Danik wrote:Warrior wrote:I don't understand how this can make plunder more strategic...
Hahahahahahahahahahahahaha (copyright: FOX)
I am going to have to report you, for plaguer ism...
Danik wrote:Warrior wrote:I don't understand how this can make plunder more strategic...
Hahahahahahahahahahahahaha (copyright: FOX)
Captain Jack wrote:Forgive me for short messages, I skip all explanations to keep it simple. I can write pages, rest assured.
Here is a proposed formula, straight to the point:
Gold Coins Plunder = 1% of Treasure at hand + 10% of the base value of ship at the tail + 1000 Gold Coins + 1000 Gold Coins per ship at fleet
This formula seems better for everyone involved. Pirates, big players, small players, everyone. The only group of players affected negatively by the change, are ship plunderers but only in time needed against a prepared player. Not in profit summary (it is greater) and not when you go against inactives/unprepared players (should be easier, take into consideration the proposed voodoo card Band of Thieves)
Mainly because it forces everyone to play with more gold at hand. This is the shortest way I can reason it.
We have a tool we use to back our sayings. To access it go here:
http://www.piratesglory.com/test/plunde ... lat_rate=1
The default values used are using the formula above, for a 5 LMM fleet getting repeadetly attacked, owned by a player with 15M at hand.
Tweakable values (change them at URL):
hand: Starting gold at hand
static: total static gold from your formula (for my formula above, if you use howker as tail and you have 5 ships in each fleet then static = 1000 + 1000 + 5000 = 7000)
flat_rate: The percentage of your gold lost per attack.
1% flat rate might sound too big of a change, this is why I proposed the 2-2.5% as a start.
The proposed formula, is a formula we can use for DISCUSSION. Nothing more.
Ask me questions, it is better than writing essays.
-----
Answers for questions above:
Roberts
Define me who is a Pirate for you and then we can talk if is against pirates. For me, it is not against pirates in my own definition. It favors them and i can list why. It is truly very unpleasing to see a standard response from you for whatever thing we put up for discussion. Your general negativity is unwanted so please, either bring arguments or don't post at all.
Danik
-The element of chance is good but it is uncontrolable as it is. A player who uses howkers as tail will last 4 attacks per million for about any amount beyond 7.5M while he will last for 120 attacks in the last 1.5M. Who is going to make these last 120 attacks? Is this procedure helping the game? How many players at your plunder screen run with hands more than this 1.5M?
TheLoveTiger
This is not a vote. This is the start of a big discussion which I suppose it will take many pages. Your quote is what we want to achieve here. We want to make all targets more worthwhile than they currently are and in the same time allow everyone to have better control of their possible losses.
Warrior
The ability to know your losses before hand, is a strategic option. You choose how much you will lose. More options are unlocked as well through hand management (see my response to Danik)