@thee-black-hat To be honest though, I think if anything buying a few supplies would add another element of strategy and planning to PvP... at the moment PvP at forts in particular are more a battle of attrition than anything else. With this suggestion crews would have to think a bit more about when they want to buy stock (keeping in mind the cool down timer..) which could add another fun element to PvP.. More to the point, I think PvP would be a lot more based on strategy and skill if two ships are well-stocked, rather than one crew beating another ship purely because they ran away as they got low on cannon balls. I mean I don't think this idea could be implemented without the timer suggestion so running out of stock would still be a thing, but perhaps less so?...
'Out lasting' another crew head-to-head as you put it, is already in the game... and lets be real, that isn't anything about skill or strategy, I mean one big element is how long you've been logged in compared to another player - if you have been logged in longer (and assuming you have been collecting supplies) of course you will have more than other players, and there is no skill involved in that. You have literally been playing longer in your session than someone else = you have more stock (taking into account ship size and number of crew members of course).
And there would still be planning involved in WHEN to purchase the additional loot. For instance, 4 crew members on a galleon, do we all purchase cannon balls at once? Perhaps we stagger it, every time we respawn one crew member buys stock? Or maybe 2 at once, then the other 2 purchase stock on respawn if we sink? That in itself would add an entirely new element of strategy and thought!
Plus you would still have worked for it, you worked for your money. I mean I see your point, I suppose purchasing supplies with money feels a little 'cheap' especially with how much money some people have accumulated... but I mean if I'm completely honest I think people sometimes give too much credit to people when they talk about 'strategy' and 'planning' required with the current supply system. The biggest factor in obtaining supplies currently, is time, whereas this suggestion would add an entirely different dynamic to the game.. at least that's how I'm currently seeing it. (don't shoot me I'm not saying that it doesn't require any planning at all, I'm just saying it isn't overly difficult to obtain supplies currently, just can be a little time consuming..)
(Apologies if I repeated myself I got distracted in the middle of writing this reply)