Adjustments to the Skirmish and more

I do apologize for this long post. I will do my best to keep it efficient.
My ideas are to help with some of the items the developers are looking for - the use of larger ships, the create gold coin burners, and a more seafaring style of play in combat - creating a wider variety of strategies and situations for traders and pirates alike.
I put this out there for discussion, mates - don't just respond; think about it a bit first, and see how we can better serve the game.
My perspective:
The mainstay of the trader is easily done. To make gold coin, simply chose a trade route and go. No turns required. All trade routes are profitable, although some better than others. His risk is the skirmish and losing a bit of swag. Now their is fishing, and while not as profitable, a trader can now eliminate the skirmish if the fleets are set to fishing.
Basically, a trader can be quite passive, and with a few tweaks, and no turns, can create a profit.
The mainstay of the pirate is the skirmish. He may or may not profit on a skirmish, due to escape of the target, He uses turns in addition to skirmish points to execute his profit. His risk is to be attacked and lose more than what he has made. It takes effort to make a profit as a pirate, as well as turns and skirmish points.
With that premise, I have thought long and hard on providing a perk to those who chose the fly the Jolly Roger and creating some tweaks in strategy for those flying national flags (and traders!).
1.) Adjustments to the Skirmish Feature
First adjustment I believe is needed is defender's limit of receiving 5 skirmishes per day. This makes no sense, as a player with 1 fleet can be hit 5 times - the same fleet, vs those with 80 to 90 fleets. The fact that national insurance programs help negate the losses definitely favors the trader with many fleets. I believe the following defender limits should be adjusted to the number of ships they own.
1 to 100 ships - limit of 5 skirmish attacks per day
add 1 skirmish defense for every 20 ships beyond 100 ships. (This is a 1 to 4 ratio).
This means a player with 200 ships would possibly be defending 9 possible skirmish attacks daily.
2) For Those Flying the Jolly Roger
Those flying a national flag will utilize the current system of using turns and skirmish points to attack. They will also use the current DR system.
For those flying the Jolly Roger, they will have two or three options:
1) No turns required. Simply use skirmish points.
- a) The current DR system would apply.
- b) Can use any fleet (flagship fleet or another)
2) Use turns only.
- a) Only applies to Flagship fleet.
- b) DR is +6 if attacker wins (or victim escapes)
- c) DR is +10 if attacker losses (and loses double fame - defeating a pirate in his flagship is a big deal!)
3) Use turns and skirmish points.
- a) Only apply to the flagship fleet.
- b) DR is +4 if attacker wins (or victim escapes)
- c) DR is +8 if attacker loses (and loses double fame)
3) Skirmish Defense
Currently, every fleet has a (20%) chance of escaping in a skirmish. This may be due to the admiral's ability to evade the skirmish attack.
For those with the national rank of Captain or higher:
If one were to double the crew daily upkeep on a fleet, this chance could move up to 25%.
If one were to double the cannon upkeep, there would be a 20% chance that first defending volley would double.
For those with the national rank of Baron or higher:
If one were to triple the cannon upkeep, there would be a 20% chance the first defending volley would double and fire first.
If one wee to triple the crew and cannon upkeep, there would be a 25% chance the first defending volley would double and fire first.
These are simple toggles a player could select as defensive tactics on each fleet.
There is much more that can be added and hashed out here - I do not really like the above options, as I believe there are better ideas out there, but I like the premise of being able to select defensive tactics for skirmishes, and the simpler the better.
As for plunders, leave them as they are - if skirmishes become more active, there may be the need of a voodoo card that will augment the Fugitives of Justice and the Hostile Natives.
My ideas are to help with some of the items the developers are looking for - the use of larger ships, the create gold coin burners, and a more seafaring style of play in combat - creating a wider variety of strategies and situations for traders and pirates alike.
I put this out there for discussion, mates - don't just respond; think about it a bit first, and see how we can better serve the game.
My perspective:
The mainstay of the trader is easily done. To make gold coin, simply chose a trade route and go. No turns required. All trade routes are profitable, although some better than others. His risk is the skirmish and losing a bit of swag. Now their is fishing, and while not as profitable, a trader can now eliminate the skirmish if the fleets are set to fishing.
Basically, a trader can be quite passive, and with a few tweaks, and no turns, can create a profit.
The mainstay of the pirate is the skirmish. He may or may not profit on a skirmish, due to escape of the target, He uses turns in addition to skirmish points to execute his profit. His risk is to be attacked and lose more than what he has made. It takes effort to make a profit as a pirate, as well as turns and skirmish points.
With that premise, I have thought long and hard on providing a perk to those who chose the fly the Jolly Roger and creating some tweaks in strategy for those flying national flags (and traders!).
1.) Adjustments to the Skirmish Feature
First adjustment I believe is needed is defender's limit of receiving 5 skirmishes per day. This makes no sense, as a player with 1 fleet can be hit 5 times - the same fleet, vs those with 80 to 90 fleets. The fact that national insurance programs help negate the losses definitely favors the trader with many fleets. I believe the following defender limits should be adjusted to the number of ships they own.
1 to 100 ships - limit of 5 skirmish attacks per day
add 1 skirmish defense for every 20 ships beyond 100 ships. (This is a 1 to 4 ratio).
This means a player with 200 ships would possibly be defending 9 possible skirmish attacks daily.
2) For Those Flying the Jolly Roger

Those flying a national flag will utilize the current system of using turns and skirmish points to attack. They will also use the current DR system.
For those flying the Jolly Roger, they will have two or three options:
1) No turns required. Simply use skirmish points.
- a) The current DR system would apply.
- b) Can use any fleet (flagship fleet or another)
2) Use turns only.
- a) Only applies to Flagship fleet.
- b) DR is +6 if attacker wins (or victim escapes)
- c) DR is +10 if attacker losses (and loses double fame - defeating a pirate in his flagship is a big deal!)
3) Use turns and skirmish points.
- a) Only apply to the flagship fleet.
- b) DR is +4 if attacker wins (or victim escapes)
- c) DR is +8 if attacker loses (and loses double fame)
3) Skirmish Defense
Currently, every fleet has a (20%) chance of escaping in a skirmish. This may be due to the admiral's ability to evade the skirmish attack.
For those with the national rank of Captain or higher:
If one were to double the crew daily upkeep on a fleet, this chance could move up to 25%.
If one were to double the cannon upkeep, there would be a 20% chance that first defending volley would double.
For those with the national rank of Baron or higher:
If one were to triple the cannon upkeep, there would be a 20% chance the first defending volley would double and fire first.
If one wee to triple the crew and cannon upkeep, there would be a 25% chance the first defending volley would double and fire first.
These are simple toggles a player could select as defensive tactics on each fleet.
There is much more that can be added and hashed out here - I do not really like the above options, as I believe there are better ideas out there, but I like the premise of being able to select defensive tactics for skirmishes, and the simpler the better.
As for plunders, leave them as they are - if skirmishes become more active, there may be the need of a voodoo card that will augment the Fugitives of Justice and the Hostile Natives.