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  1. I have submitted a bug report for this already in game (F11) on 2/10/17. After winning a port battle if you have lost your ship, it is currently impossible to take your loot with you. I am fairly sure this is not the intention and am wondering if there is a workaround or a planned fix to this issue. It is extremely frustrating to put in the effort for a win then be robbed of your reward at the end.
  2. What if a port battle would have screening phase and port battle phase. Everyone can join port battle lobby, and if there is enough players for all roles, each player may be in one role. If there is not enough players, players may join 2nd role after battle. You play 1st the screening phase (could be even multiple). If you win, there will be another match that will be the port battle. It would be possible to create different kind of port battle screening scenarios as well. For example: (You have to win majority) 1. 25vs25 2. 3x 5v5 3. 10vs10 + 3x 5v5 4. 9x 3vs3 5. 10vs10 + 5x 3vs3 6. 2x 25vs25 Screening fleets would be for smaller ships, frigates, max 4th/5th rates for example. Port Battles then for big ships, SOLs, min 4th rates for example. Or BR limited, or rate limited, or BR&Rate limited. Development would be pretty simple, as you only need a lobby for this. There can be countless of different screnarios. No issues with ROE, or with things like small/big nation etc. Current screening mechanism could be then used for Raids and/or Flags. We would have 2 different systems, maybe richer PvP offering as well. About the night flip: Times for battles could rotate, for example in steps of 4 or 6 hours. Everyone will have their night battles/flips.
  3. Someday there might be a manual for this game. In the meantime, I've learned what I have in my few short weeks from countless YouTube videos, published guides, and helpful answers on chat. THANK YOU to everyone who responds to questions and those who have spent the time making the guides and videos. Now, for this evenings question: I know port battles are limited to 25 ships. In a line ship battle, does that mean all 25 have to be 1st rates? A 4th rate battle means all 25 have to be 4th rate. Shallow water can be any ship that has shallow draft?
  4. Hi I have an idea how to tie in raids and hostility and Port-battles Lets say we bring in the old fags and timers system in but not connect it with the port-battle itself but raids. You pull the flag and go raiding a port other then the regional capitol. With timers there wont be night flipping on raids and flags will make screening and gathering fleets a thing. To give raids and meaning for RVR play a successful raid triggers 100% hostility ?!?! or maybe 90 % hostility What does everybody think about this idea and would it be that hard to implement ??
  5. The Port Battle at Santo Domingo today ended before the attacker had any conceivable chance to enter. With the new mechanics giving the attacker less control over the Port battle this is a serious bug and needs to be addressed. I will add screenshots and a video from within the PB to this topic once I have been able to upload them. Video of the bug: As you can see in the video, the battle was over the moment the cannot escape timer ran to zero. At 1:27
  6. So it seems to me that the current Port Battle mechanics are not really working the way players would like. It's too easy to set a Port Battle up by means that are very hard to counteract (the war supplies bomb - sending hostility from 0 to 100 in one instant). Once a battle is set up the attacking force log out in front of the battle, logging back in once it begins thus rendering screening fleets useless and denying the hoped for pvp. Also only one port battle flips a whole region. This seems too easy to me. So here is my idea: Each nation has to gain 25% hostility against another nation via pvp. This pvp can happen anywhere on the map. The hositiliy will degrade, but must be kept at or above 25% in order to be able to start raising hostility in a region by other means (missions, war supplies etc). If nations try to avoid pvp by simply hiding in port, the amount of pvp that is needed to get hostility to 25% adjusts accordingly each hour. The amount only goes back up when the hiding nation starts pvping again - i.e. they attack first. The rest of the mechanics stay as they are now. Once hostility is raised to 100% the resulting port battle will randomly appear in any one of the ports in the region. This will only be made know 10 minutes before the port battle to promote pvp in the port battle area as everyone tries to get to the location. If the port is won by the attackers the next port battle in the region is set up for the next day at the same time. The attacking side must win a majority of the ports in a region in order to take it. The defending side must defend back to 0 taken ports in order to defend the region and reset the hostility as now happens. The attacking side/alliance may enter any port they have taken and it's forts will work for them. I'm sure people will shoot down any obvious faults in this, but I just want to make a positive suggestions to the devs rather than just compaining that it currently doesn't work.
  7. Context: Privateers were historically contracted (carrying a Letter of Marque) by a Nation to pursue and capture/destroy the ships of hostile nations. They were in a sense mercenaries of the seas, however they were still employed and thus required to fly the flag of a Nation (lest they be deemed Pirates). Idea: As part of the Orders section, the option for "Obtain Letter of Marque" is available from the Admiralty. This can only be purchased for a tidy sum at the Capital Port (perhaps at a price that is 50% of ship value). It can only be applied to ships up to Fifth Rate (even then perhaps only up to Frigate). The result of application of a Letter of Marque is threefold: 1. The owner of a Letter of Marque receives slightly less financial reward on capture of enemy ships (reflecting the Nation's cut of the return) but secures all cargoes for themselves. Sinkings generate even less financial reward. 2. The owner of a Letter of Marque boosts "hostility" scores by X% at nearby Enemy ports when operating. 3. A modest XP boost to OW battles. To switch to a ship other than the one carrying the Letter of Marque results in a expiration of the Letter of Marque and a new one will be need to be purchased. (a warning notification would be needed to prevent accidental switching) Purpose: Letters of Marque are a financial commitment by the Privateer. The price is not small and so the commitment must be there to pursue that path of a Privateer. By restricting the use of ship type while a Letter of Marque is active it should hopefully discourage spamming of "LoM" as a step before a port battle as it would be a financially impractical and the restriction to up to Fifth Rates would enable a group of dedicated Defenders to rally a fleet to engage Privateers. The modest XP boost would encourage lower level players to range out on the OW stage to rank up faster, while the hostility boost encourages National returns on the Diplomatic front. Doubtless there are some nuances I am missing or considerations but this is what I've got so far. Thoughts?
  8. we are looking for a guy in the port battle for saint-George he was on the dutch TS and when we asked him to speak englsih he continued in dutch and that was fun so if you know him tell me =)
  9. So this is my suggestion for port battles / flags. It is grounded on the belief that the further you try to reach into enemy territory the more it should cost you and the more notice should be granted to the defender. Point 1: The further the port you want to capture is from your Nations front lines the more the flag costs. For example, buying a flag to capture an enemy port immediately next to your front line might cost 250,000 gold. The flag for the next enemy port (further into enemy territory) might cost 500,000. The flag for the third enemy port might cost 1,000,000, etc. Such a mechanism realistically represents the increasing cost of waging war further from your empire (think supply lines, sail time, crew wages, provisions etc.), and reduces the effectiveness of “steam rolling” through enemy ports, as it will cost you significantly more the further you go. Of course, once you successfully capture the first enemy port, your Nations battle lines have extended, so what was the second port (which would of cost 500,000) is now the first port, and thus costs just 250,000. Point 2: Notification timers should be set to represent a “nation’s intelligence”. Think of all the small ships / fishing boats / outposts etc. dotted around a Nation which would warn of an impending attack by your enemy. Tying in with Point 1, the notification timers should be set depending on the distance from frontlines. For example, the attacking nation buys a flag to capture the defenders most remote port (i.e. the one immediately adjacent to the attacker). The defenders get 30 minutes notice to prepare a defence. If the attackers chose to buy a flag to attack the defenders next port (i.e. the second one from the attacker), the defenders get 60 minutes to prepare a defence. The third port might provide 120 minutes warning, etc. Such a mechanism realistically represents the increased warning a Nation would have, generated by its citizens, of an enemy fleet sailing deeper into their territory. This will concentrate fighting on the front lines, and provide stability to a Nations core ports. This should help with Nations losing huge swathes of their territory due to ninja attacks when the server population is low. Point 3: Sneak attacks should be possible, by decreasing the warning given to the defender. This would be achieved by paying more for the conquest flag. For example, the attacking nation wants to capture the defenders second port. Point 1 and 2 implies this would cost 500,000 and the defender would be given 60 minutes notice. The attacker however buys a “sneak attack flag” which costs double (1,000,000) but reduces the defenders notice to 30 minutes. Such a mechanism realistically represents the additional expense of preparing a sneak attack, such as the planning, bribery, waiting for the opportune moment, chasing down witnesses, etc. Point 4: All of this could of course be supplemented by a "cooldown" on port re-capture. The 7 day suggestion currently circulating seems too long - maybe 2 days, in combination with these other points, would represent a good balance. Example: The attacker wants to capture three ports on their front line. They opt to buy a normal flag for the first port – 250,000 gold and 30 minutes notice. They also buy a “sneak attack” flag for the second port – 1,000,000 gold and 30 minutes notice. They opt to buy a normal flag for the third port – 1,000,000 gold and 120 minutes notice. Assuming they are successful at capturing ports 1, 2 and 3 then the following day, what would have been the defenders ports 4, 5, 6 are now reclassified as 1, 2, 3 and the process can begin again. Of course the attacker could opt to also try and capture ports 4, 5, 6 on the first day, but the (exponentially?) increasing cost would bankrupt most players and the (exponentially?) increasing warning notice would give the defending nation time to mobilise their defence. Conclusion: I hope the point I am making is clear enough – the further you try to reach into enemy territory the more it will cost you and the more notice is granted to the defender. Of course the numbers are just suggestions and open to discussion. Cpt. Ed - Great Britain.
  10. [before you vote, keep in mind that you're voting for having a lobby in general and NOT for what I find a good lobby should have, thanks!] hi, first I wanna say that I've never been in a port battle in Naval Action nor am I very eager to participate in one at the moment, hence it is very possible that my suggestion doesn't work well with NA. However, from my POTBS days I remember that more and better overview and control over the port battle lobby instance would have been something awesome.. Here's what I think a good lobby should have: Once attackers outside of a port which they intend to conquer are able to click 'join port battle' they'll join a lobby screen instead of immediately being transferred into the port battle instance. That lobby screen functions as an organization tool which the conquest flag buyer is in control of. However, everyone inside the lobby will be able to see what the flag buyer sees.. Inside the lobby people get information about the players which have already joined the lobby like name, clan, level, ship, formed groups and port battle timer. The flag buyer can transfer control over the lobby to a different player which has already joined the lobby if he so desires. The flag buyer and players inside the lobby can both create groups. The flag buyer can kick players out of the lobby. If kicked players try to reenter the flag buyer will see a request to join the lobby and ship info. A lobby chat tab will automatically become available and includes the possibility to vote on things. The flag buyer can draw lines and make marks on a tactical map of the port battle which everybody inside the lobby can see. Wind should be displayed, too. Admin can allow others to draw lines and make marks as well. The flag buyer will have to decide when to close the lobby and start the actual port battle before he runs out of time. Once the battle has started stragglers will be able to directly jump into the battle for 40 mins. If the flag buyer disconnects/ crashes inside the lobby screen or decides to jump out of the lobby without transferring his flag buyer status, admin rights will be transferred to the leader or highest ranking member of his clan. If the flag buyer has no clan the rights will be transferred to the highest ranking leader of a different clan. If there is no clan leader, the highest ranking player will receive control over the lobby. Defenders will have the same style of lobby as well. However, defenders will have to use the chat to vote for a port battle commander if they so desire. An elected commander will have admin controls over the lobby. If a port had a governor it would make sense to automatically make him port battle commander as long as he gets early enough into the lobby. If the governor is not online or doesn't like to command he either stays away and people vote or he makes someone else leader inside the lobby. Do you see possible exploits or unfair situations a port battle lobby could create considering the current iteration of Naval Action? Remember that there're also downsides to a port battle lobby like:
  11. I do not know if this already has been suggested, but I think this could be an idea for making the Port Battles more diverse and exiting for more people. I guess that the recent tweak of the xp/rank system has in part been made to allow more players to crew the 1st through 3rd rates that seem to be the requirement for participating in port battles. The result is a that a couple of thousand ships of the line now sail the Caribbean and a lot of admiral players are looking for challenges that are not rewarded by the game as it is now. As it is now the port battles are the main scene for conquest and a test of cooperation of the nations and clans but they are very similar [except for the distinction between shallow and deep water battles...which may be expanded to regional captitals (1-3rd rates) deep water (4-5th rates) and shallow (6-7th rates)] But why not make an individual profile for each port for instance (the number of ships that can join on each side) San Juan 3 1st rates 4 2nd rates 6 3rd rates 7 4th rates 10 5th rates Moscscito cay 2 5th rates 16 6th rates 10 7th rates Along with the "Land sighted" thing that makes each port individual (E.g. the knowledge of shallows) so that a nation can be "experts" in their own harbors and players who have ships of lower rate will be able join without blocking the bigger ships from entering (a mistake you are getting yelled at right now) (a system based on total BR or rating intervals would also be better and more diverse than the current system)
  12. As a compromise, I propose that the Pirate Nation as it currently sits, be split up into a loose coalition(think EU4 HRE) between pirate clans. In other words, each pirate clan that owns at least one port becomes their own "Nation". Non affiliated Pirates or clans without any owned ports could still port up at these different pirate clan ports so newbies aren't left without anything other than free ports to use. In order to give Non affiliated pirates a chance at having a nation this would be the only case someone would be allowed to pull a flag from a free port (but only once per day or something like that). This has the effect of potentially having small enclaves of pirates setting up shop outside of the main pirate hub in the Bahamas. With the eventual introduction of diplomacy between nations, these same mechanics should then be applied to pirates between their loose coalition of "Nations", however Pirates and National's should never be able to make a peace treaty between each other. That does not exclude the possibility of some kind of ceasefire agreement where the National party in question pays some kind of tribute every week or so to the pirate clan or clans that signed it. This proposal would make Pirate internal politics closer to history (just "closer" not exactly) while still remaining fun and interesting. TLDR - Split Pirate Nation into a loose Coalition of PCN's (Pirate Clan Nation) - Only Clans that have captured at least one port are a PCN - Non affiliated pirates or clans without a port can port at any pirate port - Can still assist with port assault/defense - Non affiliated pirates or clans without a port can pull a single flag per day(make it cost labor hours and gold) from a free port - capable of creating pirate enclaves outside pirate coalition borders - National's and PCN can never be at peace - National's and PCN can have a temp cease fire but will require tribute by the National - tribute comes from the admiralty coffers(once implemented), amount decided automatically by game, no 0 tribute exploit for constant peace - if tribute can't be met hostilities continue - PCN's can make treaty's with other PCN's the same way Nations to Nations would be able to with each other - This includes war, peace, port access, etc. TLDR;TLDR - Pirate Nation split into Pirate Clan Nations (PCN) - PCN can only make treaty's with other PCN - PCN can not make treaty's with Nationals except to offer cease fire for tribute - Any questions you may have, might have been answered above so please go back and read
  13. This tribunal is against the clan KF(Kungliga Flottan) for abusing flag mechanics to prevent us from launching an attack on Codrington, at about 20:30 server time my clan was making preparations for an assault on Codrington. A player named "King Gustavus Adolphus" bought the flag and we figured they would bring the flag to Codrington, we set up just to the east of the port after a 10 minute sail. However judging from KF refusing to answer our question on where the flag was, instead responding with "buhu" and "We are playing the game how we want, just like you are..." A group of about 13 ships myself included waited outside Codrington for the entire duration of the flag, but it was never planted and trolling was the only response we got to our question. I originally didn't want to post this into Tribunal because of the flame war that it will most likely create, but for the sake of the game this blatant trolling and abuse of game mechanics has to be exposed. This was witnessed by many players in Sweden and succeeded in ruining the assault on Codrington and wasting the time of everyone that participated. Below I will provide screenshots of the flag carrier who turned out to be a Kadett that joined Sweden on March,12,2016. http://prntscr.com/anexat http://prntscr.com/anexr9 http://prntscr.com/anexx1 I will also provide the chat logs if a moderator would be interested. (To clarify this is not against all KF members, only those responsible for this abuse.)
  14. To whom this may concern, Since discussions on port timers windows in other "war threads" have been prohibited by moderators - this thread shall serve to inform the interested parties of the port attack windows for the Swedish ports during the current ongoing war. I shall only post the information - anybody is free to form their own educated opinion on the Swedish port timer strategy based on the facts. Anybody is free to engage in the usual "light forum PvP" flaming, if you so desire. I shall refrain from commenting in this thread. Hugo
  15. Greetings. Pretty much everyone being in port battles felt irritated by random people joining battle with small ships taking slot of your 3rd and above when you have your members prepared and you bought flag or prepared people for defense.This is my idea how to solve it , short but i hope you will like it. After planting a flag ships joining port battle (crossed swords) should be put in queue.Queue with 1 minute timer that starts after first ship join in.That 1 minute could be taken from 5 minute timer before battle. After queue timer would run off ship placed in port battle could be : -Ships with biggest BR. -Ships with clan tag shared with most ships in queue. -Time joining queue. 1 minute timer for queue should be enough for groups/clans prepared for atack or defense of port , because after flag is planted battle is filled in seconds or in a minute mostly.After queue ends and port battle starts ships that didnt get in should be placed in OW again. What about those joining later?Well if port defense (mostly because atackers should have all ships in togheter near flag carrier) isnt prepared before - all ships should be able to join in, even "randoms". Regards
  16. From the album: Naval Action SS

    My first PB lead with 8 ships in total.. 0 ships lost. "The British capture of Grand Turk" on PVP US-2

    © Lord Van Pelt

  17. It seems to me that the main problem with port battle is not the battle itself but how it`s is triggered… How about a system where conquest would be a bit procedural. What if all player could contribute to a system where basically AI would decide when and where to launch an attack. This is just a concept, I have actually no idea if it would work or could work, I haven`t think about all of it, think of it of the remains of a feverish dream. Let`s say we are all pawns of greater power, call it Admiralty or whatever, and this entity is actually AI for each nations. AI would decide when to start the port battle, based on the actions of the players, ally and enemies, in a certain area. Player could influence that decision by certain actions or by just merely being in the area. I realise it could be similar to POTBS unrest, but with more layers. All action would sent an amount of points to a decision pool, and once certains levels of points are reached, certain mission would unlock, to ultimately come to some kind of fleet engagement. Those points and the pool would be invisible to everyone -Lets say you roam an area at the border between two ports, certain points are added into the pool, you are basically patrolling an area, no mission is given you are just there on your own. -You attack enemy npc, more points is added to the pool -The opposite AI detect action and create missions to patrol that area, Player pick the mission travel to the area, more points to the opposite pool -The two player see each other, and engage, encroachement, more points -Both side trigger large npc fleets in the area, more people in the area, more encroachement -Area is in full contention, both side get more missions to patrol or to sink in the area -certain missions unlock to deliver supplies to border ports, those missions are filled, invasion fleet is ready -when there enough player of both side are in the area, a large marker appear on the ocean and a mission appear to everyone in the area, large fleet engagement, -the ai of the winner get to launch his invasion fleet, this would work like present flag delivery and port battle except the flag carrier is AI. Now this would be under the hood, you would only see the missions generated a bit the same way we have now, it will force to only have large battle when both side is present, thus making sure no battle would be empty of defender, you would not know the boundaries of the area in contentions, just a vague idea of where it`s at, that area could be still quite large, like a game day of sailing distance. AI would only pick border towns to create a single front line, and no border hopping
  18. A Beginner's Guide to Conquest By Infinite Amount Welcome to Naval Action, a sandbox open-world MMO about sailing ships in the 18th and 19th Centuries. One of the key "endgame" activities are something called Port Battles. These are part of the Conquest System currently in place (and subject to change). Port Battles are fun and impactful PvP fights which decide the ownership of ports throughout the game world. If you are reading this, I'm going to assume a number of things: (1) That you have never taken part of a Port Battle, and (2) you are unfamiliar with the terms that are commonly used for Port Battles. If it seems like I'm talking about what would be considered commonly knowledge or that my tone sounds condescending, just remember that others might not know what you do. (Another thing: This is a wall of text, because there is a lot of information that needs to be addressed. I'm sorry about that, but you should have enough time to read it while you do all your AFK sailing this game practically requires.) Overview. How a Port gets captured. Fundamentally, all port battles follow the exact same process: While at a port controlled by their faction, a player may buy a conquest flag for any port that's not controlled by their faction. An attacking player must sail that conquest flag to the port that it was purchased for. Once there, the Conquest battle for the port will start, between the faction that bought the flag and the faction that owns the port. If the attackers are victorious, then the port becomes contested, which means that players of both factions can enter it, and it will become one of the attacker's ports after the daily server restart. This is the basic overview of how a Port is flipped (switched from one faction to another). If a faction can do all of these things, they they can control the port. However, it is never just this simple. There are rules and strategy that cover every single step of the process. I will go into detail of each part of the process, and how you, as a pug player (a non-clan aligned player, usually not in voice chat. from the term "pick up group") can help. The first three parts will cover port offense, followed by a part covering port defense, and ending with a general conquest tips for actions that may occur outside of port battles. Part 1 Buying the flag. Buying the flag is only the first public step of any port battle. It is announced server-wide with the notification "[Faction] has created an assault fleet against [Port],[Port's Faction]". When you see that notification, it means that someone has purchased a conquest flat against that port (usually shortened as "pulling the flag" or "buying the flag"). However, pulling a flag is never the very first step. Behind the scenes, in TS servers and private chat channels, prepareation for a port battle has begun hours or even days before. Organizing funds and planning routes have already been done well before the flag is pulled. So understand that any public criticism for pulling a flag that's made on Nation or Global chat is way, way too late to change anything. If the first you've heard of a port battle is that notification come across your screen that an assault fleet has been created, then the people are are leading the port battle have already spent a lot of time setting it up. Similarly, if you think that your faction would benefit from controlling a nearby port, asking people in Nation chat to attack it, or why they haven't attacked it is not productive. Usually, there is an important reason why a port would not be taken, such as it is unfeasible due to distance or enemy strength or the capture window is closed. Also, you can check your map (M) and check the conquest information tab to determine what ports have already been captured that day. How can you, as a pug player, help at this stage of the port conquest process? Well, the answer is not that much. Simply, if the Port Battle organizers needed material help at this point, they would not pull a flag at all. Although, if you are in the area, you could probably ask your Nation chat who's organizing the battle and get on their voice communication system in order to coordinate better with the larger plan. If not, you will usually have time to get to the area of the port battle, and be able to assist in the later stages. Part 2 Planting the Flag. After the assault fleet is created (read:the flag is pulled), the flag carrier has exactly sixty minutes to plant the flag to its port. After sixty minutes, the timer expires and the flag disappears with all the money spent for it wasted. Because of this it is imperative to get the flag to the port as fast as possible and without being intercepted by any enemies (of any faction). If the flag carrier is sunk, the flag will also disappear and end the port battle process. How can you, as a pug player, help at the planting stage of the Port Battle? There are many things that you can do if you are nearby. One of the most helpful is to head directly to the port that's being attacked and try to fight any defenders there. Getting them into battles will prevent them from being able to intercept or sink the flag carrier. This is the single most important thing, as a pug player, you can do throughout the entire port battle process. Another thing you can do is to scout the main routes between the port and the other ports nearby, especially Free Ports. These are the routes that defenders will likely come to defend the port. Even just reporting their number, names and location in Nation chat can be extremely helpful. Fighting those defenders is also helpful. This entire process of escorting the assault fleet and attacking defenders is called Screening (at least by the US). There are a couple of things about screening that you have to understand to do it effectively. If you attack an enemy, you best be absolutely sure that the flag carrier is not going to be pulled into that battle. There is a term for attacking an enemy interceptor and dragging your friendly flag carrier into the battle. It's called "fucking up massively." You will very, very quickly earn the undying hatred of those who organized that port battle, and you will deserve it. I cannot stress enough how important that it is not to do that. Another screening tip is that when you fight the enemy outside of a port battle, you are not fighting to sink him. You are fighting to keep him in the battle. As long as he is in the battle, he cannot assist with the port defense. Fight strategically, not necessarily tactically. Part 3 Fighting the Battle. This is the meat of the port capture process, two massive fleets of powerful ships duking it out in order to decide the fate of a port. That's what Naval Action is all about right? You can write volumes and volumes on port battle strategy itself, which would be tedious to you to read and for me to write, so I'll make it as simple and as easy to understand as possible. A Port Battle pits an attacking team against not just the player defenders, but also a number of AI Martello Towers (3 for shallow water ports, 5 for deep). To win a port battle, the attacker must destroy all the tower defenses, and sink enough of the defenders to have a two-to-one superiority in Battle Rating over them. Port Battles are also limited to twenty-five ships to a side. So, what does this mean for you, the pug player hoping to join in on your first Port Battle? One, as victory is determined by battle rating, the attackers will need to get as many heavy ships into the battle as possible. For deep water battles, this means Ships of the Line and Heavy Frigates. Niagaras and Cerberuses should be the very last to enter so that they do not take a slot better suited for a 3rd Rate. For shallow water port battles, Navy Brigs and Mercuries over Cutters and Lynxes. If you show up to a Deep Water port in a Niagara and by entering you prevent a 3rd Rate from getting in, don't complain when you get bitched out over chat. You dun goofed. Two, do not bring AI fleets into port battles. Sure, that pair of cutters might be nice for missions and to keep from getting ganked, but in port battles it prevents more players from entering and at best all they'll do is sink, but more often they'll interfere with other players, including ramming your teammates. As port battles wind up being much slower (like, actually sailing at slower speeds) and much more claustrophobic than mission battles or open world battles, proper maneuvering is key in these fights. I don't know if you've ever actually watched how the AI reacts when close to multiple allied ships, but "ramming the shit out of them" is an understatement. Part 4 Port Defense. There can't be a port fight without some defense (well... there can but it's boring as shit). I don't really have anything more to add for the defense side, really it's just about preventing the same things the attackers are trying to do. Intercept the enemy fleet. If you can nail the flag carrier, do it. But the most important this is to get to the port! You have forty minutes after the "Conquest for [Port] Started" to get in, which is more than enough time to get to the port, unless you're very far from your nation's territory. Getting as many people in as possible takes priority over ship weight, although if there are five Mercuries and a Cutter heading towards the PB and there are only four slots left, the Cutter probably shouldn't enter. Just get to the port, while the port battle might be full, there usually are a ton of fights around it that you could help in. Part 5 Other Information Port Battles are usually fought a extreme range, at least initially. Long guns are the most versatile type of gun and are a necessity for Port Battles (although there is another school of thought that emphasizes the carronade's superior damage for the brawls that often occur near the end of the battle, but this means that you're combat ineffective until after the towers fall). Port Battles are fought at extreme short public notice (intentionally), so if you're a member of a larger nation and you want to take part, station yourself on the front lines for your nation. You'll not get a lot of sympathy for yourself if you complain about not making a port battle when you are based out of your nation's capital (unless you're Spanish on PvP1, which has it's own entirely different set of problems than most). Yes, you can board the towers. Don't as it won't stop them from firing and they have a disproportionate amount of Marines, making any boarding attempt costly at best.
  19. Short summary: Battle starts around 4pm EST(9pm GMT?) 11(Spain)vs1(United States) with 1 Spanish Surprise tackling 1 American 3rd Rate outside the port, battle commences and a very short time later both the surprise and American 3rd enter battle. Spanish players trickle in, American Belle Poule and another 3rd join in the defence. We have taken the Parole of those Spanish officers who survived the fight, they await in the city with hopes of a diplomatic resolution so that they may return to their homeland. The well trained crew will be kept in a camp until peace occurs, of course we find some Americans talking with these crewmen to tell of the wonders of America, of democracy, and of freedom... time will tell if this has any effects. Thanks for the fight Spain!
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