@ra-horus-haru said in Lowering Emissary Flags:
How can you ambush when they are a lvl 5 Reaper and can see you coming.
Well, you can't can you? You don't prepare for an ambush by putting on a neon green jumpsuit, strapping on your disco ball helmet and triggering your airhorns do you? The point of a lvl 5 Reaper is its not an ambush with them, its an open challenge to single combat, which they can accept or refuse. If you want to ambush you have two choices, attack them before they get to lvl 5 or drop your emissary flag before chasing them. You have all the power and information, if they've got a Reaper's flag up you can see how they behave, judge them to be aggressive or not and plan to take them on, you can position yourself between them and any outposts, and if they've lvl 5 and they're aggressive you won't need to ambush them, they'll swing around to like their ship is a compass needle and you're true north, if they don't do that you'll need to be smart instead.
They get litterally almost nothing for lowering their flag besides screwing you over.
Firstly, that's demonstrably untrue, they get half the value you do for turning it in, if that's almost nothing then double that can't be a huge amount, and they get that for way less than half the effort you do, so if its a good idea for you to sink them for it then it must be a good idea for them to turn it in. Even if it was literally almost nothing, almost nothing is still much much better than nothing, so its still a good idea for them to do it even without the added spice of screwing over someone who wanted to sink them. Yes, people like screwing over people who want to sink them, is that a weird or shocking perspective?
It should take 2 minutes to lower after a vote
Are you out of your gourd? Are you seriously saying that at the end of every session I have to stand there for two minutes staring at Harry the Hoarder's gormless face to get my turn in bonus just so that occasionally you get an extra chance to run someone down? And honestly, what difference is that 2 minutes really going to make? Now they have to hop someone off for the turn in, mermaid back to the ship and keep outrunning you for 2 more minutes? If you couldn't catch them in the last 2 minutes you won't in the new two. If anything, before people might run in and try to turn in as much instant loot as possible until you catch them up so you might get something, the change just encourages people to keep sailing to make sure they get the flag so you'll get even less.
The problem is they aren't out playing or out sailing.
Yes they are. They literally are, their aim for sailing is to turn in their flag, yours is for them to not, they are achieving their sailing goals and you are not, so they are out sailing you. It might be easier for them to outsail you at the point that the chase is joined, but, of course it is, because they've put in the work of getting the loot, so the work of getting the loot + the work of outrunning you being the same as the work of catching them is perfectly fair.
Many times what will happen is they will sacrifice EVERYTHING they own aboard (Loot, resources, flag) just to slam into the island and lower the flag because they know they will lose. They don't get anything so neither do we is the mind set.
In what way do you not get everything at that point? Their loot and resources don't magically dissolve because they've lowered their flag, you can very simply get the rest of their stuff, so that's just wrong. They've just prioritized the order of their loot to turn in before you catch them, just as if they were carrying any other high value loot, and just as usual, everything else is available. The only way it means there's nothing is if they're only carrying the flag, and in that case they're getting 100% return, so why wouldn't they?0
Doing this or just sailing out of the map is the problem.
If they're going off the map they're offering you a choice. Once someone has passed the last island if they're still hooning it off the map and are too far ahead for you to catch them they're offering you an obvious choice. You can keep chasing, in which case you both get nothing, or you can break off the chase, or give them a window where they might make it to an outpost, in which case you both get a chance at claiming the loot. You are given the choice there and you chose to continue to hound them into the red sea. If they believe they have a 0% chance of keeping their loot and you have a 100% of getting it, they're just turning that into 0% vs 0% in the hope that you might do something to make it 50/50. If you choose to keep it at 0/0 that's your choice. There's always a chance you might call their bluff, and if its not a bluff, fair enough. The thing is that I'm certain somewhere else there's a thread from someone saying "what the hell is wrong with pursuers that see you heading into the red sea and keep chasing you, something needs to be done to stop people doing that" to them, you're the jerk here.