Privateer's Attack

Should the privateer's attack be stronger?

  • Yes, it is pretty useless right now.

    Votes: 56 87.5%
  • No, it would be too powerful.

    Votes: 8 12.5%
  • If anything, it should be lower.

    Votes: 0 0.0%

  • Total voters
    64

SK138

Warlord
Joined
Dec 16, 2002
Messages
230
Location
Hilliard, OH
I rarely win sea battles with a Privateer, even against galleys. Do you think the Privateer's attack should be higher to make it a little more useful?
 
YES! I made Privateers more powerful in my game. I increased they're attack and they're speed. It's a lot more fun that way, and it actually makes it seem like the age of sail really happens in your games. Of course, if you increase the Privateer's values, it would be wise to increase other values as well for other sea units. Use common sense.
 
If you increase other units abilities, too, wouldn't that still make the Privateer weak compared to the others?
 
Privateers are quite useful against the AI's galley which you know has a settler coming to park among your cities.
 
Really what Privateers need is...

THE BLITZ ABILITY TICKED?

Why? At present they engage and even if they win they will in all likelihood be clobbered. Better and more realistic if they attack and win that they can quickly vacate the scene of their crime rather than face counter-attack by stronger vessels.

The trouble with giving them an attack higher than 2 is then they are then the best ship on the water and that would be detrimental to the game in my opinion.
 
They need more power but also should be the barbarians ship.
That way you never could be sure of what was attacking you.
As it is you can sometimes reason out the source.

Bombard would also be helpful.....
 
Originally posted by lord42
They need more power but also should be the barbarians ship.
That way you never could be sure of what was attacking you.
As it is you can sometimes reason out the source.

Well, if you make it a barbarian ship, it will always be a 2 hp conscript. An since no one can build conscript ships, you will always know that those conscripts are barbarian.
 
I think that the privateer doesn't have a good function this game. They were used heavily in the War of 1812 where the Americans captured hundreds of merchant ships. But there rae no merchant ships here - just military and transport sea units.

It'd be nice to raise the values, but how much is too much?
 
they should be kept as normal.
becase ofthere stealth ability, put 5 or 6 in a stack and attack pople you will find them very strong.
i occiasionally use them even in modern times.
i'll line my coast with them so so ships can get within bombardment range, and even in war, they will not attack my privateers. ill also have a few goin around, picking of transports and weakening other ships etc.
use them in numbers and they are great for defending as well assneak attacking.
 
I voted yes, but I think thee privateer would be much better "evolving" when you get to each age.... Or just another boat you can upgrade it to.... It will still be the most weakest boat tough, but it'll make it slightly more useful during the modern age's.
 
Yes, they should be more powerful, and with the blitz ability. The main purpose of these was to disrupt the ships from enemies. It can't do that if it gets clobbered, and if it retreats and does some damage, another privateer can finish it off. Right now, they're not scary at all.
 
I think if you gave it a weak bombard ability, that would be enough. If you raise it up to a 3 attack, you're going to offset the balance too much and make them the dominant ship of the time, when in reality IIRC they were not.....not saying that it wouldn't make for an interesting game
 
You can decrease the default number of hitpoints for a unit with the PTW editor. You could give the privateer bombard and attack 3 (and blitz :p ) but make it default build with only 2 hit points.
 
Or you could do like I tried in a mod, make them zero upkeep (this only works in PTW). The AI will build them like crazy.
 
Yes! Definitely. Privateers should have an attack value of 3, but no bombardment value tough - I know that in order to be more historiclly correct, they should have a bombardment value, but still - think about it: you have a far-away colony, poorly guarded - and some privateer comes and bombard it. It wouldn't be fair at all. If at all, then the privateer should have a bombardemnt value of 1 or 2, but then it would be rather useless, don't you think?
Another comment: maybe, though it will totally change the game rules (and probably not for good) the privateers should have a capacity value of 1, so you can engage in marine suprise attacks? Would be funny, don't you think? ;)
 
I was thinking along simmilar lines..
Perhaps add a pirate unit that only they can carry that is amphibious but only has the same affect as barbs.
Ex: they steal gold, ruin production, kill people.
Perhaps give them an attack of 3?
Also barbs would need to have these to implement it well...
 
it would definitely be too powerful at the time it becomes available, but there should be a stronger upgrade later in the game, that has a chance to win against mech. inf.
 
Historically, privateers were fast and maneuverable, designed to engage merchant shipping, not ships of the line.

A good frigate would have annihilated the average 'teer. So, I don't think privateers should be made stronger than (or even as strong as) frigates in Civ3.

The trouble with privateers is that they're incompatible with the Civ3 model of trade. If Civ3 required the actual moving around of naval trade units, than a medium-strong privateer unit capable of destroying unescorted merchantsmen would make perfect sense.

But with the abstract model of trade in Civ3, privateers are kind of pointless.
 
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