Plunder Formula tweak discussion

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Re: Plunder Formula tweak discussion

Postby Knight Orlong » Thu Jul 21, 2016 4:16 pm

What is piracy bonus and sink chance bonus?
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Re: Plunder Formula tweak discussion

Postby Shadowood » Thu Jul 21, 2016 4:26 pm

Knight Orlong wrote:What is piracy bonus and sink chance bonus?


The piracy tech you research and read this... viewtopic.php?f=4&t=2547&p=31875#p31875
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Re: Plunder Formula tweak discussion

Postby Shadowood » Thu Jul 21, 2016 4:28 pm

Napoléon wrote:+1 to CJ's formula and here is my reasoning: A happy and fat merchant provides more gold for and better targets for a pirate.

Yes the gold cap would drop to 150k, however look at it this way, with this reduction merchants will sail more fleets and carry more gold on hand. This gives more attacks to a pirate during a raid and way more capped hits at 150k. if it remains at 250k they carry less gold and your capped attacks are fewer.

Would you rather make 150k every hit for 10-15 hits or 250k for 5 hits? Not to mention the bonuses of game generated gold. CJ's formula is not more in favor of either side so much as it is a bonus to both.

This is from a privateers perspective.


Agreed Napoleon.
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Re: Plunder Formula tweak discussion

Postby Most Lee Harmless » Thu Jul 21, 2016 5:41 pm

Good points and all well made : My feeling is the proposals will answer most needs well : I do foresee changes will be needed in tactics for ship-stealing, but they are always a movable feast anyway, as counters are developed by victim and attacker alike.

One small query : if Advanced Piracy will generate a 3% bonus : will this apply per card cast, as they are stackable to 5 so a 15% bonus above the cap looks possible if done the same way as currently.
-1 : Move to archive.
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Re: Plunder Formula tweak discussion

Postby not a pirate » Thu Jul 21, 2016 6:02 pm

+1, but I don't like the 150,000 max. Once you give pirates more, we sure want more! :lol: Depending on the sink/lost level of the fleet tail, you could make more than the current max, but with harder sinking being proposed now it would be harder, but potentially more profitable. +1 overall, can't complain too much.
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Re: Plunder Formula tweak discussion

Postby Cdv » Fri Jul 22, 2016 8:11 pm

New GC Plunder Formula
Code: Select all
Gold Coins Bounty is equal to:  10% value of the base ship price that was last-positioned in the fleet that lost the battle + A random number between 3% to 7% of the loser's treasure at hand
Max Gold Coins Bounty is equal to 150k

Imho, I find the change in percentage too drastic. Perhaps, the new range could be set to 2 to 6 % and a review made after a few months into the effectiveness of the change.The max bounty could then be set at 200k(or 150k if that works).

Code: Select all
Defender loses [b]Gold Coins Bounty[/b]
Attacker Earns [b]Gold Coins bounty[/b] + Piracy Bonus + Sink Chance Bonus Plunder

I like the idea of a Sink Chance bonus plunder and the fact that this bonus and the Piracy and Advanced Piracy bonuses are paid by the game. The new proposed sink chance levels are good and necessary. I also feel like some others that the highest tier could start above 500 ships since this is the new example level for the devs.

Code: Select all
Advanced Piracy voodoo card awards an extra 3% per card, paid by the game

The proposed amendment gives an extra 3% which makes it 5% per card, stackable to give a total of 25%, paid by the game. Good change.

Code: Select all
Piracy
Each level gives bonus income (+5k per plunder or +3.5k per skirmish) per level from any successful attack (not defend). The extra funds are paid by the game (not the player who lost).

The extra gold per plunder imho should apply to skirmishes too. Piracy, just like the other technologies, is costly to research, as it rightly should be. The extra gold for both plunder and skirmishes would go some way to make researching it worthwhile.

Code: Select all
Current Max is 250k + 25k (Advanced piracy) + Piracy Bonus (70k at lvl 20) = [b]345k[/b]
Proposed Max is 150k + 37.5k(Advanced Piracy) + Sink chance bonus plunder (up to 1.5M) + 100k (Piracy) = [b]287.5k [/b] +whatever from sink chance

Imho, other than the % increase, the new proposal looks good for the problem that it was meant to solve. It will change the strategies used in both attacking and defending though.
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Re: Plunder Formula tweak discussion

Postby Donald Trump » Sat Jul 23, 2016 2:52 am

Code: Select all
Gold Coins Bounty is equal to:  10% value of the base ship price that was last-positioned in the fleet that lost the battle + A random number between 3% to 7% of the loser's treasure at hand
Max Gold Coins Bounty is equal to 150k

-1, sorry. It is already easy enough to plunder a merchant. Lose around 2mil in one round. This would allow pirates to defleet merchants in an hour or 2.
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Re: Plunder Formula tweak discussion

Postby not a pirate » Sat Jul 23, 2016 3:29 am

Chin Chin, you don't even have any trade ships mate, or at least not a lot. The max per plunder is LESS than the current one, so your argument of losing all your ships kinda seems dumb. This is basically a booty master + a plunder, and I like the idea. If you can't pay for a few plunders like this, then you should reconsider being a merchant..
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Re: Plunder Formula tweak discussion

Postby Donald Trump » Sat Jul 23, 2016 3:35 am

I know the max plunder is less, but that barely affects the lasting faze of a merchant's gc. Basically, if the merchant is at 3mil or less gold, then the max plunder won't even matter.

The 3% - 7% is too much.

And what does any personal preference have to do with it? I believe people are plundered enough. The FoJ trick only lights up a merchant for one round, and that already seems to clear a ton of them.
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Re: Plunder Formula tweak discussion

Postby Grimrock Litless » Sat Jul 23, 2016 3:38 am

Ramen noodles wrote:I know the max plunder is less, but that barely affects the lasting faze of a merchant's gc. Basically, if the merchant is at 3mil or less gold, then the max plunder won't even matter.

The 3% - 7% is too much.

And what does any personal preference have to do with it? I believe people are plundered enough. The FoJ trick only lights up a merchant for one round, and that already seems to clear a ton of them.


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