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Cargo plunder mechanic for standard plunders revamp

PostPosted: Fri Nov 30, 2018 8:24 pm
by PFH
Id like to propose the cargo plunder be redone. Not out of what was stolen but its loss of function from a minimum ransom being taken. Let me explain.

If the gc ransom isnt fulfilled, then cargo needs to fulfill this by the minimum.

40 gold bars translated into gc to cover 9k gc ransom seems very excessive to cover the gc ransom lost.

Possible comments from this include making ship stealing harder. False. Rotten cargo a ship and empty its entire coffer of gold bars. If the fleet was ambushed u have access to all fleet IDs. Only 6 extra turns to spend on clearing cargo bays.

Also another rebuttal for this: ship thieves take time to prepare for attacks like these so if one doesnt have 6 extra turns to empty a fea tails then they didnt prepare properly.

Thoughts on this?

Re: Cargo plunder mechanic for standard plunders revamp

PostPosted: Fri Nov 30, 2018 8:38 pm
by Admiral Nelson
It all depends really, it will make Ship Stealing harder to a degree. To your argument about Rotten Food, yes whilst that is true I have to argue back; One player can only max out at 800 turns. Whilst most raids can take under 600 turns, I remember raids against 'SSTG' such as Dozer, Scarlett etc took over 700 turns at the very least. Every turn counts now.

Those 6 extra turns could be the difference between hiding a ship in marina, and not hiding it straight after stealing it.

Not a + or a -, I don't really care anymore. :D

Re: Cargo plunder mechanic for standard plunders revamp

PostPosted: Fri Nov 30, 2018 8:44 pm
by PFH
Correction. It is 803 if you cast death poker at 599 and win the chance. So really 3 extra turns are what you are spending.
SSTG has died almost completely so eh.

Ship stealing isnt big these days as jack has mentioned. Finding out the tail has bars costs at minimal 4turns to clear the ship of bars anyways. With two tails it is 8 turns expended from the bars. With this, it will reduce turn cost essentially by 2