I got some questions about Boat Tactics from
The Red Knight and he asked me to post the answers here.
How much interaction is there between the trading/sailing part and the RPG part, if any? Is trading important or plot-relevant, or is it primarily a way to multiply your money to afford best equipment?
Trading is one of three ways to earn fame and money. Some degree of both are needed to complete the plot. You can completely abstain from trading if you want.
Will there be more thematic classes in addition to the Sailor one?
Yep! The Krakenslayer, for example, is one of my new favorite classes.
Can their skills influence the ship anyhow (like your wind mage exhausting themselves for the next few days to temporarily speed up your boat in an attempt to escape pirates, or some class finding a way to squeeze that +1 cargo into the storage)?
Character skills don't influence ships. Only # of crew and their HP affect ship movement and cannon fire. However some enemies attack with boarding so it's worthwhile to have a crew that's good at fighting on each ship.
How is ship damage and repairs after battles handled (and will things like railing damage on your ship persist until you take care of it or visit a town)? Can skills or pre-boarding cannonball hits punch holes in ship decks?
Ship damage (and onboard damage like railings) persists until you get repairs from a shipwright at port. Currently pre-boarding cannonballs don't affect the boarding environment (this may be added later, it's low priority atm).
Any mythical sea monsters, ghost ships or legendary pirates that you can hear of during your travels? Or will it be more like hidden secret bosses for players to discover?
I'll be adding as much of both as I can once I finish implementing the main plot. I have a few half-implemented already.
Are there any nation vs nation conflicts that would affect prices of goods or ban you from visiting some towns until the conflict is resolved (or as a result of offering your services to one of the warring nations)?
You can lose favor with nations by attacking their ships or taking ports from them. Once you've sufficiently ticked them off, you're forbidden from entering that nation's ports unless you sneak in, pay a bribe, or intimidate them with sheer number of crew (only practical at smaller ports). Ticking them off also affects food and repair prices.
Are there town battles that would switch town ownership from one nation to another (and town attack/defence jobs related to them)? Or even just as a way to challenge yourself as a pirate and to get phat lewt?
There are no town battles. You can change port ownership by investing in the port, though. (A handful of ports, such as capitals, can't have their alliance changed.)
Will cargo affect sailing speed? Is cargo fully separated from party items or will it be possible to repurpose it into something usable if necessary (like sacrificing a crate of clothes to get a dozen of shirts to turn into bandages, or turning a unit of food into something you can carry into dungeons)?
Cargo doesn't affect sailing speed, but if you go over the maximum cargo, your crew's morale will plummet. Cargo is currently completely separated from party items.
Is there a set intro sequence (you come from this town and you got your ship this or that way and you should eventually go here or there to pick up on plot), or do you pick up some town to start in and are free to do what you want until you stumble upon a quest chain?
There is a set intro sequence. I might add a 'custom' or 'freeplay' mode that lets you sail around without the main plot.
Does time flow only on the world map or also in towns/dungeons?
Time only flows in the overworld.
How do you get the crew? Is it a protagonist + recruitable NPCs met during travels, a starting party and an option to hire custom characters, or something in-between?
The party is a custom player-made protagonist, a handful of written NPCs (only 1 of which is mandatory), and as many 'generic' NPCs as you want to hire. You can hire crew from any port.
Is there a physical homebase for switching party members in and out (something like a tavern in your home port or captain's cabin on your ship) or is it abstracted?
It's abstracted - you can switch crew/your chosen landing party around in the UI. You can ditch crew at any port, and they'll stay there, but you have to pay a small fee to rehire them.
Permadeath ironman mode? If yes, what happens on ship battle loss (is it game over, or is there some lifebuoy like becoming a prisoner and a rich friend or employer buying you out once or twice)?
No permadeath, but I might add a "you can only save at port" mode. A ship battle loss (i.e. your whole fleet is defeated) is a game over.