by Black sparrow » Fri Jan 22, 2016 11:40 pm
-Howkers at the tail are not a decisive factor for ship plundering. Sure, they ease the defender and make him last a few rounds more. This strategy, If I remember well, was first used by Hellfire, leader of PK. It has been widespread from there. For me, I never used it due to my playing style. After all, the GC difference of running a howker versus a LMM at tail, is 5,25k (or 210k for 200 ships).I believe however, that you should not target this strategy at all but rather let it alone as those who pick it are relying on it.
-If you want to see more players using something different than howkers tail, then slightly reduce their speed. Right now they are faster than fluyts,trade galleons, large fluyts, galleons and they are fast enough to be added in a merchantman or large merchantman fleets. A small decrease on their speed, would force most people to use either Merchantman or LMM on LMM fleets which are the most common setup. It would also help Fluyt and Galleon ships to become more popular. It would also make more sense. (Also, a slight slight increase on Trade Galleons would help them immensly).
-I prefer the proposed 1% of overall money than the current formula. Somehow, I welcome any defense technique that allows more time for the defender. As it is now, any determined attacker can anihilate someone in like 4 hours max. The formula you are suggesting, will surely help me sleep better at nights. I do not think that the extra hours to strip the ships from someone (from the calculator, I found them nearly the same for unprepared players and up to 4 hours more for normally prepared ones) will have any detrimetal effect to the game play. In contrary, I believe that this change alone is beneficial for all.
-If you couple this change with the sink chance, I cannot find a single reason why anyone would not like it. Opportunists, Pirates, Merchants, Strategists, Fleeters, even bankers can earn more from this. (You only get a gold sinker less and you seem to care about gold sinkers a lot). A full yes by me.
However, despite the positives, there is a catch here. You said you want big players to use their war fleets.
THESE changes might improve the game overall but they are not enough to persuade an established player to use his war fleet.
-If you want big players to use their war fleets, then create some short of event. A repetetive one (weekly?) where players will fight for something (they can collect points every week and get the rewards every month). They could fight each other or the game, you choose the details.
Finally, while we are at this, two more tweaks are requested (buffs! you like them!):
-Flag Galleons need a boost in fighting (more cannons perhap? Or tougher armor). They also need a little more speed.
-War Galleons need even more ships. Right now they are slower than flag Galleon and I believe it should be the other way around. Tougher armor too perhaps?
These two ships should make more use of Iron Scantling; they have higher HP but their armor is same with the rest. So, why not give them some innate armor? I had a few Flag Galleons which were not good enough in real warfare...