I think the devs have done the best they could in ensuring that players choose good captains with the voting system, the rating system, the mutiny system, the ingame tutorial, and the ranking system, all of which indicate how good a player is at being captain, or let you get rid of them if they aren't. If there were a system for ensuring that captains were good, or teaching peoeple to be good captains, that would be better. I'm still sea-salty that some people (devs included) didn't like it, and I really think it could make the game more fun for almost everyone and retain some players with the extra stuff to enjoy, but oh well.ΔΆ) Game relies on good captains. I think Blackwake's main gameplay loop could do with more depth, and that involving more of the ship in gameplay than just the decks and below-decks could do that. While Blackwake's core gameplay loop is fun, it wears thin quickly. I absolutely loved it at first, but ultimately only so much time i want to spend fixing holes, pumping, reloading, etc. I'd much rather have one team defending and other attacking and steps like taking the fort which would involve tearing walls/gates down etc. Both teams trying to capture the "flag" feels kind of weird. There's the treasure mode, yeah, but it's not that interesting. But it makes the game much more interesting than "kill the other team faster than they kill you". Sure, it's hard to balance and demands a lot of development. That way the battle changes over the course of a match, from archers to closer combat inside the castle etc. Some maps you have 3 steps: kill the villagers, breach the wall, kill the king (opposing team must protect the villagers, protect the wall, protect the king). Maybe "objective" maps like Chivalry does. I think the game should encourage skirmishes, boarding etc. Now I always spam click pirates and click on the junk as fast as I can. If you're always playing galleon it can become boring. Game was repetitive until I started playing the junk.