by Haron » Mon Oct 19, 2020 7:40 am
This suggestion contains many points. It is supposed to be a completely new battle system. I could go through each bullet point separately, and perhaps at one point I will, but for now, I will limit myself to a couple of comments and a few questions.
What overall direction are you trying to take the game in, CJ?
What are you trying to achieve with this suggestion? Why do you wan these changes?
Comments: It seems to me that this will be very bad for pirates. Very. And "making it easier to hit back" as well. Which of course makes pirates less reluctant to attack in the first place. Reducing the max plunder cap is a very, very bad move. If anything, this should be REMOVED COMPLETELY! No cap. If a player carries 100M, I should be able to steal 3% of those 100M. 100k per attack? Really? That's nothing. Skirmish will be better. And minumum 10k? That only means pirates will lose far more from retaliation. As it is right now, I am strongly opposed to this suggestion. This makes it both harder and less profitable to attack others. I want there to be more incentives for combat (and I have plenty of suggestions in this regard, if this was the way you wanted the game to evolve). This suggestion is another step towards the game becoming another "building game". Build income stuff, get income, use that to build more income stuff, repeat. Infighting reduced to almost zero.
As for the "combat system", I don't see any reason why this should be important. Better ships will defeat poorer ships. Easy. Yes, I know and understand how the combat system works in detail. No, I don't need to know that, because it's not important. And I don't see any reason why it SHOULD be important. Fighting is not about a single fleet vs fleet attack. Fighting is about multiple attacks. At it's very simplest form, it's about lighting up all trade fleets of a target and plundering them for gold. Any single attack is not important here. What matters is the consequences of the attack as a whole. What did it cost (in terms of turns and voodoo, retaliation and other things)? What was earned? How much was the target hurt? What setup was needed to achieve this? In a slightly more advanced form, it's about trying to steal a ship. While actually just stealing a ship may be "easy", it can be insanely expensive. Stealing a ship - with a profit - is a whole other story. That is only possible against people with stupid setups. And even then, the extreme alarm system available to guild members makes it very tricky. In even more advanced forms, attacks is about complex ways to reduce the abilities of players or a guild to defend themselves over time, trying to create windows of opportunity, cooperating with multiple other players with plans and contingencies and contingencies within contingencies. Single fleet vs fleet battles matters not at all. It's the larger picture. Outcomes of one "plunder attack" - that is, the total result when lighting up a player and attacking him, or trying to steal his ships - after everything is considered - THAT is what matters.
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