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Are you going forward with this or just mapping out ideas?
I think (2) would be quite restricting... I'll give players command over whole ship.
I always wanted to use the following concept, but never had the time to properly think about it:To force players to attack more, I always thought it was necessary to reward the attacking player with a) resources and b) bonus.So instead of fame I propose some sort of frenzy, bravery or morale stat. Each attack increases your crews bravery, which will make them in turn better in the next combat. So each won battle would increase the attack rating for your next attack by 1%-2% (and yes, this is supposed to stack, so that after n successful attacks the player should have 1.01^n-10.2^n increased attack power.But if the player stops attacking, he will start losing points in his bravery/morale/whatever-stat and thus making him less effective on his next raids.To counter this, I also propose a "determination"-stat. It works in the same way the bravery-stat works, but affects the crews defensive abilities. You lose, your determination-stat increases.And to make things a bit more interesting: every time a players bravery-stat increases, his determinations-stat decreases. Players that are attacking more often, will themselves be weaker against other attacks.Of course, this idea still needs a lot of refinement, but I hope the basic concept got through.
I get a feeling that collecting treasures is more important to players than plundering merchants Also it is interesting how low "fighting other pirates/players" is... Also I get an impression that players interaction is not a priority in that kind of game?
You mentioned Puzzle Pirates in your first sentence and I think it's a game worth learning from. Not all of its concepts apply to BBGs, but note how they designed their game: they made a bunch of puzzle games and made sure they were fun to play. Then, they put a pirate theme on top. It was a smart move because they didn't let the pirate theme dictate and restrict their game ideas. The result is a game that is fundamentally fun and uses pirate themed fun and humor as an added layer on top of that, rather than relying on the theme as the source of fun. Those are my thoughts.