Captain Jack wrote:Summary
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We have one proposal. The proposal alone does not seem enough to cover our objectives but it can be a starting point.
Change the static 250k cap on maximum plunder earnings to a dynamic cap
Maximum Earnings are limited by a Cap
Cap = 250k - (5k*Number of Lost Battles of loser in Last 24 Hours).
Minimum Cap: 50k
Metrics to explain the formula above:
First attack Cap: 250k
41th attack: 50k
Total Max loss in first 40 attacks: 6.1M
Total loss in every 40 attacks from there after: 2M
This would present a fine problem in math when attempting to raid and steal a capital ship fleet : basically, you will have enormous difficulty doing so under this proposal if the cap kicks in and reduces your plunder take on the 'end game' as you attack the high value ships to zero the purse and take them : the ambush limit adds further to the increased difficulty. Given the need to cast extensive voodoo just to put such a power fleet into a vulnerable position in the first place, a common tactic is to use HN/fugi casts to add in hits on the players other fleets as 'purse-burners', by the time we get to the good stuff, the cap will have kicked in anyway. I'm not sure that we will see any increase in such raids, more likely a diminution : all the big boys have to do is keep a healthy purse and wait for the caps (plunder and ambush) to kick in to protect them.
Of course, for those foolish enough to sail high value ships with a low purse or no cover, then they will keep losing them : but do 'veterans' really need protection such as the proposals above?
BTW : the figures you use are deceptive : if using the 'softening' up tactic of hitting trade fleets first, initial plunders will do well to reach the initial caps, however, each hit will still reduce the cap : worse, unrelated hits in the previous 24hrs will have also reduced the cap.