Privateers should be able to swap ship and take over a captured ship, without needing to sell and rebuy and without it being disreputable.
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This has always been my choice of playstyle, and I've always been very proud of getting all my ships from defeated enemies rather than buying them - I will not be happy if I'm forced to start buying ships or hoist a pirate flag in order to keep what I've captured.
Would you agree it makes sense for privateers to give their nation(s) part of the prize money?
Then if you take a ship for your own instead, how does that work for them getting their share?
At the moment, you CAN get the freedom you want; just use a pirate flag and make it a "disrespectable act" instead.
To make this clearer: At the moment I am interested in figuring out the MAXIMUM limits to impose.
Once that is done, it will be easy to include period-based exceptions.
That also further distinguishes the periods, which I see as an additional bonus.
Commerce skill and perks shouldn't affect sale of prize ships but should still apply to buying ships (including rebuying a previously sold prize ship, reflecting your skill in the subsequent auction).
So for privateers at least, the ONLY thing that shouldn't be affected by Commerce is the sale of Prize Ships. Makes sense.
Naval officers below flag rank can't swap ship anyway. This is one of the ways in which playing as a naval officer is distinct from playing as a privateer; it's not due to prize law, but due to naval discipline requiring you to remain in command of the ship to which you were assigned, at least until you're high enough rank to command a fleet and do the assigning yourself. Commerce skill shouldn't affect sale of prize ships and, at least until flag rank, you can't buy ships anyway so commerce skill is irrelevant there. Item and store trade should be affected by commerce skill and perks - why wouldn't they? Disallowing commerce skill and perks seriously devalues the quartermaster.
Isn't the Admiralty in charge of supplies for naval officers?
Merchant licence: unrealistic, originally designed as a way to make people pay to avoid having to switch to payment by division of plunder instead of editing a toggle in "InternalSettings.h". Presumably supposed to represent a merchant career, in which case commerce skills and perks should apply, though perhaps improve their rate of increase with experience or allow a third level of commerce perk to give the merchant a trading advantage. But as I've no intention of getting one then, unless its implementation negatively affects other forms of gameplay, I'll leave further comment to those who do intend to use it.
While not a fully-developed idea nor execution at the moment, eventually I would want players to be able to officially join a "merchant guild" like the EITC or WIC or so.
The "Merchant License" is the first step in that direction.
While originally born from moving the InternalSettings.h toggle into actual gameplay,
the main reason for me doing that is because I want that toggle to make
sense from a gameplay point of view.
Which means that the Merchant License does not need to remain limited to just that.
Pirated ships: Maybe reduce the difference in ship sale price between independent pirates and those who have joined Pirate nation. As for how to prevent piracy from becoming too profitable, observe the table of comparative shares of prize money in the Wikipedia article on
Piracy; pirate crews got a much higher share of the loot than privateer crews (and presumably naval crews). Since pirates have to pay by division of plunder, a pirate captain should get a much lower share of the total. Possibly also increase the frequency that pirate crews demand division of plunder. So pirates can make more money short term but don't get to keep it for very long. Again, though, this isn't my choice of play style, so more weight should be given to comments from people who want to play as pirates.
At the moment at least, pirates aren't
forced to pay through Divide the Plunder. The crew will just start asking about it and get grumpy when you hoard a lot of money.
Should it be enforced?
If we decrease the share you get as an official pirate captain, that has the opposite effect of what I'm after....
Basically what I'm hoping to accomplish:
- Player without any national allegiances: Very low profit from selling captured ships (which would be obtained through "disrepectable acts" because you don't have a LoM)
Any such player should probably be an honest merchant, making money from store transactions rather than sea battles.
- Privateer: Medium profit from selling captured ships as you ARE allowed to take them and get 50% of the prize money
- Navy: Probably the same as Privateer, with perhaps some minor changes
- Player who has officially joined the pirates: Huge profit from selling captured ships
In other words, I would want "Pirate" to actually be a valid and profitable profession, rather than just being inconvenience to the point that it is just a lot better to be a Privateer instead.
That has always been the case in the game, which doesn't make sense for a game called "PIRATES of the Caribbean" and if privateering is so much nicer, why did people ever turn pirate in real life in the first place?
Might as well be a privateer and get all the bonuses and none of the disadvantages.
Historical note on pirate flags: from the Wikipedia article
Jolly Roger: So perhaps hoisting a pirate flag should not be required for a privateer to take over and use a prize ship; instead, it could be considered a major act of piracy, since you don't need to wait for governments to denounce you as a pirate, you're effectively telling the world that you're a pirate. Attacking while under a pirate flag certainly means the captured ship is a pirated vessel, and could perhaps involve significant changes of relations with nations (negative) and Pirates (positive).
We could shift any act under a pirate flag to be considered a major betrayal. My main concern there is if that is not perhaps too harsh for the players?
Though it does admittedly make quite a bit of sense.