by Captain Jack » Wed Jan 20, 2016 1:00 am
Lowering the percentage is not enough. It will make it far too hard to take anyone's ships. It needs to be combined with a stable loot of a few thousands.
This will make the battles required for the last 1.5Millions less, average bounty higher and protection cheaper. Win win situation for all.
All except the opportunists, as you well said. These are the ones mainly affected. I am not sure how many people play this role though and most importantly for how long. Not only how long they like this role but for how long they are allowed this role.
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Another formula that could work is the following:
Gold Coins Plunder = 1% of the total gold at hand + 5% for every fleet ship base value (shipwright default price)
If a ship's 5% base value is higher than 10k, then 10k are assumed instead. (It validates for MoWs, SoLs, Flag Galleons and Large Frigates)
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It's a bit complicated for my liking but it has strategic potential. It takes into consideration expensive ships that might be used as escorts in a trade fleet. We do not want this escort ship to increase the value too much, this is why we included a limit.
Now, this 1-3% you mention as an acceptable solution, it creates huge differences.
Here is an example of a player that has 40 fleets of 5 LMMs in each (a total of 200 ships)
At 5M hand:
1% - 143 battles or about 7 hours durability before starting to lose ships (under the effects of 3x Fuigitive of Justice)
2% (the average for a 1-3% scenario) - 99 battles or about 5 hours
3% (worst case scenario) - 78 battles or about 4 hours
At 10M hand:
1% - 200 or 10 hours
2% - 130 or 6.5
3% - 100 battles or 5h
At 15M hand:
1% = 235 Battles or 12 hours
2% = 150 battles or 8 hours
3% = 120 battles or 6 hours
At 20M hand:
1% - 262 or 14 hours
2% - 171 or 9 hours
3% - 140 or 7 hours
If we estimate that the average sleep is 8hours then we need about 12hours protection to be certain. To achieve this with this formula, a 200-ship player should have at least 15M at hand. If we use the 1-3% in the place of 1%, then he should have about 35M at hand! This is a big difference.
Some mentioned however that it works well now. Only because very determined players, with much aggression and good guild cooperation make it so. Still, or forecast is -as i said above I believe- that such will not necessarily be enough. Let's see the metrics with current system!
We will take the 3% which is the average to 1-5%.
Then we would have:
CURRENT SYSTEM (200 Ships player, 5LMM at each fleet)
At 5M, 106 battles, 6 hours ships protection (before gold coins hits zero)
At 10M,129 battles, 7 hours
At 15M, 149 battles, 8 hours
At 20M 169 battles, 9 hours
and lets not troubleshoot it more, for every 5M added at hand, the player earns a mere 20 battles protection which is enough for barely an hour. In reality, it is less than this.
How current system is anywhere near better than the one we are proposing here? Is this that bad for opportunists? Is guild aid uneeded? It is just more strategic and more fair in my opinion.
Again, the same list with the above formula:
Proposed System (200 Ships player, 5LMM at each fleet)
At 5M, 143 battles, 7 hours
At 10M, 200 battles, 10 hours
At 15M, 235 battles, 12 hours
At 20M 262 battles, 14 hours
Proposed system, is still under discussion of course. We need to determine a good enough formula that is as easily remembered and calculated as above.
Btw, profit for the attacker will be the same at both cases. Only that it will need more time at new system (which however will be rewarded with higher plunder in total due to the proposed sink chance change. In the same time, first hits will be worthwhile for more than just the voodoo caster. See? We took everything in consideration - let us know if not)