So, I have read it all and here is my POV (Point of View).
First, I find the initial suggestion of Hawk brilliant. To be clear, I had no role or even given ANY feedback to it.
What I found brilliant is mostly the resolution of the
major obstacles we had in the previous suggestions.
Namely:
-How to control Flagship naming ? Easy: With 25 credits each time
-What to do when a Flagship is plundered? EASY! Disable all special abilities and only activate them if the player chooses it as its flagship.
THESE TWO solutions are by far the most important elements of his suggestion. However, there are more. Like the attempt to make Flagship useful for everyone outside PVP space.
If the other two were the most important obstacles, then this particular approach is
THE MOST CRUCIAL FOR SUCCESS. Why? Because it addresses the unsolvable on how to keep current Escorted Trade Fleets balanced when a flagship comes.
Let me explain this:
Right now, many players use escorts at their fleets. However, in PG, you can attack to the end of turns with a single fleet. So, a very powerful ship can play a huge role here. Introducing a Flagship that can be king in PvP is going to negate this aspect of the game.
The initial solution here were traits, battle tactics, change on repairs and more to come. The approach of giving Flagship benefits outside of PvP is brilliant.
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Now that I have cleared out the brilliant parts of the idea, let me clear something out once again: WE CANNOT HAVE ANY SUPER SHIP. No design should allow a SUPER ship to be created. A super ship will unbalance the current situation by a lot, as I explained above.
If we want a SUPER ship this BAD, then we FIRST need to further enhance battles, like we did with ship traits. Still, Flagship can be implemented at its core and any such
upgrade to super ship classification (during pvp) can be postponed for later, when the battle system will be able to handle it in a fair way.
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This gives me lead to the less important part of the suggestion which is also a bit problematic. It was clear to me when I read the suggestion for the first time and as I can see from the posts here that it was no different to the rest. This is the abilities part and how to earn them. However, like I said, this is the less important part.
It is indeed less important but it can be REALLY DIFFICULT to end up to the list of abilities in both names and details. So, we need to be patient and start small. Let us start with the easy ones, for which most agree. Then see what happens with those that are unpopular. While development is not a popularity contest, it can be a good idea to leave the unpopular ones last. Wisdom gained from the procedure till that point, will help the minds of everyone to have a better judgment for them at that time.
As for how to gain the abilities, I find this the less risky part. Some good ideas have already been mentioned but I think it is too early to focus here.
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Now, let me give you some things that have been mentioned and for which I have an opinion:
-About Pirates. It is always good to distinct pirates at
every feature and give them a buff. This suggestion already does this by proposing 2 abilities specifically for pirates. If you do not like the proposed abilities, put your focus there. It is the abilities proposed that need to improve and not the general idea to change.
-About fame. Pirates already count like as if they have 200 ships or less. Perhaps, we can make this a wider rule to include everyone, so Privateers can also fall into this "protection". So, the fame loss formula will always assume 200 ships when the loser has less than this number.
-About selling to ships market or any other restriction on how to deal with Flagships, I reject them all 100%. I say that ,since we have Loyal Crew trait, we should not add any special rules for Flagships here. If someone wants special rules for his Flagship, he can choose one with Loyal Crew.
-The "disabled" abilities is like a must. When you capture a Flagship, his abilities remain disabled unless you choose it as your flagship. If this is not the case, then imagine what could happen; everyone would keep every flagship they plundered and the ones who lost them could create a new one. Aside from this being hard to police (easy to exploit) there is another more obvious danger; All ships will be gradually replaced by Flagships.
-Finally, regarding the Display in Gold, I find this as a cool idea. If some do not like it, I cannot disagree with them basically because it does not make sense for everyone to know that X fleet has a flagship. It is natural that at this game, most will want to hide their Flagship. So I propose something new.
Upon Flagship naming (When you pay the 25 credits fee) you get to choose whether the Flagship will be Private or Public. If public, it will show everywhere (at battle reports,plunder page and spy network -> not gossip page). If Private, it will not show anywhere but to you.
However, those who choose public, should get an extra bonus. You name it.
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I believe that we should stick to this topic, the other one can be locked and go to the archives. I leave this for OP to decide.
If you choose to continue here, just update the first topic.
You could go by separating what is final and what is not. When you tag something as final, then you will also get negative feedback from those that disagree. Those who agree, usually do not react so it's a good way to start measuring feedback.
Finally, remember that this is a major feature and this is a long discussion. We need frequent summaries and at which point the discussion currently is. This will also help more people to jump in. Having to read 150 posts is worse than having to read 1 summary post. You made one, but you still need to start accepting or rejecting ideas as final.
For example, if I was the op, I would start by setting that ALL will be able to create a Flagship. This would be final. Then, I would update all my views according to what I have read and what I believe. Then, I would direct the discussion to compiling the list of abilities as for me, this is what is mostly open for discussion right now. Only after I had an initial list of abilities and a rough description of what each would do, I would guide the discussion on getting a final functionality on how to get them.
Of course, this is just me and I am being this detailed only to provide alternatives. Everyone can have his own way. However, Skyhawk, I really appreciate your moderation so far. I know how hard it is and given that this is actually your first time in such a role, you are doing well. Keep it up!