Pirate Perk

All disapproved suggestions or suggestions that refer to disapproved suggestion can be found here.

Pirate Perk

Postby Shaydo » Thu Sep 12, 2019 10:09 pm

Having never been pirate i cannot say for sure but i understand that there are far less perks for flying the Jolly Roger than a given nation flag.
I propose a new Pirate only Perk, there are 2 ideas below but i'd suggest one or the other, some will likely want both xD


One
It would have sometimes been hard to tell one pirate from another out in the seas, you would only know and fear the flag :pirateflag

Fear The Flag
Once per day a Pirate can make a single undercover attack on an enemy fleet. The pirates fleet still gains danger but the person that was attacked will only know it was by a pirate and not the player.

This should be maxed at 1 per day and reset during normal update.
Could add a new button alongside the current 2 options on the Plunder page next to each fleet


Two
Pirate Spent a long time at sea looking for targets and sailing in circles. They would have found hiding places and coves no-one else knew existed.

Smugglers Cove
Once per day a Pirate can remove X danger from a single fleet.
The danger removal would not be able to be split across multiple fleets, if the fleet you are removing danger from has less than the total you can remove the rest is lost.

I would propose somewhere between 6-12 danger be what can be removed using this perk. 6 Danger gives a single attack and 12 isn't quite a hideout card.
This should be maxed at once per day and reset during normal update.

Either that OR a pirate can perform a single attack with no danger increase once per day.
This could also be achieved with the addition of a new button on the plunder screen.



The 2 options above would either give a pirate the chance to perform a single attack anonymously or run and hide after performing an attack, something pirates probably did and relied on to survive.
User avatar
Shaydo
 
Posts: 266
Joined: Mon Mar 18, 2013 12:06 am

Re: Pirate Perk

Postby sXs » Thu Sep 12, 2019 10:17 pm

I have no real issue with either .... or both.

I think the one green hit with no danger is ok. The idea of being able to choose a fleet to remove danger from is less likely to get through.
User avatar
sXs
 
Posts: 2448
Joined: Sun Jan 01, 2017 6:17 pm

Re: Pirate Perk

Postby Shaydo » Thu Sep 12, 2019 10:21 pm

The Single attack no danger would bring it inline with the style of the first option. Aye agreed it is the better of the 2 choices for Smugglers Cove Perk.
User avatar
Shaydo
 
Posts: 266
Joined: Mon Mar 18, 2013 12:06 am

Re: Pirate Perk

Postby Vane » Thu Sep 12, 2019 10:23 pm

I dont really see a use for either. Danger is no real issue as a pirate in this game and your opponent not knowing your identity for one hit is also kind of pointless.

If pirates are to get anything special, as they should, it would have to “actually” benefit, not just be a neat concept to enhance the simple feel or cosmetics of the role.
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

Re: Pirate Perk

Postby Shaydo » Thu Sep 12, 2019 10:28 pm

For an established pirate i could be inclined to agree, but what of a new pirate just starting out, the ability to perform a hit with likely no consequence could prove vastly beneficial.
User avatar
Shaydo
 
Posts: 266
Joined: Mon Mar 18, 2013 12:06 am

Re: Pirate Perk

Postby Vane » Thu Sep 12, 2019 10:40 pm

If its not beneficial to a pirates career why waste dev time implementing it? Your absolutely correct in pirates having few features. So to waste the very rare potential opportunity to receive one on a concept only beneficial for the first week of getting your feet wet seems silly to me. I love the general concept here but the perks just arent worth it.
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

Re: Pirate Perk

Postby Most Lee Harmless » Thu Sep 12, 2019 11:32 pm

Taking the concept as a worthy one, what perks would be both reasonable and useful to the hard-working pirate?

My time under the black flag was long ago now and predated hideouts, banks and skirmishes. As I recall the chief concern then was stashing the ill-gotten gains and avoiding the build-up of massive amounts of danger on ones few fleets.

So, an insight or three from a current practitioner might be useful?
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Pirate Perk

Postby Vane » Thu Sep 12, 2019 11:44 pm

Danger used to be more of a concern if you fleeted larger ships and risked your tails being decimated by levis then purse run dry and losing your prized vessels. Now, especially with levi assault, high danger is not a concern. I would have 300-600 on a fleet and not give a darn.

Stashing ill gotten gains is simple enough, we dont have access to our own bank so that is out, we cant risk using another bank most days unless we never raid the owner nor their friends, burying treasure requires turns, so.... buy credits. Raid, take your plunder, head to the market and purchase all you can leaving your purse nice and light. If you need coin sell a few, sure you take a small loss per credit bought and sold this way but no risk of other loss or turns required.

So, what would be worth it to a pirate? Offensive benefits not defensive. Danger protections of any sort is defensive. Pirates need perks to bolster their attacks. Using lighter vessels as we do, there is no hope in taking a larger one as it is. However given the OP suggests hit and run tactics as pirates used, or even ambush or surprise maneuvers + the speed of small ships over large, pirates could occasionally beat larger ships through sailing technique over sheer size and gun power. Plus, the goal of a pirate was to board not sink the prize. Hence speed and maneuverability over power.

This was to be the Flagships concept that was shot down. If anything is or should be granted to pirates finally, it needs to be along the lines of supporting their purpose or aims just as so many features bolster the trade profits of merchants. We need offensive boosts.
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

Re: Pirate Perk

Postby PFH » Thu Sep 12, 2019 11:46 pm

Perhaps a random amount of gold (unrelated to amount taken from battle.) gets buried per attack at the port where the attacks take place. Perhaps 5k-15k per attack?

Meant to post this earlier
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: Pirate Perk

Postby Meliva » Fri Sep 13, 2019 12:15 am

Maybe a pirate perk where if they use smaller faster ships they get a sort of surprise round on the defenders? Where the first round the defending ships take no actions.

And perhaps additional perks that can further boost this surprise round. Maybe a tech that boosts damage done during this round, or a chance for a critical blow.

Edit-this plays into pirates using surprise attacks by flying a fake flag, and would possibly enable smaller ships to battle larger ones.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Next

Return to Disapproved