by Haron » Wed May 03, 2017 9:18 am
In my opinion, both trading and skirmish is "too simple", and thus boring. It is very easy to set up relatively good trading route, particularly if using party cards, and just keep running the same route forever. It may be able to make slightly more by considering prices at every 3-day price renewal, but the different between the profit of a "smart" trader who maximizes everything, and an "automatic" trader, who just keeps running the same trade routes forever, is minimal. Which is why I believe more competitive elements (no, that does not have to include combat) should be set in place for merchants. "Enhanched supply and Demand" was a suggestion for this. Making resources more scarse was also suggested, although I see some problems with doing that without further change. Perhaps a good solution would have to make all goods be made by players rather than the game. That would be a rather large change in the game, though. There have been threads to discuss this, though.
Similarly, skirmish is also "too simple", and thus boring. Danik is right, there is not much skill in checking the skirmish page, find a suitable merchant and skirmishing him (it requires SOME knowledge about your targets, but it's still as easy as playing tic tac toe). In addition, skirmish is almost as profitable as plundering, sometimes more profitable. At least when considering all indirect costs as well. And skirmish requires turns, so skirmish being easy AND profitable makes pirates spend lots of turns on skirmish, leaving few left for plunders and raids. Making skirmish "turn free" would remedy this last part. Yes, it would do so at the expense of merchants, as it gives pirates more potions to attack (the loss of 23 skirmish points spent is not huge though. Even hitting fleets with a 20k profit, which is decent, you get 20k x 23 x 0.8 = 368k in losses for all the merchants in Avonmora combined per day, per pirate using 23 skirmish points each day. Note that the attacker may gain a lot more, due to piracy tech, but he may also lose due to hitting escorts or being hit back after gaining danger). Another option might have been to remove the skirmish option altogether. That would remedy the situation entirely at the cost of pirates, removing their "safe and easy" source of income. I'm sure there are other ways to help the situation, too. Increasing the maximum skirmish point storage (72 points is very little if you get 23 points each day) may help a little, but obviously not nearli as much as removing the turn cost. Reducing (halving?) the turn cost might be another option.
Editing skirmish insurance and increasing the limit each target can be hit would be a way to make skirmish (or the threat of it) become a part of more elaborate pirate strategies, and may also force traders to run with larger purses. I keep hearing a lot that "pirates need phat merchants", yet most merchants run with a rather low, minimum purse, no matter how rich they are, as they can do so relatively safely. This is another reason why skirmish today is as good as plunder; few merchants have any reason to run with large purses to protect themselves. Skirmishing or plundering a target with 1M gc on hand and a howker tail is relatively comparable to skirmishing.
Anyway. As I see it, the idea should be to make both trading and attacking require some more skill. Party trading and skirmishing is both very easy and quite profitable compared to alternatives, which is not a good thing, in my opinion.
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