by Haron » Tue Oct 20, 2020 6:12 pm
I'll try to interpret CJs posts as best as I can. And I'll write this post as a numbered list, for ease of reference. I'll use letters for CJs points, and numbers for my comments to these.
A) "Good ships must sail"
A1) They are. There are a LOT of SoLs on the water. Surprisingly many, in my opinion.
A2) MoWs are not sailing, though. There may be several reasons to this. One is that people are willing to pay 600 credits for a MoW they can have in their marina. I'll rather sell my MoWs for 600 credits than using them, because:
A3) WHY sail big ships? Rather than make it safer, there should be more incentive to do so. Big ships do not get more gold when they plunder trading fleets, so why should I use big ships? We need reasons to use them. And I think THAT is where we should start. Not by a new combat system, but by introducing REASONS to use big ships. Maybe port wars. Maybe blockades. Maybe some form of "external political events". Maybe have national honor decline over time, so Marquesses need to maintain it by fighting tough NPCs. There are lots of options. But this is what we need. REASONS to use big ships.
B) "No one can steal my full strength ships when I am sleeping"
B1) I am not sure I agree with this. But I would rather turn this around: It should be possible to attack a player who is online and steal his ships. If you want this, then an entirely new combat system which actually makes it possible to attack active players, should be introduced. It would need to be almost an entirely new game. Some games have "delays" in their attacks, for instance I may have to send an army to attack a target's city. And it takes that army many hours, maybe over a day, to get there and attack. Mechanisms like that would be needed. It would be an entirely different game. But making it impossible to steal ships from someone who is sleeping, just means it will be impossible to steal ships at all. That is something I hope we do not want.
C) "Strong fleets will get upgraded roles in Port related combat"
C1) YES! Something like this is EXACTLY what we need. But this needs to come first. Then Big Ships WILL be not only be sailing (as they already are), but they will be used actively as well. And when we see how this works, THEN it may be time to adjust the combat system. But THIS is what we need first.
D) "Kits idea and desertion of level system is a requirement for stronger fleets"
D1) Why? Also, why do we need stronger fleets? I want fleets that give me income. That goes for traders and pirates alike. And for traders, LMMs make more gold than SoLs. For pirates, frigates are better suited for plundering LMMs than SoLs are. Why make a level 20 ship? Also, does the game become more fun if ships can have higher levels? More strategic? I don't think so. I don't see why we need this.
E) "And yes, some players have teamed up and protect each other. This makes it harder but these are the results of teamwork. Pirates can still team up. I cannot compare 1 pirate to 20 traders and create the game in a way that the pirate still wins. That's nuts. But this is a common argument I hear."
E1) I agree. However, I have now taken the consequences of this. When I plunder a player, I consider myself not attacking that player, but that guild. And I will not do so alone. I will do it with a gang of pirates. Targeting the same guild, over and over. To wear down the defenses. This is the natural response. So "one on one" action is no more. With the guild "alarms" and protection system, it's always group vs group. And attacking the same group repeatedly is more effective than hitting a new one each time. So the consequence is that pirates need to team together. And they need to keep hitting the same targets over and over. Is this desired or not?
F) "Continuing on the ships plunder case, we need to see what kind of ships are usually plundered. Cutters, Howker and at best, you get to see some big merchant ships like LMMs. Of course, we have the pirate attacks , loaded with heavy voodoo , that target war fleets. Such tactics can pay off a whole war fleet which consists of 4 SoLs at best. If you are lucky, you could find 1 SoL 60 there, for a total gain of around of 300 + 300 = 600 credits. 600 credits at some time will barely cover the attack costs. But... what I am saying here? Shadowood already covered the same topic above."
F1) Yes, trying to steal ships can be both expensive and risky. We recently had an attempt which partially failed, causing us a net loss of around 1000 credits. Earlier, we had an attack which was very successful, and we ended up 2000 credits in plus. But the very high costs involved when stealing ships result in one having to steal as many ships and as valuable ships as possible while doing the attack. And this cost is also why so many SoLs are actually sailing today. Can I steal a SoL from you? Yes. Can I do it with a profit? Only if you have a poor setup and no guild watching your back.
G) "Last but not least, I want a final word here. I DO WANT SHIP PLUNDERING. I want many ship plunders. Ship plunders of valuable ships. But I want ship plunders to be strategic and fair."
G1) Ship plunders and gold plunders, under the existing rules, must be seen together. The peculiar thing about PG is that your "gold on hand" is the most important factor during combat. And this is why, under NO CIRCUMSTANCES (except an entirely new system), should the max plunder cap be lowered. Carrying a high purse keeps your ships safe from being plundered. However, it means that when your trade fleets are plundered, you lose a lot of gold. So you have to weigh these factors against each other. So a lower cap would mean both less gold stolen, and even less opportunity than today in stealing ships. A lower plunder cap is something I fear a lot. It would be very destructive for piracy.
G2) What is "strategic and fair"? Let me first say that making it easy to retaliate against attacks is NOT making things "strategic and fair". That is simply killing conflict. If I know it will be easy for you to hit back against me, that will NOT lead to me attacking you and you attacking me back. It will lead to me not attacking you in the first place, since I know I will not profit from this in the end, after your retaliation.
H) "I want people to plunder a ship in order to USE it. Not sell it, not hide it. USE it."
H1) When I steal ships, I do not want the ships. I want the value they represent. For a pirate, his weapons are in his voodoo chest. I spend a fortune buying voodoo. This is where the ships I steal and the gold I plunder, end up. In my voodoo chest. It may seem like pirates profit a lot from their plunders, but that is NOT TRUE. Because you need to deduct the costs. Three FFJs are currently 15 credits (this changes, of course). That's over 5M gc with the current credit price. And in addition, 24 turns were spent casting these cards. And I'm not even factoring in the possibility of the target having a MB or CC. Or the TMs or SNs needed in preparation.
One final comment about strategy: Strategy in this game has so far not been about "fleet vs fleet". It has been "setup vs setup". Sometimes even "group setup vs group setup". It is the totality of your setup which determines how successful you are, both as a trader and as a pirate. And the strategies are about having setups which makes you safe while allowing you to earn as much as possible. I don't put any thought into my "fleet vs fleet" battles. I put a little thought into my "setup vs setup" battles. And I sometimes put an unhealthy amount of thought into strategies involving Grand Schemes.
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