by Sir Henry Morgan » Sun Apr 30, 2017 4:31 am
I thank everyone who has commented on this proposal - I hope that more readers of it will think about it and add their thoughts as well.
When I put this together, I saw (my opinion) two areas that needed some improvement: Pirate ranking and bonuses and The Skirmish Feature. I don't think Pirate rankings and bonuses have changed since the feature started. Skirmish still feels like it is in beta, and it is not quite complete.
Like Danik, I didn't particularly like skirmish, but we have it. At first, it was slow, because the rewards financially were not worth it because of the DR points putting one on the plunder screen was not justified by the reward, so the hideout created a tech to improve that, by "creating" gold coin from the game, just as the coin is created by the game for trading goods. Seemed to work as those who had it to do it with, upgraded their hideouts and skirmishes became active.
Skirmish was designed to "take gold at the expense of the merchant" without the need to use voodoo to plunder. Well, this was negated when skirmish insurance came to be. 7 of the top 8 nations in Avonmora have Skirmish insurance. So, it reduced the need for retaliation again as the nation's treasury soaked up the losses that the merchant would normally suffer. (It is the reason that Haron has mentioned in another post about delaying the paying of skirmish insurance.)
And it should, as those with a nation's flag pays ship taxes and worked hard to attain his rank. if a nation doesn't meet his needs or he doesn't like something, he changes nations. His goal is to make lots of gold.
Pirates on the other hand prefer the excitement and challenge of plunder - not only to win gold, but to build and design a fleet of ships that fit the job. I've seen many, many skirmish and plunder fleets that are excellent in their design. Some work, some don't. They keep trying.
Now the typical trader set-up hasn't changed for some time. I believe there are fleets consisting of 4 Large merchantman and a howker tail that have been sailing since the downfall of Barbados...and that was a few years ago in real time! The goal has always been to move the most cargo for the most profit between the most profitable ports.
By allowing a pirate to skirmish without using turns, he is still limited on how much he can skirmish. His challenge will be to find soft targets so he can use a light fleet to hit them as he gathers DR points. Merchants will be only losing cargo if their nation has skirmish insurance.
Now there have been many comments that have simply shot down this plan, primarily because of the extra turns afforded to the pirate. There have been some of have said there is nothing wrong with it, and others who have not commented on it as of yet. No solutions to the extra turn problems were addressed except to say it isn't right.
I propose one solution - As has been mentioned, pirates have decided to abandon the rules of law, so I may I suggest a law to be implemented for nations to adopt:
No bank in this nation may do business of any kind with those flying the Jolly Roger. No deposits and no loans. All accounts of such at the time of this law will be confiscated by the state.
This will force the pirate to find another means to store his swag!
I am certain there are more ideas and suggestions that could be put into play. It is simply looking at the whole mechanism of the game and finding them.
My hope is to provide more challenge for everyone: Traders, Pirates and for all those in between.