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if you don't take fighters with atributes stats who suck it's easy
I play in hard. I Don't know with greater difficulty I have not tested yet
This is a detailed and complex game that has a pretty high learning curve and frankly trader is significantly more difficult to play and learn than pirate. So I am going to guess that most newbies will go the pirate route on their first couple of playthroughs. You dont want to lose them before they really get to experience the depth and breadth of the game
From the top of my head:
- Maybe make successful boarding hurt the ship more?
- Make the 3rd successful boarding 100% cripple the ship engine?
I'm not saying these are good solutions, but boarding is the "boring" part of the game for me. Sometimes I run away from a ship I would've fought if I didn't have to board it with my current build.. (which makes it weird that I have that build potentially :P Still learning the game and enjoy using a small/fast ship, only thing I would want in a bigger ship is more officers ^^ )
But I want to say that I really love the game! Great work!
Beyond that a ship skill that would allow to board critical component easier would be great or a boarding skill that would allow to chain fights without going back to ship phase (after all why go back to the ship if you are slaughtering your enemies)
If you decide to do 100% boarding combat can't really complain about it being a slog after all you are choosing to do it repeatedly.
It's only the first fight, maybe the second depending on the ship, that may be more "challenging". Once the combattants are gone, you spend to much time clubbing seals...I mean helpless crewmembers.
I'd be against an autoresolve option, but would gladly accept any other "rule" so reduce the amounts of useless fights.
Maybe, as an idea, why not have the captain 100% join the fight once all combat-job-crew is killed, so you don't have to grind through 6 boardings.
example:
First combat would be the combat-team
second combat some remaining combat crew + officiers
third combat: no combat job left so captain is forced to be among the last wave
This means that pilots, navigators and all the others would loose their "crew combat use", but let's be honest: we as players don't use them, and it's certainly not a challenge to fight againts them.
(edit) Maybe non-combat crew needs to be led by an officer with combat / leader talents? That would be a smaller change. In other words, the first boarding defence would be all combat crew; but after that instead of four navigators, they'd at least have to send one officer.
It always rankled me (from a military tactics perspective) that your team retreats without fail after single fire-fight even if they curb-stomp the enemy.
A couple of plot missions have two stage ground fights so presumably that's possible.