I posted some suggestions in 2013 but I realize the active players have changed significantly since then. Here are my updated suggestions made as concise as possible.
Ship abilities should be unique to the specific ship type: if all ships have the same options then we will find no one will ever sail ships like the Merchantman because it is not superior to other ships in any situation.
Ship abilities should be situationally advantageous, not stronger at everything: depending on your specific plunder target or your specific trade route there should be a ship type or two that are better at that specific thing than the others but against a different target or a different trade route there should be a different ship type that is best.
I'm hoping for more of a "rock-paper-scissors" type decision when choosing your plundering fleet based on the target fleet. Right now there only a few ship types that get used in every single plunder.
Here's my brainstorming list: I'm assuming each ship will have a maximum of 10 Ability Points that can be applied to either of the 2 abilities. ("Ability Points" are separate from "Attribute Points" which should be renamed to "Upgrade Points"). 2 Ability Points are given for each ship's level with a maximum of 10 Ability Points (at ship level 5 all ability points are available). You can add points to either ability as much as you want: eg. Ability#1=6 and Ability#2=4. Ability Points can be reset by the Remodel voodoo card.
Possible Ship ability choices:
Howker
.....1) 1% chance per Ability Point for this fleet to not gain danger when reaching a port
.....2) +2 maximum cargo capacity per Ability Point
Fluyt
.....1) When fishing, this ship gains food +3% faster per Ability Point
.....2) 1% chance per Ability Point for this fleet to not gain danger when reaching a port
Galleon
.....1) Buys gold bars from ports at -5 gold coins for each Ability Point
.....2) Sells gold bars to ports at +5 gold coins for each Ability Point
Large Fluyt
.....1) Buys Wood, Iron, Tools and Cotton at -1 gold coin (requires all ships in this fleet to have this ability at 10 points)
.....2) +2% travel speed per Ability Point BUT also reduces cargo capacity by 2 per Ability Point
Merchantman
.....1) +1% travel speed per Ability Point (like another cotton sails)
.....2) Buys Tobacco, Rum and Food at -1 gold coin (requires all ships in this fleet to have this ability at 10 points)
Trade Galleon
.....1) +1 maximum cargo capacity per Ability Point BUT also reduces cannons by 1 for each Ability Point
.....2) +2 cannons per Ability Point BUT also -5 maximum cargo capacity for each Ability Point
Large Merchantman
.....1) +1 cannon per Ability Point BUT also -2 maximum cargo capacity for each Ability Point
.....2) Buys Tobacco, Rum and Food at -1 gold coin (requires all ships in this fleet to have this ability at 10 points)
Dogger
.....1) When fishing, this ship gains food +5% faster per Ability Point
.....2) +1 maximum cargo capacity per Ability Point BUT also reduces cannons by 1 for each Ability Point
Cutter
.....1) -2 danger instead of -1 danger per hour! (requires all ships in this fleet to have this ability at 10 points)
.....2) Only +4 danger when plundering players instead of +6 danger (all ships in fleet must have this ability at 10 points)
Sloop
.....1) +2 damage (per cannon volley) per Ability Point while fighting NPC fleets (patrolling or nation missions)
.....2) Chance for this fleet to escape a skirmish is +2% per Ability Point
Sloop of War
.....1) +2 damage (per cannon volley) per Ability Point while fighting a fleet with a slow or very slow ship
.....2) Chance for this fleet to escape a skirmish is +2% per Ability Point
Brigantine
.....1) +5 damage (per cannon volley) per Ability Point while fighting NPC fleets (patrolling or nation missions)
.....2) +1 cannon per Ability Point BUT also reduces cargo capacity by 2 each Ability Point
Brig
.....1) +1% Automatic free repair for this fleet each hour per Ability Point
.....2) -2 danger instead of -1 danger per hour! (requires all ships in this fleet to have this ability at 10 points)
Brig of War
.....1) Increases Ransom paid when plundering by 0.5% gold per Ability Point (replaces Advanced Piracy card)
.....2) +5% chance to hit while fighting a fleet with a slow or very slow ship
War Galleon
.....1) Reduces your Ransom paid for this fleet when plundered by 0.5% gold per Ability Point
.....2) +2 maximum cargo capacity per Ability Point
Frigate
.....1) +3 damage (per cannon volley) per level while fighting a fleet with a slow or very slow ship
.....2) Increases Ransom paid when plundering by 0.5% gold per Ability Point (replaces Advanced Piracy card)
Flag Galleon
.....1) +3 damage (per cannon volley) per Ability Point while fighting a fleet with a fast or very fast ship
.....2) 5% chance per Ability Point to resist Leviathan attacks
Large Frigate
.....1) +1 Ship Upgrade (attribute point) per Ability Point (similar to 10 Master Craftsmanship cards)
.....2) 5% chance per Ability Point to resist Leviathan attacks
Ship of the Line
.....1) +1% additional Hit Points per Ability Point
.....2) 5% chance per Ability Point to resist Leviathan attacks
Man of War
.....1) +3 maximum cargo capacity per Ability Point
.....2) 5% chance per Ability Point to resist Leviathan attacks
These ship abilities give them advantages in certain situations while (hopefully) not making them great at everything. These ship abilities for the howker, sloop and cutter make them better suited for new players to specialize at what they want to do.
Let me know what you think.
-Captain Dungeness