So i've not actually played the game yet but as is my current understanding, you can sail off with another players ship and they can still scuttle it. This game is doing a brilliant job of employing only logical magic (the skeletons) and keeping illogical magic (being able to sink your ship with your mind) out. Unfortunately it sounds like this one is actually in there.
Here's my suggestion. When an enemy crew takes control of your ship, the consequences for you and your crew are exactly the same as if your ship had been sunk.
That crew cannot own two ships, and if they claim ownership of your ship whilst still possessing their own ship, their ship becomes a ghost ship (not literally), owned by no one and only persisting in the world if there are players without a ship within 200m (this distance is a guess as I don't know island dimensions). You must then find that ship and claim ownership of it. If it is not near a island (within 50m) it despawns.
In all cases despawning should never occur in any players line of sight (i've seen a lot of footage of this happening dissapointingly.)
If there is no ghost ship nearby, losing your ship will produce exactly the same results as it being sunk. (hopefully the increase the respawn distance of lost / sunk ships.)
Commandeering a ship should involve holding a button on the captains desk of a ship you do not own for atleast 15 seconds. This time is increased by a multiple of the amount of players on the ship who are part of the current crew of that ship. So with 2 owning crew onboard it takes 45 seconds. This is an active modifier and the capture speed alters as soon as the number of owning crew onboard changes. Crew in the brig do not count towards this.
Owning a ship grants control of its brig, the ability to scuttle it and designates it as that crews spawn point. Any players in the brig of a captured ship are killed.
This system woud mean that whilst one crew can potentially take control of two vessels, only one of those vessels will ever be under their authority. To avoid abuse it may be designed so that only a captain can commandeer a ship. (to avoid a troll player switching your command to an empty damaged sloop after a battle). OR commandeering could require a vote in addition to the timed capture.
It think it's important this is added to the game because of the freedom of tactics it offers. Here is an example I gave on another thread that might convince you.
An enemy vessel you consider to be superiour in combat to your own is pursuing you. You sail around an island and once out of sight you jump ship with your chests and hide on the island. The hostile ship doesn't see this and continues pursuing your vessel (you didn't drop anchor so it carries on sailing) for as considerable distance. You leave two chests on a beach or somewhere in view on the island and when another crew comes to collect them, you jump on their ship with the rest of your loot and sail off.
This is a completely fair tactic if you can pull it off, though it would require some fair degree of luck and skill. But as I currently understand it, the crew of the ship you steal could just scuttle the ship, and leave you with nothing. Not only is this a kick in the teeth to players who put all the effort into actually stealing a ship, but its also incredibly unrealistic. What method are we supposed to believe allows a pirate to telepahtically sink a vessel that they are not onboard or even near to?
The only issue I can so far think of is that it would make it quite easy to take a ship with boarding actions rather than ranged naval combat. I guess a fix for this could be that any owning crew present on the ship actually reverse the capturing process rather than slowing it, and since one player on the attacking crew has to stand at the captains desk and not fight, this would make it very easy for a crew that is aware of a commandeering attempt and already onboard the ship to combat the attempt.
This is more of a fix that a purely creative idea. When presented in the game it would be a very simple process and would not baffle younger players too much. Maybe an eggtime or clock could be placed on the captains deck to represent the capture progress.
