The basics of the alliance system:
Very basic overview:
You raise an alliance flag, the other ship agrees. Boom you are in an alliance. You can still shoot/sink each other, but can also raise each other, propose voyages, dig up treasures, etc. In an alliance, if you sell the loot, you get 100% of the treasure value, your alliance gets 50%. With the exception of alliance commendations, other progressions (killing skellies, etc.) don't count. You can also see each other on the map.
The treasure selling system makes the best use of the alliance as joining up, then going and doing your own separate thing. Alliance servers are the extreme version of this idea. You get credit for what you do, and you get bonus cash for what someone else does.
On the flip side, it makes "actual" alliances (i.e. joint activities) mostly doomed to failure. Exceptions occur, but at the end of the day, an alliance for a joint activity will leave each side with less of the treasure value than if they have it all (75% value if they split the loot perfectly even), or they can betray for 100% of the loot for themselves.
That creates the irony of the alliance system. It's better to ally and NOT work together, than it is to ally for the same goal. To top it off, the alliance system requires too much risk to even set up an alliance. (I handled that issue in this thread here: https://www.seaofthieves.com/community/forums/topic/157420/alliance-tokens-a-different-way-to-form-an-alliance)
But the question open for discussion here is this:
What function do you think alliances should have in the game? Does the current system really allow for that?
What would you change about it?
