Captain Jack wrote:Ahoy all,
Proposal
We need a small redesign to the voodoo/plunder system.
Why?
Because current system creates some problems, like the following:
a) Players with no ships/considerably weaker ships cannot be contained.
b) In contrary, players with strong/fleets can.
c) A player with 0 ships can harass anyone at minimal cost and there is no way to actually stop him.
d) Ship plundering is so hard and prone to a gazillion of defenses which makes even the attempts a very rare case.
The letters a-d were inserted by me for ease of reference, and is thus not truly a quote from CJ.
There’s a lot to say about this proposal, but I think the most pressing matter is this: Why are these things considered problems? Points a, b, and c means that it is possible for a player to have no trade fleets, and thus (seemingly) he can attack but not be attacked. I do not see that as a problem.
One must consider the immense cost of such a play style. What cost, you say? The inability to trade. Most pirates could easily, in a matter of days, set up a fleet of 200+ trading ships instead of his pirate setup, and get a higher income than he has from piracy. Yet he does not. It is a huge cost to not use trade fleets. So a pirate’s mere knowledge that you would be able to retaliate if he were to use trade fleets, is costing him dearly.
I sense (possibly wrongly) that the cause behind these ideas is that people who get hit, get angry, and feel like smashing something. Seeing that their enemy has nothing they can smash, they complain that the system is flawed – they want it to be impossible for player A to attack player B unless player B has a chance to hit player A back. However, making a system where that is the case – retaliation is always possible – would be a very bad idea. This would make doing piracy for profit impossible. It would cause fewer attacks, not more. Because if I know you can hit me back if I hit you, and that such a hit would lead to a total loss for me – well, then I would not hit you in the first place. The Mutually Assured Destruction doctrine is a way to ensure peace. Good in the real world, perhaps, but not in a game where action is desirable. Piracy for profit gives only 10%-20% of what a good trader gets, but it is at least still possible to do it for profit.
As for point d, I may agree that things could improve, but there is one important thing to keep in mind: Just because something doesn’t happen at lot (or even at all) doesn’t mean that the possibility for that something to happen doesn’t matter. One of the things I do at work is to conduct and analyse wargames. A common misconception is that if a weapon system caused few enemy casualties, then that weapon system was of little importance in the war game. This is very wrong. For instance, we had a war game where we saw that the main battle tanks on Blue side inflicted very little damage to the enemy. Upon closer inspection, however, we found out that the enemy in his planning process obviously knew that Blue side had tanks, and that those posed a danger. They therefore had to abandon their most desirable courses of action, and had to fall back to less ideal plans, in order to avoid the tanks. So the tanks were in fact very effective in deterring the enemy from conducting his most dangerous plans. Something similar is happening in Pirate’s Glory regarding ship stealing: There’s a trade off regarding how much gold to have on hand. Have to little, and your ships may be stolen. Have too much, and you lose more if you’re lit up and your traders are plundered. So the mere threat of having ships stolen, means that plundering someone purely for gold becomes more feasible.
For this reason, I think that lowering the maximum amount that can be stolen during plunder is a bad idea. This changes this payoff, and makes it safer/cheaper to carry a larger purse, thus reducing this dilemma. It also further reduces the already meager income of the poor pirate. The “sweet spot” for most large traders is already a relatively large area; it’s easy to carry a purse large enough to not risk your ships, yet not so large that you lose too much gold if you’re lit up. As for increasing the minimum, that would probably have relatively severe consequences for both attackers and those who are attacked. But my point was to comment on the rationale behind these ideas, not the ideas themselves. And at least reasons a, b and c I disagree with.