![Funny words generator](https://loka.nahovitsyn.com/27.jpg)
![runjs vs make runjs vs make](https://www.tutorialfunda.com/wp-content/uploads/2021/05/image.png)
Cursed cannonballs (like em or not) put the combat focus on ship-to-ship combat, this will just put the focus back on boarding and spawn killing. Keeping the degragation in to make it worth stealing without damage is pretty much as it is now, although I'm not as hopeful as you it would result in surrender or negotiation. The current amount of 350 gold per crate (700 for Devil's Roar) does seem low, however remember that you don't have to do anything for the items except pick them up and you can do multiple at the same time (or another voyage). Most of the time you can easily avoid any contact if you play it smart, which would mean at 12k gold per run you'll rack in gold at insane speed. We've done 3 or 4 cargo runs at the same time and I'm sure merchant king probably does 20 as a minimum. Increasing the amount of gold would mean a simple cargo run of 8 crates would give you a max of 12.000 gold and that's for only one run.
![runjs vs make runjs vs make](https://user-images.githubusercontent.com/3708366/108244078-c69af880-711c-11eb-8be4-bf0ab8ccad6c.png)
I can understand your reasoning for making cargo worth stealing, however I don't think that increasing the gold will have the effect you're hoping for. Thanks for sharing your solution for improvement of Cargo runs.
#RUNJS VS MAKE SIMULATOR#
It's a no brainer really.Ĭ'mon Rare, make this pirate simulator more like real piracy! Simply making cargo crates viable loot to steal would make for much more interesting encounters and dynamics with other players without actually adding any content to the game. But there has to be enough value for people to want the loot more than just sinking the ship. The fact that the cargo can degrade coupled with the random locations they have to be delivered makes me think they should have been worth more anyway. And also make cargo runs very attractive to people leveling up Merchant rep so that there would be plenty of ships out there carrying valuable goods.
#RUNJS VS MAKE FULL#
Disabling a galleon with two full cargo runs could net more than a skull fort. And people who can perform those complex maneuvers would be rewarded greatly. You would have more people interaction and negotiating terms rather then just attacking blindly. If they want the gold they have to either disable your ship and kill you without hurting the loot or better yet force you to surrender it (like how actual piracy works) What this would do is change the interactions of people attacking you. And have the spectrum of degradation wide so that destroyed cargo is worth maybe 50g-100g
#RUNJS VS MAKE HOW TO#
How to make this play out differently? Make cargo EXTREMELY valuable in pristine condition. If there is only destroyed cargo floating it's basically worthless. Chests and skulls are just more desirable because they don't decrease in value and they can be turned in at any outpost. If someone sees my ship loaded with cargo and want some loot they will most likely attempt to sink my ship and collect anything that floats up. That is a great idea but the part that fails is the value of even pristine cargo doesn't make it worthwhile. So the mechanic of the cargo having the destination attached to it instead of to the voyage itself means anyone can steal your cargo and deliver it.
![Funny words generator](https://loka.nahovitsyn.com/27.jpg)