Boarder HP bonus should also take affect when one crew has way more size than the other IMO.
Already included in my suggestion under "number of boarders", which is the variable where that makes by far the most sense.
Potential issues with that:
- Player gets officer support, while AI does not (UNFAIR!)
- There is a "cap" to prevent fights from being too one-sided (skipped on the highest difficulty)
So maybe indeed this isn't enough. But having a combined effect does make the logic more fuzzy and confusing.
My recommendation is therefore to first stick with "one thing affects one other thing" and not complicate it too much at the beginning.
If playtesting indicates that some additional complexity is required, that can be arranged later.
Boarder level is ok if its completely loose from player level. If you are a lowlevel, you have to trust your crew to help you, I think this is a good concept.
In that case, enemy and player sailors would be evenly matched in a fair fight.
But the player would either be weaker or stronger in comparison and the same applies to your officers.
I'm not sure how that would work for gameplay. It might indeed be OK.
ATM I am tweaking the captains rank formula a bit. A rank 40-50 captain for navy ships is maybe realistic, but it is a long way until the player gets even near a level to stand against those. I reduced it now, tier 1 naval captains should in my formula about 25-35 (I made a higher random factor, so you have the chance to get weaker enemies, so the player actually sees some progress in his leveling). It is still a very high level with around 300-400HP, but it does take the player half a time now to be able to compete naval captains.
I reckon that, at the very least, AI captains should have enough Sailing and Leadership skill to be allowed to command their own ship.
This is based on the Realistic Game Mode logic where you get a penalty if you assign too low-level captains to your companion ships.
Merchants now have rarely levels over 10-15 - This is really necessary, because if a player chooses to be a pirate/privateer at the beginning, his main goal in the first time is fighting and boarding merchants to get fortune and fame. This is quite difficult if you can't fight any (merchant) captain until you are at level 15-20. And the player hasn't really any other option at the beginning
This should really depend on the size of the targets you pick.
If you are extremely inexperienced in the early game, even a sizeable merchant should, of course, be too much for you.
Ideally, players should stick to tiny targets until they're actually ready to pick on the larger ones.
That applies to navy ships, of course, but
also to merchants.
Basically, if you have a Tier 7 ship yourself at the start of the game, you should probably be able to deal with other Tier 7 ships, especially merchants.
But an inexperienced player in a Tier 7 ship against a Tier 3 merchant should still be a recipe for disaster.
Captain level should not be heavily restricted based on keeping the HP of a possible dual down--captain level is too central to the sailing abilities of the captain in question. Especially the above suggestion of limiting even the highest tier merchant captains to levels 10-15 would hurt gameplay in sea combat, aside from being unrelaistic (the best merchant captains in giant ships should be very good captains).
Agreed. Captains should NOT be balanced based on the duels. If the problem is with the duels, then the solution lies with the duels.
My thinking is to only trigger those duels later in the game, once you've gained some fame.
By that time, you're probably ready for them as otherwise you wouldn't have been able to gain that fame in the first place.
So no need to make the duels easier in the early game; we just make them not trigger AT ALL in the early game.
Seems like a much better solution to me. You need new challenges later in the game; at the start, staying alive is enough of a challenge as it is.
Or Reduce their fencing importance, which will cause them to take less combat perks and have less melee skill.
Indeed that makes a lot of sense for captains; after all, it is Sailing and Leadership that should be focusing on for starters.
Of course if high level captains get high level weapons and those are vastly different from the low level ones, then that is an additional inbalance.
By that logic, having less difference between high and low level weapons might actually be a help.
Then you really notice that especially merchant captains would not be good at fencing, because they've been focusing on their primary job instead.
That does sound like it makes sense to me.