by Haron » Mon Nov 07, 2016 11:53 am
Skirmishing, while giving a decent income to those with a high piracy tech, is really not harming merchants much. Nor are they as "unpredictable" as it may first seem, once you know a bit about who's who. You learn who uses what kind of trade fleets, who uses escorts, and who trade in gold (this info will be available to guild as soon as I get the time to write down something proper, Maha). Also, each merchant is limited to being attacked 5 times a day, which is on average maximum 4 successful attacks, due to the 20% escape chance. Also, many nations have skirmish insurance, further protecting the merchants, making skirmishing relatively harmless. With skirmish insurance, if you run only trade galleons ("worst case"), and are skirmished 5 times each day (for a total of 4 successful attacks), then you lose only 60k gold worth of goods each day (the nation loses an additional 60k). Sure, that may mean 120k+ lost in trade income, but it's hardly gonna affect a medium trader with 200 ships and large warehouses.
Skirmish is also a nice option for the semi-new players; those who have gotten a small combat fleet, and to whom gold is still scarce. As long as they are thought where and who to skirmish.
So, skirmishes are not "proper" attacks. Plunders can be, though. But like Maha said, plunders requires voodoo. Which, in a sense is good - we want voodoo cards to be used. Remember that each player gets on average 5 cards each day. That's alot of cards being given out. If there is to be any reason to buy further cards through booster packs, then more than 5 cards per player should be used every day. Only players like Avery have such a rate of voodoo usage on average (other players have high usage during limited times, or because the nation funds their voodoo usage). However, the reward for the plunder must be worth the cost of the voodoo cards. Helping new players, this is usually the case, due to the 100 PvP win and 500 PvP win rewards. For others, it requires either piracy tech, an attack on a really big trader (with a LOT of fleets), or a well planned attack that also results in stealing some ships.
What I would like for skirmish, is an increase in the "maximum skirmish point reserve" due to skirmish tech. Ideally +10 per rank, for a maximum reserve of 272 points at level 20. That's a detail, though. I do not see "improved skirmishes" as the way to promote naval combat.
And patrolling is only for new players. It's hardly worth the turns for anyone else. That could change if the "GEMS" suggestion was implemented, I suppose. However, since patrolling is PvE, it can hardly be considered "action", and more benefits to patrolling would only cause LESS action (PvP) than today, since more players would spend more turns patrolling.
What is needed, are more options. A way to attack ports with fleets, to attack influence and steal from the national treasury, like I suggested in "Wars and Blockades", would be one such way. It is also tempting to suggest doing something with the "tail ship strategy". However, I fear that will make using "Big Ships" even more dangerous than it already is.
The voodoo market is a nice way to get the voodoo most suited for YOU. It also means that if someone else can get more profit out of a card than you can, he's willing to pay more for the card than it's worth to you. This results in "attack cards" being used only by a handful of players, since to other players, it's more profitable to sell those on the market than to use the cards themselves.
Giving more voodoo cards to those who actually plunder, and fewer to those who don't, is another way to cause more plundering. There are other "quick fixes" which are tempting to suggest as well, but many has dangerous side effects. The ideal way to promote more naval combat, is to include new ways to fight with ships. With BIG ships, so those become important again.
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