The current model where you effectively fight a tradeship in order to board it is extremely historically inaccurate. If a merchantman couldn't outrun his pursuer, he surrendered. No solution to this problem of balancing that against it so it is not too easy in the game to raid trade ships is fully satisfactory.
In Naval Action, hunting tradeships is limited by 1) the time it takes to do it and 2) the need to either fit its cargo into your own hold or add the ship to your "fleet". You are therefore limited in what how many you can take. Historically, captured merchant men rarely continued to accompany their capturer. A prize crew was put aboard to sail it back to a friendly port. Eventually, the limit to how many you could take was therefore how reduced your crew eventually became.
My proposal (which now that I have thought of this I might post elsewhere) is that when you capture a trade ship you have the option of assigning a prize crew and sending it back to one of your outposts. In doing so, you have a malus of x number of crew your ship can hold (regardless of how many total you still have available through replenishment) until you go to that outpost to "claim it" from the Admiralty and do with as you will. This makes it possible to have a profitable cruise as many frigate captains did. Eventually your effective crew count will dwindle to the point you are forced to return to port - and woe to you if you encounter an enemy in your reduced state.
Finally, in addition to that, when entering battle with an NPC merchant ship, there would be RNG to the effect that it will take into account speeds of relative ships, condition of your ship (damaged, etc, but only the kinds of things the captain of an opposing ship could physically see to influence a decision), size, and so on for a chance that the NPC ship would surrender rather than fight.
Question
James Cornelius
The current model where you effectively fight a tradeship in order to board it is extremely historically inaccurate. If a merchantman couldn't outrun his pursuer, he surrendered. No solution to this problem of balancing that against it so it is not too easy in the game to raid trade ships is fully satisfactory.
In Naval Action, hunting tradeships is limited by 1) the time it takes to do it and 2) the need to either fit its cargo into your own hold or add the ship to your "fleet". You are therefore limited in what how many you can take. Historically, captured merchant men rarely continued to accompany their capturer. A prize crew was put aboard to sail it back to a friendly port. Eventually, the limit to how many you could take was therefore how reduced your crew eventually became.
My proposal (which now that I have thought of this I might post elsewhere) is that when you capture a trade ship you have the option of assigning a prize crew and sending it back to one of your outposts. In doing so, you have a malus of x number of crew your ship can hold (regardless of how many total you still have available through replenishment) until you go to that outpost to "claim it" from the Admiralty and do with as you will. This makes it possible to have a profitable cruise as many frigate captains did. Eventually your effective crew count will dwindle to the point you are forced to return to port - and woe to you if you encounter an enemy in your reduced state.
Finally, in addition to that, when entering battle with an NPC merchant ship, there would be RNG to the effect that it will take into account speeds of relative ships, condition of your ship (damaged, etc, but only the kinds of things the captain of an opposing ship could physically see to influence a decision), size, and so on for a chance that the NPC ship would surrender rather than fight.
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