i will again repeat my entire story of a newborn, sorry
I have played many games, and what i think is toxic is not an action or a series of actions on the same target that is the problem. The problem of toxicity appears when the targeted HAS NO CHANCE to survive, to counter-attack or to defend.
When they cast on you infinite cards all the day, during a week or more ... well ... it's boring but it is the game ! i mean, when they cast on me some cards, my guild used purify to help and i cast mindbar (or someone cast it if i don't have one). there is a way to defend yourself.
Maybe we could add a card more ... a card to counter-attack when under a rain of voodoo. Like a card that allows the targeted to burn istantly some attacker's cards from his deck, with a % of chance increasing for each voodoo that the targeted received from the attacker. so if you are under a rain of voodoo from the same guy, you can cast a card to burn attacker's deck. Could be a way.
but another toxic problem that can appear is what i repeat from the beginning. Sometimes newborns have no chance to counter-attack nor to defend in case of a fleet of sotl attacking our military or merchant fleets, and this is really frustrating. I would like to see a way to be able to counter-attack as a player and being able to make some damage, or we really risk to lose people who feel frustrated cause they can't nothing against fleets of super powerful ships of the line. Now i don't care much to be skirmished because my nation pays the loss, but imagine a newborn who makes (my case 2-3 weeks ago) 50k daily with trade, no nation salary ... and they skirmish your cargo for a value of 5-6k ... this is huge on the daily profit ! and you have no chance to counter-attack cause the enemy has a fleet of large frigates or sotl and yeah ... you can skirmish back his merchants but it's useless lol ... you gain 5-6k, then your danger is high and they plunder you ... and you lose 30-40k ... so it's not profitable to counterattack !
What i would like to see, maybe, is a way to merge temporarily the attacker fleets with some friends (as i said in another post, i talk to another newborn). Like everyone can put 1 fleet in this unified large fleet, and ex 5 friends put 1 fleet each and we have now a larger fleet that can't move but only attack in the port where they are ... those 5 fleets combined are now stronger (just an example) than a fleet of 5 sotl and the veteran is plundered. The plunder is divided by 5 and each fleet has higher danger. Now the veteran with 5 sotl is still stronger and can plunder back the 5, one by one, but they have also a chance to counterattack if they play actively, they organize themselves, ...
(as i said in another post, to avoid abuses, we could say that the influence of the attacker can't be superior than the total influence of the defender, usually high influence means a lot of money and a lot of ships to hire new crews, or make concept with fame).
Or divide the game in 2:
the roles on the sea and the roles on the land (on the sea it's for more active people and on the land for more quiet people)
on the sea we would have mearchants, pirates and military ranks (captains, admirals, ...) of a nation. they all can have ships, mearchants can trade but not having military ships and pirates/military ranks can have military ships but not trading. Military ranks will get money from the nation in order to protect mearchants, pirates will get money by plundering or being paid by nations to attack other nations. Merchants will make money by trading resources or gold bars.
On the land, we can divide roles in: politician, banker, plantation owner (or a player can be all the three at the same time)
And those would create resources to trade, move funds to pay military ranks or to improve buildings, and making laws or managing the port or/and the nation.
Land would need sea and viceversa. Of course we can add the concept of plundering the land (so we could add the fort to defend the land) but the land would be quiet compared to the sea, for people who want peace and playing quietly. Sea would be for more active people. It could be interchangeable, ex. now i have time and i sell all my belonging and i buy some fleets, and when i have no time to play, i sell my fleets to buy plantations
And again, just adding the fort to protect those who want to play without "toxic" behavior, in their corner. even though it wouldn't solve the problem of the ships traveling, when they travel, the fort won't protect them.
just my thought.