Grogggy wrote:I know there is a skrimish thread somewhere, a quick fix would be to lower the danger recieved by the attacker in a skirmish attack. If it is to be a low gold reward, it should be a low risk--bonus points if you help out us pirates and make it zero danger:)
Very good idea Cappy !
Perhaps admin could do a promotion much like the double plunder experiment a week or so ago. Not too sure of the coding needed to drop danger gained from skirmish to ,oh, lets say 4 danger points instead of normal 6.
I say 4 instead of 3 to avoid all skirmishes from happening just before the top of the hour resultant in a pirate not showing on the plunder board at all or just a few minutes.
Myself, if plundered, I'll hunt down the "pirate" and attempt recovery. I have roughly 3-4 hrs to find and extract revenge. Dropping danger gained means I have perhaps 1 hour to accomplish this task and gives a pirate a much better chance of getting away.
Agreed that the plunder gains do not balance out the risk of retaliatory strikes while a pirate spends the next 3 hrs waiting for "the other shoe to drop" while their danger remains in the visible range.
Not too sure if/how it would work but as we are in a state of development, certainly feasible to try it out if it's possible to modify without a lot of work for the devs.