by Whitcomb The Feared » Wed Sep 11, 2019 3:25 pm
Merchants ships are divided by cargo and speed. Some take more cargo but go slowly and some faster but less cargo. Of course with a hierarchy, trade galleons better than lower ranked ships and LLM better than the LM. So on that I don’t know what could be done better or worse.
On warships there could be a system of paper-rock-scissor. Ex. Brigantine has a bonus on attacking a frigate (but still less powerful. Frigate a special bonus on sotl, ... and so on). So at the end there won’t be only the difference in level of the attribute set or the bonus, but also this difference.
And if we add the feature of the fort. Maybe a ship weak against other ships but powerful against buildings.
What I would like to see more is maybe a system of merging temporarily some fleets with other players.
Right now I talk to a newborn but I can’t help him and he can’t help me, but maybe it could be cool that if we could merge our 2 fleets of 5 weak sloops, and maybe being able to ambush a fleet of 5 sotl and being able to plunder it. Of course having huge damages and sharing afterwards the plunder, but it could avoid some toxic actions. What I will write in the topic of toxicity is that one problem for a newborn is playing but not being able nor to avoid nor to counterattack some ultra powerful fleets. And this can be frustrating. Maybe if I could play with other 5 or 10 newborns, we could play as a team and support each other (we can cap the function maybe, like that the sum of the fame of all the attackers can’t be higher than the total of the defender. Or use the influence, high influence means lot of money and often powerful fleets).