Ship Sink Chance

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Re: Ship Sink Chance

Postby Captain Jack » Wed Jan 20, 2016 2:08 pm

Well, the whole issue are the howker/cutter/sloop tails that make things less charming. With the 2 changes proposed, a fleet of 4 LMM and a lvl 3 howker tail will yield at maximum (with owner at 5M hand):

67.5k (74,25k with Advanced Piracy)
Min is 62.5k (no sink chance plunder)

Current System max is: 250k
Average: 151k
Min: 51k

However, if we want to be realistic, this player will most probably run on a 1M hand at most. Which means that with current system the metrics are:
Max: 51k
Avg: 31k
Min: 11k

Still, the gap at current system is considerable.

With the 2 changes proposed, the attacker will know more or less what he will get (standard gold coin plunder and a chance of sink plunder for extra gold).
For a 1M hand, the proposed system payout will be 23k min and 28k max. However, we want to believe that players will start running at higher hands for the increased protection.

Whatever we might do, the howker/sloop/cutter strategy is always going to win economically-wise. So, this is not our objective here. In contrary, we want to maintain this strategy but also allow more. It is kind of sad to see a specific strategy to be so widely used. This is the fault of the current system; it does not allow great diversity.

Sure, specialization will help more but before it can help more, some balance to the plunder system, like this one, would help.
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Re: Ship Sink Chance

Postby Sebena » Wed Jan 20, 2016 2:20 pm

did I missed somewhere that info but how much is min and max with proposed change with player running 1.5M at hand as it is what most players run right now


EDIT: nevermind I found info for 1M
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Re: Ship Sink Chance

Postby Sebena » Wed Jan 20, 2016 2:24 pm

Like I said I am one who is bad with math but what's the min/max for 1-3% and sink chance here thanks advance for anyone who do the math
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Re: Ship Sink Chance

Postby Slindur » Wed Jan 20, 2016 8:11 pm

CJ, If you wanted to add some diversity in ships at tail end of a fleet, I see a couple of things that you could do to switch things up. One thing that you could do, and maybe the easiest for coding, is to have fleets fight starting with the fastest ship of attacking fleet fight fastest ship of defending fleet. This could make for some interesting battles, as cutters are the only ship that moves "very fast." That way, unless the fleet is only cutters, then the cutter will not be the last ship in the fleet and take the 10% gold hit. Another possible way is to take 10% of the average ship base price instead of only 10% of the last ship's base price.

Honestly, I do not know if I would vote or advocate for those changes, but it would be a way to switch things up and make some fleet strategy change and be more realistic.

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