So am I to understand that nobody actually appreciates any efforts to distinguish between the various ways of lasting the game?
The whole "anything goes" logic in the game so far makes really very little sense.
You can sink and capture ships all you like and nobody really cares and there are no consequences.
You can take whatever you like and nobody bats an eye.
Actually joining the Pirates becomes completely pointless because you already HAVE all the freedom you could possibly want.
Joining the Pirates just makes everyone hostile. While being a Privateer only gives you benefits.
Does that truly make for good gameplay?
What I would hope for is for each choice to have both positive and negative consequences.
Play the game without allegiance and you won't be able to take ships without the nations getting upset and you won't make all that much money from it.
Become a Privateer and then you can, but you'll get still limited money and will be bound by certain rules that indicate what you can and can't do.
Join the Pirates and you'll be free from those rules, but you'll be hostile to all nations and non-pirate towns can become dangerous places.
In other words: pros and cons all around.
There won't be ideal situations anymore.
Definitely not as easy as it once was.
I always imagined there is MORE gameplay to be gained from that, not less.
Is that not what true role playing is all about?
To actually place you in the shoes of a real character whose difficult choices are yours to make.
And then there is the extra replay value.
Rather than always playing the game in the same way, you could play as a pirate one time and a Privateer the next.
Or play a Privateer who becomes a pirate or the other way around?
Am I being completely off my rocker with there thoughts?
Certainly not - what I am hearing is that people ( ie the 4 or 5 involved in these limited observations) are comfortable with how they have/do play the game and don't want to lose what works for them in the process. After all they are still involved a decade+ after the original so it must be working for them. It's a case of being protective of what you have until you tip your toe in the water and find out if new is better for you or not. Unfortunately the judgement of what is better cannot be resolved and internalised through a simple discussion it requires actual playing experiences over time. Pretty much classic reaction to change.
I am still trying to think through the specific question of a reasonable compromise for the ship capture use prize /no prize and the shipyard for the interim, so the game can go to the wider audience and get feedback, so I'll come back later on that one.
However with "playing as a Pirate (or even pirate)" I don't see that limiting other styles just to make it more "attractive" or balanced with them is the way forward. The restrictions of pirate relations are always going to work against that - I would see it more as a sell in terms of "You've prospered as a merchant, you've cleaned up the Caribbean working for the authorities now can you take on the harsh conditions facing a pirate - few safe havens, hunted by the authorities but still righting wrongs* - Can YOU prosper as one of the Pirates of the Caribbean?". Much more in the Iron Man or stormy start end of the spectrum of play and perhaps with the hint that that is the end goal for a serious player?
*= fulfilling side quests