by Sir Thalius Hayle » Sat Jul 15, 2017 2:24 am
I can see that, and agree. By customization though, I am not thinking per fleet or per ship.
Research I had in mind would be such that allows for stronger hulls, or longer range guns, or increased mastery of the sail, or advanced trade skills. I could think of a few others.
Each tech could give a small boost to stats such as over-all fleet speed or maneuverability. Benefits would be slightly faster fleets or slightly greater chance to evade an enemy's cannons. Possibly an increased chance of escape when being skirmished by player with lesser research level, and greater chance of catching your prey in a skirmish if your target has lesser research level in this area. Maybe even a chance the player could avoid attack when showing up on the plunder screen. (I could suggest a setting for the player to set a fleet as aggressive or defensive. Defensive fleets try to flee when attacked, others stay for the fight. That would be a different discussion than the current one though...).
Thicker hulls mean ships can take more damage. Longer range guns mean greater chance to hit (or maybe just increase the chance of the player firing first regardless of ship speed in any engagement against an opponent without similar research). Advance trade skills lend a boost to profit from trade fleets. These benefits would apply to all of the ships you build after tech is acquired.
The cost and time to research each should be significant, and since each person only has so much time and can only research one tech at a time, there would be no way any one player could max all the skills short of investing time in the game for years. Through the academy, a player could customize his or her over-all game play strategy.
One player might invest all his research resources in greater mastery of the sail and be a difficult one to catch- but no time to invest much in better guns or stronger hulls. Easy target to take down once caught.
Another player has stronger ships. Deals out normal damage, but can take a pounding. Another has stronger, longer range cannons and usually has the advantage of firing first when going into a fight.
Yet another has increased trade profit. His ships are nothing much one way or the other, but he can afford to replace them.
The stat improvement should not be over powered of course, but the analysis offered at the start of this forum post suggests that the bonuses should be a bit more significant for the player that has invested the time and resources. I would not reduce the cost in time or gold at all, just the payout, assuming the assessment is correct, and offer research that allows the player to customize his over-all experience.
And it would not be the new players that had these research opportunities. They would need to grow, learn, and invest in order to get to the point where they could invest in a hideout and related infrastructure. If the benefits of acquiring and investing in these things were clearly seen in the game without being over-bearing, it would give newer players something exciting to pursue in order to take their game to the next level.
Individual fleet and ship customization is a different subject than what I had in mind, and something that I agree would be an improvement to the game as well.