yeah, 35 makes sense for testing. If it turns out to be too much it can be nerfed later.That makes sense; I have a hard time evaluating "unwieldy". I've buffed the carracks' rams to 35 (too much?), as well as some other various ship stats.
In case of the raiders, I think 25-2 and 35-2 is a bit overkill due to the fact that they also get oars for retaliation, so might be best to reduce them back to 20-2 and 30-2 respectively, or if you don't want the damage per hit to be lower than the carracks, changing the attack to be 1-strike (something like 45-1 for lvl2, 60-1 for lvl3). raider ships can use the oar attack to finish off wounded enemies anyway.
Alright, that works.After thinking about it a little, I'd prefer to keep plague off the ram. 1) the ghost ship already has a lot of specials, 2) ram already has a lot of specials, and 3) ramming plague seems thematically odd to me.
But I'll increase the Lightning and Lost Souls attacks like you suggested, plus a little more to compensate for no plague.
Would it act like poison (cannot go below 1 HP) or able to kill the ship unit?Realistically you shouldn't be able to park a fire ship in port or keep one hovering around in reserve - they'll burn down in hours whether in combat or not. Perhaps something like the "burning" ability that lhybrideur suggested?
Statistics: Posted by ForestDragon — Today, 5:14 pm