Danik wrote:Some interesting thoughts there Redish : One issue is that lacking any bonus elements what is the point of nominating any ship as Flag only to be stuck with expensive penalties if lost. Thats more of a millstone than a flag-ship. But your comments on superships are spot-on.
Thanks Danik
To answer your question. It seems that the current line of thought is "How can one benefit from owning a Flagship?" Perhaps what we should be thinking is "What are the consequences of losing my Flagship?" and "What can I gain by capturing one?".
Each player should have a Flagship (
this is not optional) and as the flag bearer of your Pirates Glory enterprise losing it should have consequences. A Flagship should be seen as an extension of your identity which needs to be defended.
This opens up many more possibilities than simply adding another ship with perks. We have many players just doing their normal thing earning tons of gold through Port Taxes, Royalties, Trading, Pirating etc. How is it spent? A larger Voodoo stash that never gets used, upgrading buildings, more SOTL escort ships, maintaining ports? If we can use the Flagships to increase player interaction, increase the use of voodoo and thereby the credit spend in the game we are all going to score especially the game developers.
To use an example, in this discussion there has has been some talk about using Flagships in blockades. Rather than using your own ship to blast everything else out of the water what about using the penalties assigned to losing a flagship against your opponent?
Scenario:(Assuming a penalty of slower trade fleets or 1% loss of income on loss of Flagship)
Lets say
Isle of Man wants to blockade a port owned by
Spain. One way of doing so would be to capture the Flagship of a major Spanish player trading out of Neapolis. The daily loss of income could effectively be considered a blockade. If they are really nasty they could even force that player as part of the required ransom mission to BD his/her own port.
or
Your nation is interested in owning a specific port defended by a player with a stash of Charity donation cards or Transport Immigrant cards. Capture the Flagship and force that player to use those those cards thereby reducing their ability to defend that port.
These are only two examples and I'm sure with some thought more experienced players could come up with more interesting ways of using this. Everything revolves around defending your Flagship. I'm sure not all players will use it this way, rather opting to get their name on some Top 10 Flagship winner list but that is perfect too. As long as it increases the interaction between players, guilds and nations.
I think this suggestion is a simple approach as it only requires one Flagship per player without the extra details of crew experience, keeping track of number of days as a pirate, trader or whatever else. It also provides the game with a ship that is actually useful and has a specific function rather than something that sits as a trophy in someones fleet or Hideout.