wieder wrote:Yeah the raid point is good but from gameplay point of view we already have caravels for that. Then again maybe some warrior level unit might work?
But there can be unlimited numbers of caravels, which can transport most of the military units, and one player can make simultaneous raids.
Thus
unique corsair on
unique longboat doesn't equal to caravel.
Corsair on longboat or other unit would also add some fun with uncertainty: you never know if there is boat with innocent settlers or deadly corsairs.
Such corsair should have A1, D2, hp 5.
Why such low hp? To keep low probability of ship destroyed only thanks to corsair attack.
Some scenarios examples:
1. longboat vs longboat: probably you will loose your corsair, but enemy ship will be heavily damaged, therefore, if it is near your coast, you have chance to pick new unit and chase wounded infiltrator. In case of team game, things go easier, but need good cooperation. But if attacked longboat also have corsair, better for you if your safe port is nearby.
2. trireme vs trireme: again your corsair would be lost during attack, but there is huge chance that your trireme will ram successfully onto enemy one, and loose about 2..3 hp.
3. trireme vs longboat: trireme can't attack longboat on deep ocean, even if longboat is adjacent to shell. But corsair can. Thus "comfort zone" for longboats is one more tile away from coast. No more lurking

4. caravel vs caravel: no chance of fully successful corsair attack, but 25% of probability of win against wounded enemy caravel.
5. Corsairs can also be used to protect galleons against frigates- they can attack interceptor, thus galleon have chance to run away. I made assumption that wounded marine units are slow.
BTW. can marines attack other ships from aboard?