This suggestion is not actually mine, it was made by @StockSounds and I am merely posting it here in his name as he still hasn’t gotten suggestor several weeks after applying. He wrote the entirety of the idea, not me, I am simply doing him a favor by posting this.
So a lot of people are upset with how little options we have for breaking down built walls after certain tiers, but I’ve come with a solution. You see, I thought “what else is destructive, needs more content, and can be utilized by players?” And it was right there, we make it so that gunpowder barrels can destroy the walls, taking more barrels depending on the tier of course.
I didn’t want to end it there though, that’s a very limited incentive, and it’s not going to be much help when you can’t find any. The solution? A new deckhand profession. I’m not great with names, so for now I’ll refer to our new company as the “Artificer” Deckhand.
An Artificer Deckhand is not unlike a merchant deckhand, but there’s a small difference. Instead of selling things that he stole from everyone else’s bunk beds, an Artificer deckhand sells masterfully crafted explosives of all kinds. That means Exploding Shells, Heavy Exploding Shells, Small Gunpowder Barrels, etc. If it’s explosive (and within reason) he sells it. Let’s say 6 Bucks for an exploding shell, 7 for a heavy exploding.
Now we come back to our discussion of gunpowder barrels. The Artificer deckhand sells gunpowder barrels for 50 galleons per barrel, which is convenient if you want to take them to an enemy’s base to set up a linked explosive while they’re not looking. The barrels are purchased identically to how you’d give a sealed chest to a shipwright, by holding Q next to the deckhand. The barrels can of course be sold to a town, but it’s not going to turn you a net profit, and you cannot steal them.
Alternatively, this can be the gimmick for a quartermaster, we could also probably remove the shop aspect if that’s the case.