Here are my two pence lads <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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During the Georgian/Napoleonic period, everything that defined a man, what happened to him, and how the world saw him depended on action. What a man said, did, could do and could not do made the way for him on his journey through life. Everything was politics and reputation. If you were to rise above all in the Navy for example, you had to know how do fence, ride horses, dance... you had to be on top of world issues and be the perfect gentleman (How to eat, dress, speak, all of it.) What you did and how it turned out defined you greatly. What would project your career: A battle between frigates- two to one, and your two won by only a broadside after an hour engagement... or a small brig taking on a large frigate and winning within the half hour? How you handled situatons, treated people, reflected on who you were.
So, how you play the game does it all. If you go in with two frigates and barely win, the governor would more than likely pay you less prize money, it would be harder to hire officers quickly at a low price (and they'd be harder to bargain with.) Reputation wouldn't rise as quickly, there'd be less merchants looking for your company, people would ask for higher prices on anything, more pirates wouldn't fear you and then frequently attack you.
But if you go in with the brig and do the impossible, you'd certainly recieve a heap of prize money, maybe a presentation sword, or possibly even a promotion. News of you and your exploits would spread in the Naval Gazette, the store clerk wouldn't mind knocking off a couple of pounds for that transfer of solid shot- knowing they'd be used well. The shipyard might have better selection, the governor could introduce his daughter which greatly enhances reputation. Pirates would fear you. Officers would want to serve with the immortal Captain (Your Name Here).
As you go farther along, missions get harder. What once was to sink the same old pirate preying on merchants just off shore is now to go and capture a packet carrying important orders to Falise de Fleur, which enhances reputation, wealth, all that if victorious. Or you're sent to destroy Commodore Thenault's squadron off Cayman, or to cut out the Belette at Oxbay then spike the fort's guns. Certain nations make it a higher priority to hunt you down and others make it a priority to meet you and show you their daughter.
Its not statistics, but action and reaction - that is what makes the game interesting. If you get to the top and go "Well that's it." Think fast... you might meet a squadron off Islla Meulle and your carer would be crushed, or people might begin to realize you did all that for personal gain, not to serve. Mutiny could strike, a new governor could be corrupt and attempt the dastardly like Beckett.
Oh, and about mutiny- it shouldn't be a simple "Hey, you really screwed up and yer dead!" You need to see the clues leading up to it- say you're in the crews quarters and get some strange dialouge with your men, or an officer suddenly seems unresponsive. Then you might get taken to boarding interface and have to restore order within the ship- wether you use the sting of the tongue or sting of the blade. You could be marooned, some could still be loyal and help you.
What say you to all this?