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Fleet Perk Points Balance


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One of the big issues with fleet perk points is that a single warship in a fleet can be more powerful than all the other perk points put together.  However, we do want traders to be able to have large / mixed fleets for a variety of reasons.

We COULD turn AI fleet perks into "trader vessel" and "warship" classifications, but even that doesn't neatly resolve the issue.  Instead, I propose that we make the fleet perks allow a certain number of crew be assigned to fleet vessels.

This actually makes it very easy to balance how many warships or merchant vessels can be in a fleet, and should be fairly simple to code.

For example, keeping the same costs of Fleet 1 (1 point), Fleet 2 (3 Points), Fleet 3 (6 Points), you can have:

Fleet 1 allow up to 40 crew be assigned to a ship.
Fleet 2 allow up to 160 crew be assigned to a ship.
Fleet 3 allow up to 400 crew to be assigned to a ship.

So at Fleet 1, you might just run an undercrewed TBrig, but at Fleet 2 you might run a TBrig and a Brig or a single Niagara.  Whereas at Fleet 3, you could do a fully crewed Surprise, a Snow, and a TBrig, or you could run a fully crewed Indefatigable.

The idea behind this proposal is to bring the fleet perk points more in line with the other perk points.  Right now, the addition of a fleet ship for one point is more powerful than all the other perks put together.  All three perk points will likely remain to be the most powerful combination of points possible, however, it can at least be brought down from its current stratospheric heights.

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The ship limitations are all ready limited by number of perks slots yo have and crew. Sorry I'm Curse level and have over 1000 crew if I want to run two Aggy's I should be able to.   As you tend to run as a privateer go pick a more easy target than me than.  Your persk would be pretty much useless and we all ready have to many points and not enough slots.  I have two fleet mark slots on my main and I never run traders or an extra ship with him. I run it to collect captured ships at the end of the battle.   While my trader char only has one fleet slot so he can run two trade ships or a trade ship and an escort but he's limited to 650 crew.   I think the perks work just fine how they are.  Some one lower level can have 2-3 slots, but if they don't have the crew to man those ships it's useless and than you know they don't ahve any combat perks too.  I love seeing some one with 4 trade ships and half them undercrew and I know they don't have prepared perk. That means my first broad side will drop one of those trade ships out of action and allow us to snag it up (the rear ship or our group) than I just keep moving down the line and we might get them all or we might get just a few, but we put a hurt to that trader either way.   If we can't deal with the fleet we go pick easier target.

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