As it is now especially for the ships, even with the current limited time offers ship is 988 overall and the weapon is 800. The weapon is literally 81%. With only being able to take 2k ships into battle and 20k weapons, ships have essentially become pointless to even strive for with them being way to under-powered for their lvl. The way ships use to be is they had a substantial boost in comparison to their weapon and matey counterparts. Nowadays though they are pointless to even have since they contribute little to nothing in a battle since only 2k are aloud to be brought in instead of the 20k that weapons and mateys are aloud to. A ship should not be even in power overall to a weapon on the same tier. I have compiled together all of the item drops ingame shown in the pictures below, the first is what the stats currently are. The second is the method i have came up with in order to fix the problem with item imbalances currently happening in the game. The third is the method put into place showing what the items stats would be and what they should look like to properly bring back balance to the categories. I am not expecting the stats to be all implemented, but more of an understanding and consideration for a percentage based curve rather then how it appears to be now with a rng stat boost that puts some newer items lower then the old drops from the same category. Long term what happens on set stat boosts is that as time goes on and new locations are released the overall stats of items brought into battle becomes marginal to the point of lvling up and new location do not change the outcomes of battles. The problem doesnt arise at first with the stats being so small on the surface it will have everything appear to be fine. The true problem arises long term when the stat boosts become marginal overall for your character. A percetage based progression system will fix the problem though. Along with fixing what is slowly becoming a more prominent problem as the game continues to push forward, The stats i have compiled correct a major imbalance that has happend with the Return to the Lost World locations crafting. The Alpha Raptor even to this day are the strongest matey to use and the location was released back in 2013 (http://forums.kanoapps.com/threads/new-location-and-crafting-return-to-lost-world.10941/) Even though nearly 4 years have passed with 8 new locations there still ins't any sign that a matey drop or craft will surpass it which is insane to think about. Ape islands Ape Shaman falls similar to this fate but is a tad bit more justified given its in a newer location then the Alpha Raptor, but still has the same problem that in no near future there will be a drop or craft that surpasses what should already be surpassed in these locations proceeding Ape Island. Given the stat progression happening currently it is going to take roughly 1.5-2 years in order for the Ape Shaman and Alpha Raptors to be surpassed. This means the Alpha Raptors have spent an entire 5 years or so as the best matey to have even though it should be quite outdated by that point in time. A realistic expectation that i believe should be done is a revamp of either this current location or the past couple in order to fix the item stats. This would get them properly in line with what they should be given they are put onto a percentage based curve that makes each subsequent location from here on out be stronger then the last. A percentage based progression system makes proceeding to the new locations worthwhile to strive for. Making the new items something that is actually usable rather then another piece that never gets seen in battle due to its inferior stats in comparison to the older crafts or drops available. The point of a new location should be to encourage a player to grow and push forward not just to get the achieves for adventure and boss then head back a quite a ways to get the "good items" that are to powerful for their time and do not fall in line with a proper curve.