Haron wrote:It is no doubt a great perk to remove the turns requirements for skirmishes. It would help pirates a lot, and make skirmish tech a valuable technology.
However, they would still be governed by the number of skirmish points. And the most lucrative element of the game, trading, require no turns at all, which is the reason traders can do so much trading, and why it's so much more lucrative than piracy, which is limited by turns (and skirmish points).
You are missing the limiter : turns limits how much you can do : that applies to all of us : now, you could play in such a way as to reduce the number of turns you need spend daily : you could buy your ships at market instead of build them : not use trade voodoo : not treasure hunt : not speed-up builds or research : not farm NPC's : not attack other players : not do nation missions : then you would have 144 turns a day to use on something else : maybe skirmishes : the point is, we all have to make choices as to how we use the turns we can get : the merchant has to decide : build more ships ? Or cast beneficial voodoo? Build trade ships? Or build escorts? The pirate gets to choose too : Cast voodoo? Or hit whats already lit? Or skirmish? Or speed-up a tech? Or develop the marina? Everyone has limited turns, everyone needs more, everyone must choose : that's part of the game, pirates included.
If the pirate does nothing else : they acquire 144 turns a day to use : that's 36 attacks : max skirmish tech gives 23 points per day : so, the pirate can use those 23 skirmishes and still have 52 turns left over for another 13 attacks : if the pirate chooses to invest some credits, acquired from the exchange using their plunder to pay for them : they can get another 144 turns per day : thats another 36 attacks : or 196 turns left after maxing out all possible skirmish hits : now, tell me what the pirate can do with those turns, never mind another 92 turns gained from having free skirmishes?