Charles Vane wrote:
I suggest focusing more on battle strategy and slowly pull cards away. Make the seafight about who's tactically better and less voodoo to do it. Right now a SoW can't beat a Lrg Frig without voodoo, where with the right mechanics and choices available, it should be possible without cards.
+100
The game has moved from it's original concept of ships fighting at sea to who has the most voodoo.
There is a place for voodoo and without the game would become stale however, I feel the focus on voodoo through out the game history has been too great and not enough time has been spent in expanding ship abilities (positive and negative)
A SoW should be able to defeat a frigate IF the right captain is at the helm AND the right conditions exist (Weather influenced) without using voodoo. A simple example would be utilizing prevailing winds to limit or assist the combatants. A SoW should be able to out turn (avoiding frigate cannon fire) or out run a frigate if the right conditions (environmental)are in place. A small sail ship should be able to tack against the wind where as a large sail ship must go with the wind to achieve its potential. This would enable a small ship to launch an attack on a large ship and slowly damage it to a point where the large ship could be defeated providing the SoW captain paid close attention to what way the wind is blowing and maintained a heading that would limit the large vessel from effective counter attack.
Not too sure if the battle engine in game needs a rework or if it can be done with minor re-coding but I think the game focus is not enough ship abilities and too much voodoo.
It's time to put the game back to it's original intent of ship vs. ship battle and less reliance on voodoo curses and casting.