At this point, does XP stand for anything other than crew size? I don't find the static crew size appealing, and I think crewing up could be improved in a number of ways. Ideally, I would like the ability to raise a crew influenced by XP, yet still possible for a new player to gradually accumulate a large crew over time with careful decisions. If you are defeated in battle, you respawn with a default crew size. Crewmen could be captured in battle, or hired in ports with a contract specifying the percentage of plunder crewmen will share with the captain. If crewmen are not well paid, overworked, or demoralized, they desert or mutiny.
Economy Dependent v. XP Dependent Gameplay
in Current Feature Improvement Suggestions
Posted
At this point, does XP stand for anything other than crew size? I don't find the static crew size appealing, and I think crewing up could be improved in a number of ways. Ideally, I would like the ability to raise a crew influenced by XP, yet still possible for a new player to gradually accumulate a large crew over time with careful decisions. If you are defeated in battle, you respawn with a default crew size. Crewmen could be captured in battle, or hired in ports with a contract specifying the percentage of plunder crewmen will share with the captain. If crewmen are not well paid, overworked, or demoralized, they desert or mutiny.