The pause trade route feature is terrible for me and i don't like it all. If a merchant is active they can terminate all their trade fleets and let me attack them one time
PLEASE DELETE THIS Feature.
Zombie jesus wrote:There is one common, and one uncommon card which directly increases danger of another player, you can sort of include favorable winds... so lets call this 3. There is something like 3-4 Dozen curses total. This means that there is something like 1 card per 12 gotten which can be used to increase a players danger. So if you're getting all 4 cards available per day, you're looking at one card you can use or pirating every 3 days. Moreover, you need at least 2 of these cards to be able to manage your first attack. We're already talking about a week of every 12 hours commitment in the game to do ANY sort off attack... The game is called PIRATES glory for Zombie Jesus' sake, that's a Huge handicap to pirates right off of the bat. When you factor in that you also need a Spy Network or Trade Master as well, the odds compound further to 1 in 144, which in real terms means about once every 2-4 weeks....
-dunno where to fit this.. it doesn't make sense that there isn't a positive danger modifier in the Rare category.-
Zombie jesus wrote:Second: Just looking at my inventory i see 7 different cards, Control the Skies/Chains of Justice/Countercurse/Purify/Serenity/Mindbar/Hideout which can stop a pirate raid in its tracks, if not put serious limitations on said pirate attack. If you use my first math you're more then twice as capable of preventing or stopping a pirate attack as you are to are likely to be able to perpetrate an attack. If you factor in the trade/spy requirement, we're at more then 4 times as likely to stop a pirate then to start an attack.
Zombie jesus wrote:3rd... lets progress to in game effects. I can't do math on this, cuz it's all pretty circumstantial. Hostile Natives stops immediately after the first strike. Unless you're attacking a ship count like Xep's, you're looking at 20-25 fleets that you will get a chance to attack... and now with the treasure hunt feature most treasure is hidden away, so those 25 possible attacks are likely to be raking in 20-30K a pop, maybe 100 if ur lucky... the days of several 250K hits are just over... That leaves us with fug from justice. Even if you have 3 of these guys stacked on a target, the target has hours upon hours to clear this voodoo off. In my experience, we're talking 12+ hours of checking in every 2 hours before draining a target of gold... making real goodies like SotLs and Frigates available for capture. Unless the target is completely innactive, this just isn't gonna happen... Add to this that the players guild mates tend to be decent people that are watching like Hawks. At least one of them will notice the vooodoo, or see what's going on in port battles. and then clear the fug out.
Zombie jesus wrote: First and foremost, the overwhelming majority of players in this game are mostly inactive merchants.
Zombie jesus wrote:]Now lets factor in that there is a Mountain of Revenge voodoo that can Ruin any player, but is exponentially worse for an individual pirate who can just get leveled in one fell swoop once their turns run out. Revenge is even helped along because the more successful a raid is, the longer that fleet is visible in Multiple ports.... There is so much about this that makes no sense... for example Real pirates Succeeded BECAUSE they hit and ran like the wind. The idea of a pirate sticking around at the scene of the crime for a week or more waiting for the law to show up is just ridiculous, that same pirate lingering both at the scene of the crime, and an entire continent away for anyone to take his revenge doesn't even obey the laws of physics, much less common sense. -Schroedingers Cat---see not just math, we're taking multiple skoolbooks out for this one.
Zombie jesus wrote:as if all these limitations we're enough... now a fleet can be paused in mid travel.... the tilt towards merchants needed to be enhanced further by allowing Two of those 3 danger increasing curses to be stopped immediately...