Change to maximum ransom (at plunder)

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Change to maximum ransom (at plunder)

Postby Captain Jack » Tue Dec 13, 2016 10:59 pm

We are looking for a lighter ransom policy after the implementation of Sink Chances

The best idea on the table, that can be forwarded fast is the following:

->Gold Coins Plunder (Ransom) max limit is reduced from 250k to 150k
->Additionally, Advanced Piracy now grants 5% per card (instead of 2%). This means that with 5 AP cards, you will get a total 25% or a maximum of 37500 (instead of 25k) and for a grand max total of 187.500 that the defender will now lose (instead of 275k).

Advanced Piracy will now work better towards low random enemies (ie someone at 40k random, will now lose 50k instead of 44k) which also means that the last remaining hits will be fewer.

There is also more plunder discussions/suggestions where you will have trouble finding (The following words in your search query were ignored because they are too common words: plunder.). If anyone does, please kindly post the link here. Thanks!

Objections or not, please post here. This is something that is of urgent priority.
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Re: Change to maximum ransom (at plunder)

Postby Haron » Tue Dec 13, 2016 11:05 pm

I think this was debated here: viewtopic.php?f=5&t=2548

I was opposed to reducing the maximum plunder limit. I explained why in the linked thread, but basically, I think it becomes a too simple solution for merchants to use lots of gold to defend their fleets. I admit this is somewhat remedied by the increase in Advanced Piracy, since this amount now is taken from the target's purse.

In fact, with this tweak to advanced piracy, this may be a good idea. Needs some thinking through, of course. I still fear this will make carrying lots of gold a too desireable alternative for merchants. The tradeoff becomes more obvious, which is a bad thing.
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Re: Change to maximum ransom (at plunder)

Postby Captain Jack » Tue Dec 13, 2016 11:24 pm

Well, to make it more interesting, we can have it till the end of December and see how it works.

Futurely, we can then have global quests which will increase (or decrease) the max limit for a set number of days (ie a whole month). In this global events, everyone will be to participate and they will chose on which side to support (increase or decrease). This will lead to either 150k for a month or 250k for a month. This particular quest will keep repeating at the end of every month to decide the rate of the next one.
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Re: Change to maximum ransom (at plunder)

Postby DezNutz » Tue Dec 13, 2016 11:26 pm

Like the advanced piracy increase.

What about a flat rate based on the specific ships in the fleet. Each ship would have a specific plunder value. Total Plundered would be summation of all ships plunder value in the fleet plus the sink chance loss. Technically for a plunder to occur, a player has to defeat all ships in the fleet.
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Re: Change to maximum ransom (at plunder)

Postby Captain Jack » Tue Dec 13, 2016 11:50 pm

I re-read that 22-pages long topic there. It is amazingly difficult to solve this current puzzle. I am not sure we will find a way, again.

I will move this topic to Archives and start a new discussion with a different approach.
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