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-danger drops a lot when you get attacked, but not to zero.-when you buy a new ship, it has 0 cannons. A merchantman can take up to 16 cannons but when you built it, it had 0. You had to buy cannons for it.As for the plunder, here is a copy paste:*Loser has 10% of his fame removed. - Winner takes the half of this fame added on.*The loser has to pay a ransom equal to the 10% value of the ship price that lost the battle. If he has that ammount of gold coins, the winner takes it and the plunder ends.Now, there are some sub situations that take place if the loser does not have enough gold to pay the ransom:1.If cargo value of the loser, based on standard prices for each resource, is equal or greater than the ransom, the winner takes the gold equivelant (Note: This can be higher than the actual ransom). Loser in this situation loses all the cargo ship carried.2.If the cargo value is not enough, then the loser will either lose the ship alongside with whatever it was carrying (only if loser has more than 1 ships) or will lose any gold he is currently carrying alongside with any cargo the ship had (This can also mean 0).
I have nothing left. Just one "howker" and 17 gold :S.
You plundered 72 gold coins!Your fame increased by 3!
In general, the idea is that people will fight each other a lot more often and mostly for fame, rather than gold.
I believe that the biggest drawback right now is the lack of many competitive players.
There are many strategies involved. So far you need to do both to advance.
Quote from: Murzim on December 13, 2008, 08:07:01 PMThere are many strategies involved. So far you need to do both to advance. But you can not do both. You just can not Sloop or Hawker? This choice determines everything, everything. How I'm supposed to trade with halved cargo space? I might be a genius trader, but this just isn't a valid strategy option for me, if I choosen sloop I'm bound to be a pirate. If I choosen hawker, I can not win against sloop, I'm to be a trader then.As for plunder income, 900 gold is nothing impressive. Every 4 turns merchantman brings around 250 gold. And no risk involved, no need to track target, no repair cost, no investmens in cannons...QuoteI believe that the biggest drawback right now is the lack of many competitive players. I think it is combat system which is bad for both pirates and merchants. It benefits only the few very top players who can afford a merchant fleet equipped strong enough to fight off even the most powerful pirates.
Jannesiera, you lost the merchantman because it probably had too much danger and you had no gold to pay the ransom. There are choices to make. You made some choices that other players took advantage. And this is what I am trying to create here; you lose by the players not the game. There is no balancing involved here, you all play by the same rules.