Pirates Scenario - Fixes/Changes/Additions

AsH2

Prince
Joined
Aug 2, 2002
Messages
489
Location
Sweden
Discussions..


Fixes..

Changes..
Spoiler extra crew :
I think those precious Crews come with no downside.
Should there be a Crew limit per ship - 1 (extra) on Sloop , 2 (extra) on Brigantine , 3 (extra) on Galleon?
Should (extra) Crew and Shore Party also have a cost?
Spoiler bring her home :
This ability is hidden unless you're at a non-friendly ship - making it hard to know when it's ready to use again after cool down.
How about giving it a second use, a minor heal on friendly units - an instant or over-time buff?
Because of bug the current (offensive) use would better be disallowed on ships/tiles within non-warring city borders.

Additions..
A city-state Pirate town with a black market - buying ships (and goods) and giving plunder quests.
New mechanics around Luxury resources - for the colonial civs to exploit and send home (and in trade routes) and for pirate factions to plunder.
 
A city-state Pirate town with a black market - buying ships (and goods) and giving plunder quests.
Or (perhaps even better) such additions (black market and quest) would be tied to raided (harvested) city - 10 turns of "anarchy" instead of the current "instant back-to-business-as-usual".
 
My ideas for improvement:
1. How about the Hoarder's Chainshot ability only disabled movement, but not shooting or healing? Or nerf him by freezing an enemy ship in place for only the current turn.
2. Create a checkbox at setup which would allow or prohibit fighting between human players.
 
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