Sword and flintlock
Core pirate combat combines close-range swordplay with ranged flintlock attacks. Melee defense and blocking matter; firearms should complement rather than replace swords. Additional weapons and balance changes are under consideration.
Fighting at sea
Position the ship, line up cannon angles and fire. Hits can breach hulls and cause flooding. Your crew will have to repair, bail and manage sails while trying to maintain an effective broadside.

Climb aboard and take treasure
Climb enemy vessel ladders, contest its deck and try to remove valuable cargo. Temporary hijacking and sabotaging controls are part of the broader design, but do not transfer actual ship ownership.
Skeleton enemies
Existing skeletons can chase, block and attack in melee. There are ghost-ship crews and captain prototypes. Richer skeleton variants, more distinctive captains, additional enemy tactics and world bosses remain in development.
Treasure is the reason to fight
Treasure-driven piracy is central to the planned economy. Notoriety, bounties and special event encounters are intended as later additional reasons to fight.