the harms of pirate hunters to brand new players should be pretty obvious, but ima list a few of them now. first and foremost, the reason why game administration should care about them. First and Most Important: it slows down new players. getting a fleet off of the ground is both expensive, and time consuming. as it is, players with pacifism cast on them have trouble beating even the weakest fleets. this is made even worse because the new player missions/natural instinct suggests that making more ships instead of stronger ships is the right play. a player who completes the make 5 hawkers mission has just made fighting an NPC fleet of any kind exceptionally difficult, even with a shower of hidden treasures and pacifism cards to help them. for players seeking immediate action, this is a GREAT reason to get bored and move on to a different game. a single lvl 10 cutter costs 214,000 gold, for a player who has started with zero, that is a major uphill climb, even after getting newb mission bonus gold, there's still something like 100,000 to make. this is a rough figure, but one of the noobs i work with reports his hawker fleet to be making about 20,000 gold on a good day. that means it would take over a week just to make a ship capable of doing battle with weaker NPC targets.
since newb pvp is a completely random experience it would only make sense for NPC battles to be a source for instant action to hook new players into the game. relying on them sticking around for a week before leaving the tutorial path is much weaker then it could be. most games have a ramp system to get new players into the fighting with NPC realm, but it usually takes an hour max, not several days.
enter the pirate hunter. even for players who Have stuck around for weeks, the pirate hunter becomes an immovable object, i work with players who have <10 ships, several of them lvl 10, and pirate hunters still completely block progress in NPC battles. larger players, ie 6 months plus have no problem beating pirate hunters if they so desire, but for newbs its a giant immovable roadblock, and that's just Bad.
solution. honestly i think it would be wise to just remove the pirate hunter from the game entirely, but i doubt that will happen. so here are some softer options. NPCs shouldn't scale up in difficulty for a players first 10-50 thousand turns and/or the pirate hunter shouldn't appear period for the first 10-50 thousand turns. players in their first 10-50 thousand turns should not have the more powerful npcs (military convoy, large merchant fleet, pirate hunter) for their first 10-50K.
as usual my concern here is player retention.
please take this seriously,
im only trying to help.