1 crate per hour. While there is rum stocked on your flagship your fleet travels faster when sailing to any port. (10% per level) - Hard limit of "80%" - Does not effect battles only travel speed.
Juicypotato wrote:Terrible concept plan, make it a light ship that's powerful that can't be levied but can be captured.
Juicypotato wrote:Terrible concept plan, make it a light ship that's powerful that can't be levied but can be captured.
Maybe a limit of 1 ship a month you can construct and you must of won at least 200 battles the last week and have less than 50 ships.
Charles Vane wrote:More Possible Additional Skill Sets
Lookout:
Pirates have always been on the lookout for pirate hunters and the like. Not missing the chance to escape their assault!
Effect: % Chance to escape when attacked. ("2%" chance to escape per level.) - Hard limit of "20%"
Bow Chasers:
Mounted on the bow of your ship, these chasers will damage your target before engaging them. Giving a slight advantage before the battle really begins!
Effect: Inflicts a small percentage of damage to the targets lead ship before the first round begins. (2% per level) - Hard limit of "20%"
Careening:
Pirates relied heavily on their speed and manoeuvrability to close the gap on their prey. By frequently careening their ship, they ensured maximum speed was possible at all times.
Effect: Small % speed bonus during combat (Flagship only, not fleet). (1% per level) - Hard limit of "15%"