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  1. Dear Captains, with the portbattle launch the fact of diplomacy have increased much more then befor. To enter negotiations with other Clans, Guilds or Trading Companys it would be much easier to know a responsible person to address. I would prefer that this thread will only used to post the fact of the ambassadors. Negotiations could be better handled in PM-correspondence because I think many of you would handled this confidential. To publish coalitions we can made up a new thread if it is favoured. To make this thread consistent I would find it good to use a schedule: Nation Clan / Clan-Tag IGN (In-Game name, by multiple characters please the char. which is play for the clan) Forum-name ( for easier approaching please link your profile ( right click on profilname, copy link-address > mark the Forum-name and enshrine the copy of the profil-link)) secound language ( I now english is the business language and did should be the leading option, but sometimes it could be possible to hold conversation in other language) Thanks for your attention, sincerely Taito Magatsu.
  2. Open Forum Diplomacy needs to come back as part of RVR! Both RVR sides should communicate to each other about their gaols, what they intend, what is the impact etc etc in a declaration of war. And this is how it goes: Before or while attacking a region, someone on behalf of attacking clans do a formal war declaration here in forums. The info should include, what Clans and Nations will take part, and most important, what goals do the attacker have, for example: We take region A, B, C We demand you to stop reinforcing enemy screen fleet elsewhere We demand tribute We deman you to open/close certain ports Total anihilation: we will attack as long as we like ........ The attacker should mention what happens after the goals are achieved e.g. how long the RVR cease fire will be, etc. Someone on behalf of attacked clans responds immediately or later during the war: taking region C will threaten the population of our nation e.g. because of main crafting port area we will defend/not defend region A, B, C (avoiding empty port battles) we will use/not use the legal mechanic of changing timers we will take region A, B, C from the attacker we will demand reparations In the same Thread other clans could state, if they will help to any side. As it is of course hard to foresee how battles will impact on the participants, both sides, inform each other in the same thread about changes, ability to attack and defend. They can use their first Post, so it dont get lost because a lot of other people will comment with bullshit. I also will request elsewhere, that Thread creators should get the ability to open and close their threads, so a thread stays clear of trolling Why should someone do it anyway? if one side dont communicate, it leads to speculations Advantages for both sides: no unfounded "A want destroy B" accusations less empty portbattles and boredom statements of participiants don´t get lost in other forum threads less players leave game/nation to early or at all, because they think they are doomed bigger propability that a loosing nation can recover more clearity about who is with whom clarity about everything and less forum drama and bullshit Disadvantages: .... Please tell me, what should be added and i eventually will add stuff by marking it in another colour.
  3. Introduction Building castles in the sky! I have just about 200 hours invested in this game. Most of that during the sea trials phase when there was no open world. I have spend 40-50 hours in the open world now. I have yet to actually win a PVP fight, or buy/craft a first rate. I'm not very high level.Nor have I played any other games similar to Naval Action, or worked on a dev team. Now, having said all that, here are my thoughts on what I would like this game to be in my own personal Utopia. If you agree with any of it, please comment, and maybe we will see it implemented in future. If you disagree, please keep it civil. Nations [N] I understand the desire of many people to sail under the flag of a certain nation. I love being able to fly the flag of my mother country myself, something that I'm not able to do in a lot of games. Having said that, I'm enough of a history nerd that seeing the "wrong" nations present bothers me. I'd like nations restricted to their historical starting positions. See [OW2] for ideas on nations. Having said all this, if we get a Baltic Sea "area" implemented, and the Russian nation decides to sail over and occupy Haiti, that's fine by me. Each nation should have a national government which should be made up of representatives from each of the three organizations. [See N 4-12 for organizations]The national government should have the ability to decide national policies through a voting system incorporated into the UI. This system would enable a player to make a suggestion, with a time limit for his fellow members to vote yay or nay. A majority of yays would mean the policy could go into effect on expiry of the timer. National policies - A limited list of ideas for what these could include: Raise / lower national taxes on x goods by x%. Create / cancel trade tariff of x% on x goods for x nation(s). Declare war on x nation. Sue for peace with x nation. Accept reject peace treaty / alliance with x nation. Offer alliance to x nation. Announce blockade of x nation's ports, making it illegal for citizens to trade with x nation, and making neutral ships within x distance of each port legitimate targets for citizens of blockading nation. Cancel blockade of x nation's ports. Issue warrant for player x with a reward of x for his capture. Each nation should be made up of players belonging to one of three organizations; the navy, the merchant marine or private captains. Clans should not be limited to players of a certain type, but should be able to recruit all kinds of players. The Navy - The navy should have a rank hierarchy. To rank up would need xp gained from missions issued by the ai navy, or from fighting foreign navies, much like xp are gained in-game now. Each rank would allow you to command larger ships, just like it does at the moment. I would like to see a few differences though - each rank should allow you to add more and or bigger ships to your fleet. Also, a navy player should not be able to command the largest merchant ships, and the rank requirements for merchant ships should be higher for each ship comparet to a player in the merchant marine. The ranks would also determine a players ability to initiate port battles and conquests, with larger battles reserved for the higher ranks. Battle and other groups should be limited in size by a player's rank. Players of the highest rank would be eligible for election to the national leadership. The national leadership of the navy would be responsible for setting priorities for the AI controlled national fleet, issue contracts for ship construction, and send representatives to the national government. The size of the leadership would be determined as a % of the number of players belonging to the navy and updated at intervals. AI fleet priorities - These would dictate the behavior of AI warships, and would be set by the leaders of a nations navy within the limits set by the national leadership. They could include trade protection, defensive patrols in x province, blockade duties of x ship type [warships/merchant ships] in x province. The priorities could be set as a % of each ship type assigned to the various duties. The decisions would be voted on by the navy leadership at regular intervals, and decided by a simple majority vote. AI ship construction - The navy leadership would issue contracts for warships, to be payed for using the national budget as determined by the national leadership at regular intervals. The contracts would be open for a set time, during which player crafters could build and sell ships to the navy at the set price. At the expiration of the timer the contract would be filled by AI crafters according to crafting capacity, and assuming the navy leadership set a price per ship that allows the AI crafters to make a profit. Player crafters, of course, could choose to meet orders at a loss, should they choose to do so. Player owned warships - Individual players would acquire their ships by crafting them, buying them on the open market, or buying them from the navy. Ships sold by the navy should be offered at ai determined prices, forcing the national and navy leadership to provide them at a loss, thereby making taxes and tariffs etc more relevant. The Merchant Marine - This organization should have an appropriate name in each nation. For example, the British merchant marine could be called the Honorable East India Company. Ranks in the merchant marine should govern the maximum crew and fleet size, as well as how many and what type of commercial orders can be created by a player. Merchant marine players should not be allowed to command the largest warships, and the rank requirements for warships should be higher than for players in the navy. The highest ranked players would be eligible for election to the board of directors of the merchant marine. Their responsibilities would include setting the insurance rates as a % of the value of the cargo transported by captains who desire insurance. The money made should go into a central account from which any claims would have to be filled. Merchant ship building - Merchant ships should be bought by the individual players from AI or player crafters. Merchant marine escorts- The board of directors would be responsible for issuing contracts for the construction of escort ships to be allocated to AI escort captains or sold to Merchant marine players who wish to take on that role. The ships would be payed for with money made from insurance profits, if available. Private Captains - These captains are free to play what ever role they desire in the nation. There should be no leadership for private captains, apart from the national leadership. Ship availability and crew/ fleet size should be dependent on player rank, and players should be restricted from owning the largest warships and merchant-ships. Letters of marque - These should be available for purchase by private captains, and be required in order for a player to purchase any but the smallest warships. Import / Export permits - These should be available for purchase by private captains, and be required for trade with ports outside the player's own nation. A separate document should be required for trade with each foreign nation. Sailing without a letter of marque / shipping contract - Sailing in a warship without a letter of marque would classify a player as a pirate and make him liable to be attacked by players of any nation as well as AI patrols. Sailing without an import/export permit would classify a player as a smuggler and make him liable to be attacked by a navy player of any nation as well as by AI patrols after his ship has been inspected. Outposts should be build-able by merchant players. Navy players should be able to build naval bases. Independent players should be able to build bases. Naval bases should have increased dock-space, but be unable to construct resource buildings such as farms. Outposts should likewise be limited to more civilian / trade focused buildings. Pirates Pirates should not be a nation. Piracy should be a legal status, as as such anyone wanting to play as a pirate should simply engage in piracy. It should not be possible to start the game as a pirate, although a new character could make himself a pirate instantly by illegally attacking a ship. Pirate havens - Pirates should not be allowed access to normal ports except through the smuggling mechanic. Instead, each island/ selected islands should have a hidden pirate cove. Players would identify these by engaging a mode in-game and sailing near / around an island for a sufficient time. Once identified, a pirate cove would be claimed by a pirate as his base, providing dock & warehouse space. Smaller versions of production buildings would be construct-able in pirate coves, reflecting the illegal nature of society in these places. I'm sure some unique ones could be imagined, making some form of profitable production possible for pirates. A cove could be shared by a number of pirates, such as a clan. Such groups would still not be considered nations though. Progression Different types of players should gain XP in different ways. I have listed the various player types above. Navy players should gain rank in the navy through earning combat XP. I see no reason to change anything about the way such XP are awarded at the moment. Navy players should earn less XP through trade. Let's say a 50% reduction, just for the sake of argument. Merchant players should earn XP through trade. Just like combat awards XP based on damage done, trade could award XP based on profits earned. Not simply on money made through selling things, but on actual profit. This would incentivize players to find profitable trade routes, as well as motivate them to sail farther afield despite the risks of piracy etc. Merchant players should earn less XP from combat. Let's say 10% of combat XP from battles where the merchant was the aggressor, and 90% from combat where the merchant was attacked by another player. After all, we don't want merchants to just linger in the safe zones! Diplomacy See [N 3] for how wars are declared, etc. Member(s) of the national leadership could be designated as a diplomat. A diplomat would use a UI function to propose/demand terms in order to agree a peace treaty. Once the dipomats have agreed terms, they would become available for ratification in the national leadership UI. All this should have real world time limits, enabling offensives, victories and losses to influence negotiations in progress. Diplomats should also be able to hammer out alliances using a similar system. Alliances should enable ships from separate nations to enter battles on the same side when fighting nations they are at war with. National leaderships should be able to define separate tarrifs for trade from allied nations. Intelligence Gathered by spies and networks established in enemy ports. Each spy/network would be able to gather only one type of intelligence. There ought to be four types of intelligence: Military, Commercial, Diplomatic and Technological. Military Intelligence- This would cover the number and type of ships based at the port as well as the number of troops and forts. Commercial Intelligence - This would cover stockpiles of goods, needs, availability and prices. Diplomatic Intelligence- This would cover any treaties, wars, orders, etc. currently in force. Technological Intelligence - This would cover the currently available technology, and perhaps give a chance to acquire same. Employing spies- Spies would be open world NPC's with skill levels and experience. They would be employable by players, nations, and companies. The employer would be charged a salary cost every day/month/year to keep the spy in his employ. Networks- A group of spies deployed in the same port by the same employer would form a network. The larger the network the more information it would be able to provide. The larger the network the easier it would be to detect. Counter-intelligence- A police chief/policemen would be other employable NPCs in the open world. They would limit the amount of intelligence enemy spies can gather, and also give a chance of capturing the spies working in a port. Ports and Capture Port capture should take place in phases. Phase one would require a declaration of war on the nation owning the port. Phase two would be a port battle as they are currently present in the game. In case the aggressor is victorious the next phase is enabled. Phase three would involve landing a force of soldiers to take control of the hinterland. The soldiers would have to be transported in on merchant ships, and there would be a timer for this activity. The troop transports would be intercept-able by defending ships. The number of soldiers necessary would be determined by the size of the target force, as well as any defending troops. If a sufficient number of troops are landed in phase three, the port is considered occupied. An occupied port contributes taxes to the occupying nation, and any buildings/ships are inaccessible to players from the original nation, except as per the smuggling mechanic. To gain permanent ownership of a port, it has to be ceded as part of an official peace treaty. This would slow down & hopefully limit zerging. Each port should have a governor. The governor would be responsible for local taxes and docking fees. He would be able to use this income to construct defenses and improvements. Possible improvements include infrastructure, such as roads which would give a bonus to any production buildings present. Housing, which would give a bonus to population growth. The governor could also invest in crop diversification, or introducing new industries, each of which would result in new production buildings becoming available. Each effort would have a real time implementation period, as well as a resource and money cost, and would have a chance of failure. Economy All ports should have a maximum capacity for buildings, determined by their population. Players should have priority in taking up this capacity, but any unoccupied capacity should be filled by AI producers. All goods should be produced in buildings either by players or AI. No goods should "drop" at any port. Goods should be transported by AI traders to meet first basic needs of ports lacking that good, and secondly luxury & production needs. Goods not produced in the Caribbean (or any other area)should need to be imported to that area from an area where such goods are available. All production buildings should be construct-able by players in ports where production of that good is possible. Production buildings should have needs. These could be basic, e.g. food for the workers, as well as advanced needs, e.g. a sugar farm would need slaves and fertilizer. These needs combined with the needs of the general population of the island would dictate prices in the local market. AI traders and small craft should follow routes designed to meet the needs of the cities. Sinking them should be a means of economic warfare, and protecting them should be important for players. The triangular trade was of enormous importance to the major powers at the time of the game. Thus I'd love to see it represented in-game. In case political correctness is a concern, slaves can be referred to as indentured labor. African indentured labor should originate in Africa, obviously, and Chinese indentured labor should be available from American ports. Historically the Chinese laborers arrived a bit later than the game period, but i suppose that can be forgiven. Players should be able to set up contracts offering loans of all kinds of money which would be repaid with interest determined by the lender. Players should be able to send trading ships on runs under AI control, to help keep important ports supplied. If a ship is lost under AI control it is destroyed. Goods transported this way would be sold to the shop in the target port, or delivered to the player's warehouse, depending on the player's choice when setting up the trade run. It should also be possible to ship owned goods from a warehouse in this way. More than one player should be able to join their AI ships together, creating convoys that sail together. It should also be possible to define the route taken by a convoy, and to drop off ships at ports passed. There should be an option to purchase insurance for any cargo. Insurance rates should depend on a player's history of successful or otherwise delivery of cargoes during his career. It should be possible for players to sell insurance to other players as well, at any rate desired. Crafting & Ships Each nation should rely mainly on ships historically employed by that nation. Blueprints for non-national ships should be more expensive to get - perhaps only obtainable through technology espionage. Upgrades should be craft-able, and dependent upon crafting level, so that only an expert crafter is able to craft the best upgrades. I do like the book system that we have now, so perhaps upgrades could be "learnt" from books, and then require a certain level to craft. Crew/Marines/Soldiers Crew should be recruit-able in ports subject to limitations of population size. Crew should be divided into categories according to skill levels - Landsmen (a small malus to re-load times, sail setting etc), Seamen (no bonus or malus), Able Seamen (a smal bonus) and priced according to their skill level. Lower leveled crew should be upgrade-able once they gain some experience. Crew should require food and water to be carried in a ship's hold. Lack of either should lead to crew deaths. Food and water should be consumed over time, limiting a ship's radius of action without replenishing these supplies from a port. Related to the above, relevant illnesses, such as scurvy, should be modeled, along with preventives, such as vitamin c rich fruits. Marines should be recruit-able for navy captains subject to the same limitations as crew. Soldiers should be recruit-able by port governors for defensive purposes subject to the same limitations as crew, and the availability of defensive buildings with spare capacity. They should also be recruit-able for merchant and private captains, subject to the same limitations as crew, for the purpose of port capture. Soundtrack I would love to be able to listen to a soundtrack of period music, including both instrumental/classical music popular at the time as well as shanties and sailor's songs in general. To make this even better, the soundtrack ought to reflect your nationality, so that a British captain would hear, for example, Hearts of Oak, but a Danish captain would not. Open World (OW) Spotting distance- I would like this to depend on the mast height of your ship, as well as the mast height of the other ships in the area. A cutter would not be as easy to spot as an SOL, etc. Related to this, I would like national flags to be rendered on open world ships, and I'd like the ability to fly a false flag. Just like in history, it should be illegal to fire at another ship while flying a false flag (unless you happen to be a pirate!), and there should be penalties for doing so. This would necessitate the creation of a system like the RN's private signal, or, in modern terms, IFF. A hotkey ordering the crew to hoist the private signal would do. The other ship would then respond, or not. A nice ( and i hope) simple way to introduce some more tension! Further, it would be nice if ships sank below the horizon, or vice versa, rather than pop in and out of view range. Size- this is definitely utopian, but hear me out. I'd like the world extended to the west coast of Africa and Europe, as well as southwards along the coast of South America. This would have several benefits. Portugal could become an in-game nation. The safe zones could be moved to the European coast for most nations. See other relevant sections for more detail. Alternatively a sort of off-map boxes could be used to achieve the same effect without having to create a huge map with all the problems that entails. Such a system could also be used to link a series of smaller maps, or theaters. The Caribbean would obviously be one. The Mediterranean could be another, the Baltic a third. Perhaps the English Channel and part of the North Sea would also be a nice addition. Off map boxes - These should rely on a teleportation mechanic that charges money and is not instant. I.e. to send a ship to the Baltic from the Caribbean could cost 50,000, and take 1 hour of real time to arrive. It should be possible to teleport ships with cargo in the hold when traveling to/from off map boxes. The same mechanic could be used to travel between separate map areas. This teleport should not work directly from port to port. Rather it should create a random-ish exit point on your current map. Once you reach that exit point the UI should prompt you in the same way it does on approaching a port, and by cicking the prompt you'd initiate the teleport. The player should be prompted to return to his outpost, like after losing his ship in battle (if the time delay mechanic is implemented). Winds- I would like the wind to be more closely based on actual weather patterns. With somewhat predictable winds, players will be channeled into certain routes/choke-points where PVP combat will naturally occur. Of course, due to the speeding up of time, real world patterns would not work well in game, but something similar to them, with an element of randomization would be very nice indeed. See here for animated wind map: http://yachtibis.com/caribbean-weather/ Ship inspection - Navy players and AI patrols should be able to perform an inspection by remaining close to a ship in the open world for a certain amount of time. Only after such an inspection is carried out should any smuggler status be revealed to the inspecting fleet. Ports- Each port should have a population. The size of the population would dictate the needs of the port, which in turn would dictate prices in that port's market. Shortage- A shortage of essential goods in a port should lead to a decrease in population in that port. Workforce- the available population should dictate how many production buildings can be constructed in that port. Exploration - The Caribbean was more or less fully explored in the geographical sense by our period. Exploration should follow the idea of the historical artifact good available now. These should be sub-divided into, for example, Mayan artifacts, Voodoo dolls, etc., as well as natural history artifacts, such as new species of insects etc. These should not be available in shops, unless they have been sold to the shop by a player. Instead, there should be fetch quests along the lines of the current sealed bottle mechanic. These should come from buildings available to governors to construct in their port. These buildings would be named after, for example, The National Geographic Society, depending on the nation. They could also be generated by ship's officers, with the relevant skill. Navigation - At noon each in-game day the ships position should be marked on the map. This should be weather dependent and in-exact to a degree. AI ships should spawn at ports, and require resources to build. Hence, if I sink an AI snow, the owning port would spend enough resources to rebuild that ship as it re-spawns it. AI ships should have proper missions. Hunt merchants, escort them, protect an area, etc. AI ships on a protection mission should attack players and other ai that intrude on their turf. There should be enough AI ships in the world to keep the economy going, but not so many that players can make no difference. Not that the role of the AI ships should be to keep the ECONOMY going, so simply to spawn as random targets! NPC Characters All NPCs should have appropriate skills, and be able to acquire more through leveling up. The employing player should be allowed to control the leveling up process, but if the NPC leaves his employ and is subsequently hired by a different player, it should not be possible for the new employer to re-arrange skills already gained. NPCs should be randomly generated and become available to employ in ports according to a logical system. A national capital should have more NPC available than other ports. The numbers generated should also depend on the type of port and the population level. NPCs should be transportable, just like the trade goods representing various persons we have in-game at the moment. There should be employable officers with a portrait and name available. Each ship should have slots for an appropriate number of named NPCs, effectively replacing the perk mechanic. Officer NPCs should give bonuses in suitable areas, according to the experience level of each officer. Each officer should have a chance of death in combat, and in case of capture should have a small chance of becoming available to the capturing player. Buildings should require NPC managers, with skill levels governing the output of a building. Each NPC should have, and gain as they level up, skills relevant to their position. The skills should provide bonuses and maluses, giving the officers a sense of personality. Example skills could be natural scientist, which would generate mini-quests that give the player a chance of acquiring valuable goods such as "insert name of rare butterfly here". More examples to come. Player Characters Avatar - Each player character should be represented by an avatar. I love the art style of the game so far, and I'd really enjoy a full length portrait of my captain wearing the appropriate uniform for his nation, rank and organization. Name - I'd love for each character to have a first name, a family name and a nickname. There should be some form of personalisation or role-playing aspects to a player character. The ability to buy a home in a port, preferably with a nice piece of art to enjoy. To find a wife, even if she is nothing but a portrait. To have children once a wife is present. These children could then grow up to be NPCs in their own right. In-game Encyclopaedia I would like to see one. I would like it to contain entries on the nations in the game, the history of their presence in the area, as well as entries on ports containing a brief history and perhaps basic information such as what production buildings are available there, populations size and type, current owner, etc. Sailing I'd like to see leeway modeled in the open world. I'd like to see the open world ability to sail directly into the wind changed to more realistic behavior. PVP I can't state strongly enough the belief that artificially encouraged pvp doesn't work well in an open world game. If you want merchants for pirates to attack you need an economy with appropriate game-play loops for traders to engage in. Rewards to motivate people to take the risk of being attacked by pirates. The economy is the bedrock on which the rest of this game should rest. Damage & Repairs In addition to sail damage I'd like to see rigging damage. To repair this would necessitate a new type of consumable. Crew damage should be split up into the various crew types outlined above, and dependent on hit location. Thus, chain to the sails and rigging would be much more likely to kill topmen. Damaged and destroyed cannon don't seem to have any impact after a battle at the moment. I'd this to be changed. I'd like to see weather damage to rigging and sails, as a consequence of raising too much sail in strong winds. Missions Passenger mission. Port to port. Fishing contract. Catch x amount of fish. Issued by ports lacking in food and at risk of population shrinkage. Ships Fishing vessels. Ability to convert traders cargo space to horse/cattle transport. Add passenger capacity to all ships. Ability to convert cargo hold to troop transport I'm done for now. I reserve the right to add more ideas, should any occur to me.
  4. An Act Declaring a cease in hostilities between the United States and the Royal forces of Great Britain Be it enacted by the President of the United States with the authorization of the Senate of the United States of America in Congress Assembled, a cease of hostilities will now exist between these two nations. The treaty as agreed to by both parties is as follows: The military forces of GB and the USA will immediately cease RVR hostilities against each other. The US will release control of the Bahamas to the forces of GB. GB will transfer the port of redacted for security in the Bahamas to the US as soon as possible. The US will authorize trade deals with GB for white oak / teak The US and GB will normalize relations and inform each other of authorized national diplomats Signed, Lord Drax President of the United States Lion Shaft Vice-President of the United States -Ratified by the US Senate on 01/08/2018 -
  5. Today, on the 16th of June, the US Clans have finalized the Constitution of the United States. This will be a living document and new senators will be assigned and amendments will be made. A glorious day for democracy and a glorious day for the United States of America. United States Constitution
  6. Statement of Understanding and Non-Aggression Date 17 September 2017 On the one hand, the United States of America. On the other, the clans of Spain TEARM and ARM. 1) By this treaty, the parties commit themselves not to make war between them, neither in PVP nor in PVE establishing an area of influence for each one of the parties. 2) The United States will have its southern border in a line between the cities of Cayo Biscanyo and La Desconocida, to include the cities of Bimini and Little Issac’s Rocks. North of that line is sovereign United States territory. To the south of that line ARM and TEARM will be able to conquer cities in the shallow waters or shoals. 3) This demarcation line will not stop the US from attacking Pirate (and other nation ports except Spain) to the south in the interests of protecting the sovereign national security of the United States. The same as ARM and TEARM clan, can attack any port north of that line of every nation but US. 4) This pact only affects the clans of Spain TEARM and ARM. The rest are not included in the agreement although they probably will not attack the US. 5) In the future, if both sides want to advance in friendly relations, they are permitted to sign an alliance agreement to fight against common enemies, such as Pirates. Bellaco Lord Drax Officer of the ARM clan President of the United States Ratified by US Senate: 18 September 2017
  7. There is currently no place for the EU server where people not involved in inner diplomatic circles can know the newest diplomatic developments, so I thought I just start this thread until something better will be set up. As you will see, its pratically a copy of the Global servers thread by Teutonic. I have no connections or information channels yet since Im pretty new to the game, so please inform me here or ingame about any wrong information or new developments. I will try to get more involved going forward, but if somebody already good connected wants to take over this thread, he or she is very welcome! Altough I know there are already agreements, I've set default War? until I get otherwise notified. If there are crucial specifications to the respective agreement, please inform me so that I can clarify the description. I will try to update this thread accordingly as regularly as I can. Also, please feel free discuss the feasability of the following format! As I said its just copy and pasted. Format will be as follows: War -- A significant proportion of clans (either per number or size) has officially declared war against the other nation, with a clear wargoal (f.e. to take certain ports). Hostile -- There hasn't been any official statements/declarations of war, but there are frequent attacks and conquests. Neutral -- There are neither (regular) hostilities, nor any additional agreements made. Agreements -- Trade agreements, NAPs, NIPs, Port Agreements, or other limited agreements will define this slot. Description will specify the agreements content. Alliance -- An Alliance is made when a significant proportion of clans (either per number or size) within a nation are in agreement. Greyed Out -- means there is additional confirmation needed. Clans Agreements: If a Clan wishes to have agreements be made public, they may do so, otherwise nothing is official. Ideally, each agreement-info-comment is described by the respective nations, clans and specifications involved. See the SAPA-post. I'll give a short description á la Format above and will then link your comment so anybody interested can look at the details of different involved parties, etc. Maybe this way we can pass by the problem, that diplomacy is essentially Clan-based. Politics/Diplomacy United States of America Verenigde-Provincien : Neutral Espana: SAPA[c] France: War? Great Britain: War? Denmark-Norge: Hostile Sverige: Neutral Pirates: SAPA[c] Verenigde-Provincien United States: Neutral Espana: Hostile France: Neutral Great Britain: Trade Denmark-Norge: Hostile Sverige: Neutral Pirates: Hostile Espana Verenigde-Provincien: Hostile United States: SAPA[c] France: Neutral Great Britain: Hostile Denmark-Norge: Hostile Sverige: Neutral Pirates: SAPA[c] France Verenigde-Provincien: Hostile Espana: Neutral United States: War? Great Britain: War? Denmark-Norge: Hostile Sverige: War Pirates: War? Great Britain Verenigde-Provincien: Trade Espana: Hostile France: War? United States: War? Denmark-Norge: Hostile Sverige: Hostile Pirates: War? Denmark-Norge Verenigde-Provincien: Hostile Espana: Hostile France: Hostile Great Britain: Hostile United States: Hostile Sverige: Hostile Pirates: Hostile Sverige Verenigde-Provincien: Neutral Espana: Neutral France: War Great Britain: Hostile Denmark-Norge: Hostile United States: Neutral Pirates: Neutral Pirates Verenigde-Provincien : Hostile Espana: SAPA[c] France: Hostile Great Britain: Hostile Denmark-Norge: Hostile Sverige: Hostile United States: SAPA[c] Regards! Merijn Van Roij
  8. Hello, I was wondering what are the pacts made between the nations so far before the wipe? One month ago sweden and danish have planed to be allie against the others ones. Now France is facing Swedish zerg AND Danish AND Spanish in our own water on testbed. Is it a secret alliance of 3 nations against France? If so, the quickest we know the better it is. It's hard to make people going back in game and it could be bad for the game to see them leaving the game as soon as it start because they are zerged. The position of France is easy : Wait & see. It's seems useless on our opinion to start planification of diplomacy before have judge and test the natural balance on the differents nations. Some nation may be more populated than expected and may not need help to expand when others may suffer of bad propagand and beeing more weak than expected.
  9. I always ask myself why pvp1 and pvp2 were sharing the same forum on national news. It was propably to hide the few activities on pvp2. now that both server will have enough drama (politic off) and I hope people to share good time should or good fight, do you think it's time to have one server per server to make the things more clear?
  10. On this day of the 20th March 1817, The honorable Sovereign Council of the new France, Composed by the following clans : [ACR] - Alliance des Corsaires Royaux [EdR] - Les Enfants du Roy [ER] - Escadre Royale [FDT] - Flotte de Défense Territoriale [FED] - Feydakin [GRF] - Garde Royale Française [INB] - Imperial Navy Bonaparta [MRF] - Marine Royale Française [OCG] - Online Center Gaming [SPQR] - Senatus Populusque Romanus [UGLY] - Les Affreux [ZF] - Zulu Family Declares : "We, the French clans, have decided by a common agreement, to sail into the new world called "PvP Europe" to give the best sailing conditions to our captains, especially being able to sleep at night. By this, we are waiting new informations from the developers about this new world ("Server switching" conditions and Port Battle windows) to keep our community united in this new adventure." This declaration has been signed by the following clan leaders or main officers : [ACR] - Major General La Fayette [EdR] - Kierrip de Badas [ER] - Groslulu77 [FDT] - Takatounikey [FED] - Eskiwit [GRF] - Moncalm [INB] - Alex Iron [MRF] - Edward Teatch [OCG] - Carcharodon [SPQR] - Candac & Wolf74 [UGLY] - Castel [ZF] - Zulu One
  11. The US Nation hereby decrees The Chijohnaok Doctrine. The occasion has been judged proper for asserting, as a principle in which the rights and interests of the United States are involved, that the American continent, by the free and independent condition which they have assumed and maintain, are henceforth not to be considered as subjects for future colonization by any Eastern Alliance powers. Any future incursions into US home waters outside of the US nation's prime time will be met swift and decisive action during the evenings upon that nation's home ports and economic bases. We will reduce you to one port whether or not you show up. Whether you cry on the forums or not. Our borders are currently defined as such and are considered home waters. Said map is subject to change should we decide to Manifest Destiny.
  12. I suggested this in a different thread and section and it was recommended by some that I bring it here: A port reset should happen on a time schedule almost like a sports season. If the Devs implement an admiralty points system, all admiralty points earned by a nation during a "season" could then be totaled to determine the season's "winner". Everything a player does that is productive should earn at least some of those points. That way traders, crafters, port battlers, PVE-ers, and PVP-ers will all have some role to play in a nation's victory or defeat. Individual prizes could be awarded to stand out players. Infractions and national players who are convicted in tribunal could result in a loss of some admiralty points as well.
  13. Queridos compatriotas! El estado de nuestra nación es conocido por todos y no solo por los nuestros, sino también por el resto de naciones. Hemos estado en guerra con nuestros vecinos de USA desde hace ya bastante tiempo. Sin embargo, recientemente hemos recibido una propuesta de paz. Por su parte los diplomáticos enviados por los clanes de TDA y TF hablan sobre entablar relaciones de amistad y cesar las hostilidades. Esto son los términos propuestos: 1- TDA y TF se ofrece a devolver los territorios de CUBA que controlan para que tomemos el control de nuestra isla de nuevo y podamos defendernos nosotros mismos a la vez que devolvernos la zona de los novatos de la facción. 2- Se cesarían las capturas de puertos pero se mantendría la posibilidad de atacar flotas de ambas naciones. Por nuestra parte un grupo de clanes y capitanes libres nos hemos reunido , debatido y hemos llegado a una conclusión por nuestra parte pero antes de dar una respuesta queremos consultarlo con el resto de compatriotas para conocer su opinión y si fuera necesario cambiar la respuesta. Firmado: FCE CGH PU EI SIR KAOS BSG LMD
  14. I would like an open discussion to see where Individuals, Clans, and Nations are as far as diplomacy goes for after the port wipe. There has been a lot of bad blood and alot of personal attacks and it has created a lot of poison and made the game toxic (at times). While there are other nations with their own diplomacy stuff to consider, I will start with my own (personal) stance. US, GB, VP, and Pirates. Its a vicious war and I have no qualms with continuing it. BUT not to the point where pirates take a capital or the pirates capital is taken (no nation will be able to resist Pirate Immunity, it will be a bum rush). This is because that will force the pirates into an alliance thus breaking what it means to be a pirate. Whether they cap or are capped the end result is the same. Additionally, the loser can also abuse their alliance to join battles and take up spaces and troll etc. I am on the fence on what to do, I back GB's US alliance 100% and would not support any peace if it meant they fight alone, but I also do not want to see Pirate nation ruined by a bad mechanic. (Thank you devs, we all know you work hard and that this is not the final product and was the lesser of several evils given your constraints o7) War or Peace among nations, that's what this thread is for. Please post your thoughts for your nation and your allies/enemies. This is not a thread to formally agree to anything, just a way for us to brainstorm and get what we're always saying and thinking written formally down.
  15. Herewith the the united clans of the Dutch Nation are announcing that De Republiek der Vereenigde Provinciën is represented by the honourable Dutch Nation High Council of the Dutch clans AIE, ARSE, ASEET, CMD, DAS, DKF, Gh0st, LIONS, PFK, PPP, PVP, RL, 7UP, WIC, WOLF, XIX Chairman of the Dutch Nation High Council Oliviervdp [XIX] Spokesman of the Dutch Nation High Council Dick Brave [WOLF] and the Ambassadors of the honourable Dutch Nation Diplomatic Corps Amplify [PPP], Dick Brave [WOLF]), Niels Visser [7UP] (interim) (interim) (interim)
  16. All this diplomacy is real intriguing. I'm having a blast reading the stories from the beach. But I fear that once I get back and boot into Open World, I'll not have a clue what to expect from the first ship which sails up to me. How about when I click a ship, I see in the window the RoE state of that player? Basically hiding all complexities that the diplomatic mechanics brings down to one state: Friendly Neutral Hostile Where friendlies can not attack me (or are turned to Pirate). (The second is the "easier" option because then friendly Pirates can still attack one-another, although it could also serve as a measure against damage farming.) Neutrals can attack me, but it is likely frowned upon. Hostiles will simply run in fear of my approach. Off topic: the diplomatic mechanic itself and all current treaties.
  17. NATION INFLUENCE MECHANICS Balancing the Conquest Hi Devs, First of all I would like to congratulate you on the astonishing achievement you have done so far! We have dreamed of this game, open world, naval battles and the era… Thank you! Your game is truly amazing! Please forgive me for the comments below as I’m not telling you how to make your game. But we are your players. We are here, playing and testing the unfinished game because we care. We want to help you to shape it in the perfect game blockbuster on par with those titles out there that have millions of player base. Speaking from MMO experience Alliance-War is too linear for player driven politics. You also have nations that right now mean very little, and you have player clans that mean even less. Voting: Forcing people to do something (like voting) is generally a bad idea and sooner or later you will walk away from this model. When you announced the voting system we have already start working on how to exploit this to our advantage. Democracy or voting will not work on public level. Nation’s clans will start working together and forming alliances behind the vote system. Clan leadership will decide who they are going to be allied with and tell their players to give their votes where its needed. This is what going to happen and if some players will disagree they will be kicked from the clan. Why not give the tools to clan leadership anyway? My proposal is (if you going to keep this system) if player is in the clan, then he has no vote - clan leader decides on their behalf, if player is without the clan then he votes personally. If clan leader is being a douchebag, set vote against the will of the majority and players of the clan disapprove they will leave the clan and form new one. It will sort itself out. However I’m all against this system and here is why... Food for thought on current politics system: IMO, you are working on politics way too early. We need more reasons what to fight for. There is really only one reason so far - the territory, but it's flawed because of its simplicity and lack of tools. There is no other reason really to control territory other than to annoy your enemy. Also The Caribbean is a very small territory. With current game mechanics its easily covered by 150 people that are online and its already feels tight. What is it going to be like when you have 5k people population on the server? Free Ports will be camped and become bottlenecks of the game life. Also the War on Nation level should last for months not days. The alternative: What about Nation influenced territory and Clan controlled ports that are driven by clan’s actions and Nation influence. Clans can only control ports that have enough of their nation’s influence. The Influence: All clans contribute to their Nation’s influence through their gameplay (wealth, production, conquered territory, but also by reducing your enemy influence in the area will increase your nation's influence in the area). Each Nation have capital and 2 other key ports (3 in total) with Influence level 5 (max), which means it can’t be caped. Those ports have everything they need to survive, craft and produce, but in limited numbers as its overpopulated.. The further away the territory from the capital the less influence point it has of that nation and harder to control, but the richer the resources and faster production and other boogie woogie bonuses you might think of. The lowest is 0 influence. No ports can be set there by the nation if it has 0 influence there and all ports will be lost if influence drops to 0. The higher the influence of the nation the higher NPC defence. Distant territories require lots of work to increase influence to setup let alone hold territory. NPC defence tools: Higher influence allows to build higher level port strength, have more powerful cannons, have larger amount and ship size of NPC ships that patrol the area. The further away from the capital the harder it is to keep the influencer level, which means less defence tools available. Those ports will mainly be protected by the players themselves. Best resources and production bonuses should be in those distant territories. If you are an enemy NPC port patrol will try to chase you and sink when seeing you on the horizon. Nation and Clan politics: On Developer level (Game Master - GM) you need to be able to influence politics to be able to keep balance in the game. The nation's relationship needs to be controlled by GM. The Governors of the New World of the Caribbean's did not decide whether they are at war or in alliance with other nations. They were simply told by the rulers in Europe. Situation in Europe decided for them. GMs needs to be those “rulers in Europe”. So, GM must be in control of the politics on the nation level. This also give you the ability to bring deeper storyline to the gameplay through monthly or quarterly patches that brings news story, new nation relationships etc. Nation standings (set by GM through the storyline and 3-4 month updates): 1. Alliance (nation) - as per above your post, can enter ports , attacking give gruesome consequences, can assist in battles as long as the enemy is not an ally or at peace. Attacking an ally will flag you as crim for 24 hours and give some crim points. Sinking, caping, stealing cargo will increase those crim points. Ports that have high enough influence of your nation will have NPC patrol of your own nation chasing you while you are marked as a crim for 24 hours or when you get enough crim points and become a proper crim. Must pay fine or NPC patrols will keep sinking you until you lose equivalent in ship costs etc. Being a crim makes you a fair target to anyone. 2. Peace (nation) - can enter ports, can’t attack, can’t assist. Attacking another player that is in peace with your nation will also mark as a crim for 3 hours and give crim points, but not as much as when attacking an ally. Free-trade rules applied in relationship of trading. 3. Neutral (nation) - to enter ports must buy trade licence for each specific port to enter (expires weekly). Can’t assist. Attacking neutral player will not mark as crim, but give same amount of crim points as attacking player at peace. Accumulating enough crim points will flag as a crim permanently until fines are paid or you’ve been sunk enough. 4. Free Trade (nation) - same as Neutral, but no trade licence is needed and no ports fees paid. 5. De Facto or Pre-War (nation) - state that reflects relationship between the two states in practice, but not necessarily ordained by law. Can attack, Can’t assist. Can’t enter ports - has trade embargo on trade goods delivered from ports of Nation in Pre-war state unless flagged as contraband. Attacking will not flag as crim or give crim points. Taking cargo from Pre-War nation doesn’t flag it as stolen and can be traded without discounts to NPC. 6. War (nation) - can’t enter, can’t assist. Attacking and sinking gives glory points to player, reduce influence points of the enemy and gives influence points to your own state. Caped cargo traded normally as Pre-War. This system, controlled by GM will control player behavior in general and naturally influence gameplay balance where its needed through continues game progression and further relationships built or destroyed. Clan politics: Players must be in control of their clan diplomacy against other clans (not nations). Clan standings against each other are also driven by Nation’s Diplomatic standings, but in some cases can be overruled by clan’s standings. For example the fight between two clans from different allied nations over a territory is still possible if clans declare war. Declaring war is like buying a flag and lasts for 7 days making clans at war a fair target to each other. Example: France and England are allies, but French clan A declares war on English clan B and despite that two nations are allies in general these two clans can freely attack each other for 7 days and are treated as if they would have been at war on nation level. Clan standings are set by clan’s diplomats and used as a diplomacy tool only, while Nation standing still apply. Example: France and Holland are at war, however diplomats from French clan A and Dutch clan C decided not to attack each other despite that their nations are currently at war. They both have set their standings against each other’s clan as a Peace. This makes their clan members to see Peace flag on their ships when they meet out in sea. Attacking them will have normal consequences designed by politics mechanics and current political state between France and Holland (War), however this might bring a tension between the two clans or maybe even punishment from your own clan for attacking an ally. This system has multiple flows, which can easily be flowed by having enough alts in the opposite faction allowing significant influence on voting in favor of one faction and on GM level you can’t even control this. Pirates Because pirates are not a nation, a pirate character (born or made through gameplay) should have nationality. Pirates is a faction that has various pirate professions or types of activity. Profession is picked at any free port much like current smuggler tag and gives specific to this profession bonuses and has 24 hour cooldown before another profession can be picked. Filibusters - in service of no one they free roaming the sea. True to their name they hunt lone traders, trade caravans and even military fleets. You can become a pirate or born a pirate (same as now). Picking up this profession flags you as fair target to everyone. Filibuster gets bonuses in exploration, ship speed and maneuverability in the open and in battle. Corsair or privateer - in the service of a specific nation. Letter of Marque gives them license to kill a particular enemy nation. His black flag will be accompanied with the flag of nation he serves. For each player ship sunk corsair receives payment from the crown. Corsairs can also be hired by player clans to help them fight other clan. Corsair is treated as a member of the nation where he received the Letter of Marque until it’s expired. Note: This profession can also be picked by a member of any nation without becoming an actual pirate. Head hunter - if there is a bounty on someone’s head Headhunter can take the job and claim the prize. This does not apply when the prize is for another pirate’s head. Headhunter is able to track his target down, pinpointing his location on the map Raider - a pirate who is set to attack and plunder settlements. Receives extra rewards in successful capture. The are no Neutral ports. There are only Free Settlements that claimed freedom from the crown and answer to no other nation. Because of that they are a welcome refuge for any pirate. Because Pirates are not a nation, but a faction they cannot claim any ports. Instead they have access to any free port that cannot be captured. Pirates make leaving through combat in the open sea, capturing traders and raiding ports for plunder. They also have easier access to rare “treasures” such as Pearls, lost Crowns etc. All that allows them to buy necessary resources to cover their ship expenses. Using a network of smugglers they are able to secretly trade with all nations. Pirate faction also has their own influence just like the other nations. Higher level of influence allow them to enter more Free Settlements and have there better prices. The Map Right now travel is done in two phases. Long and annoying sail to a destination, then a “save” of location through creation of outpost and fast travel. Sooner or later we have a nation or a faction that covers the entire map and can zip around real fast. Massive sea space becomes very little as life is now based around those Free Ports. Access is everything. It determines the value of the ports. Those ports that are closest to the free ports are valued more than the others. With the proposed Influence System there will be a zones that are harder to conquer, but have better resources and productions. This will make larger points of interest that attracts players so you don’t have to roam around for hours to find targets or any other p2p activities. ---------------- Other little things that would make this game a real pearl. 1. F2P will always attract more player base, but we do understand that you need to make revenue. Game could sell things that don’t have impact on the combat efficiency, so players who spends lots real money won't be in advantage. Instead Naval Action Store (NAS) could sell customization items for the ship and your character. Needless to say that all customization needs to be within the spirit of time. You can sell for real money even ship customization slots for each ship. For example one slot can allow you to customize sails, another name of the ship. All customization is bound to a specific ship and gets destroyed when the ship losses last dura. 2. Identification in the open sea. Simply clicking on the target is easy… too easy. Would be nice to have a spyglass that gives you the information of the ship you are looking at. The information received and the maximum distance is determined by the quality of the spyglass. Besides you could sell in the NAS componentry for decent spyglass. Among the current information we get from selecting the target the good spyglass should tell the speed of the ship and the quality. While looking at the ship through spyglass the assessment bar is filling in. It could take some time for the bar to fill in completely and to “assess” the ship. Once done you should be able to see more details such as how many dura left, upgrades installed etc. At the end of the day those things would have been visible in RL. Maybe even create Assessment Perk that will allow you to assess ships faster. Lots of cool food for thought 3. NPC trade caravans as mission for Pirates. Takes cooperation and lots of pirates to take on fully protected caravan, but rewards are also great. 4. Port battles done vs actual forts on land 5. One of a must have customization is a ship name and various designs of the carving that can be applied to display given name 6. Nation flag on the ship in the open sea. It is much better to look through spyglass and try to recognise the flag of the ship that is chasing you instead of simply clicking on the ship and get the lazy info. 7. Trader’s Network (TN) aka auction house. If you really want to drive player economy this is a must have. Make it more interesting. In order to get the info player needs to buy and maintain pigeon post. TN does allow you to buy remotely and place delivery contract so other players can pick it up and deliver anywhere you required. This promotes player trading, smuggling, and of course piracy. I can probably think of another 2-3 dozen of things but you get my drift. ------------------ More than happy to discuss in private all of the above if you decide you want to use any of these ideas. Im off to hunt me some traders. Yarrr! [bLACK] Koltes
  18. 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?
  19. On behalf of the nation of Danmark-Norge, the Royal Danish-Norwegian Navy [RDNN] announces the launch of its national Teamspeak server. Any and all captains sailing under the white cross is welcome to join the server and get access. All Danish clans are invited to join, regardless of their stance towards the National Danish-Norwegian Council and any participation in the meta-game. The National Teamspeak is an offer to all Dane sailors, whether they are members of a clan or not. Independent players, privateers (kapere), have their own rooms and their access will enable them to participate in nation events alongside clan players. We have dedicated War Rooms for organising PvP and RvR in cooperation between clans and players of all creeds. To get access and dedicated channels for their clan, Clan Leaders should register on the website and go ahead to this forum and make a post. More information about the server is to be found here: danmarknorge.org/teamspeak Jump on the Teamspeak Server here: ts3server://na.danmarknorge.org Diplomats and representatives of other nations are invited to come on our TS to be granted access to our diplomatic channels, and communicate with our Ambassadors. (The Teamspeak server was created with the Danmark-Norge population on PvP1EU in mind, but should there be a request for it an expansion to include Danish-Norwegian players from PvP2 can be done.)
  20. Today I stumbled on the returning issue of information and communication, or rather a lack of it. Diplomacy has proven to be an important part of the gameplay. For that reason councils are in established to lead the faction politics. it is to my understanding a council consists out of clan representatives who by a defined proces, determine the faction policy of treaties, declarations of war etc etc. Often players are asking the acual status of policies or they are being told by other players, often this info is conflictive or incorrect. When discussing these issue players are often blamed by other players that they should turn to the council for information or join a big clan and inform themselves that way. It seems rather awkward to me to relay the responsibility of information to the players themselves instead of keeping this to the ones who deal with the diplomacy. In fatc as in real life they should bare the responsibility to inform the faction players. It then would be appropriate to inform these player regardless of clan or puppie status and more important they should be informed in time and via offical channels. Official channels; not random players (like it is now). A suggestion would be to create faction childboards in the forum in which a council can make an official declaration. In the current gameversion it is not possible to inform players so it would be nice if appointed council representives send the diplomacy information via the faction chat. Even better would be to create an in-game status board in which appointed moderators can announce and alter the diplomacy status, day by day. Next step would be to link this status to the same attack procedures we see with our own faction ships/players in which the user will be banned to the pirates once they continue to attack a friendly vessel. My 2 cents
  21. First I would like to add that this only works once diplomacy is added to the game, as it would probably make a lot of use out of the planned diplomacy once added to the game. So don't take this as something I personally think needs to be added RIGHT NOW kind of deal. Now I will explain the title in short here for those who are TL;DR type people. Though if you are on the forums and are like that while playing a game like this where travel can take hours and you have little to do, then why the heck are you playing this game or on the forums!! Haha! I have only been playing this game for 81 hours over a week from when I start writing this, so yeah I have less power over what should and shouldn't be in this game, but as a lover of this type of game and by that I don't mean ships on the sea in first/3rd person battling, but as a lover of tactics and trade using a faction based system. But I think I have ways of making certain aspects of this game great or maybe even perfect for all types of players. And I will list some of these and go in depth in this thread about some of them, so read on if you want but if you hate walls of text which I tend to make most the time, then skip down to the TL;DR part of each section or just read the conclusion of each! --------- Illegal Trade. Short info: We have all seen the AI ships who sail around with the big red letters in their info saying “Contraband”, we have all at a time probably salivated at the sight of these fellow faction AI who hold goodies. But I want to expand or have the DEVs expand on this concept. How? Adding a blackmarket system and need and demand to the game will help with this. This will work on a AI based soft system of diplomacy which isn't controlled by the player. How this will work is the mayor or leader/populace of the said port will have random spats or taboos on certain IRL days or even weeks which will change or jump at a certain reset day so you don't or can't just farm or prey on one location all the time and camp it. By it I mean a system of contraband items for certain ports. This will work on the reset and soft diplomacy system so that those ports will have a black market for certain goods which are already in the game or not in the game yet so the Devs can by them self expand on the idea. Things like alcohol/wine/spirits, Slaves or even weapons can be these contraband goods. So a port will put a restriction on certain things, like booze because the leader of said port just doesn't want drunk rowdiness to happen or drink related crimes. So they slap the port with this restriction, then a tab will appear for said port and the price of say, rum, will ten fold making a use for it in the world which just isn't there at the moment. Slaves can also be a part of this, having a player based vote system on how and if they want the use of slaves in their factions ports. Weapons are another fun one to work with, this will be more a part of another suggestion I have and will explain more later. What does this add? Well this adds one thing, more reason for PvP and more reason and possible gains for players who want to make money in alternate ways. It will increase PvP because in certain areas around or near the said port will become no go zones for those items you hold in your cargo. So when you enter with these items in the circles around the ports (SHOWN HERE: http://imgur.com/tStIB0A) which have said item under restriction you will be highlighted or seen as someone holding contraband and can be attacked by your own faction and allies which have diplomatically aligned with you. I know this is why the contraband system was added for in the first place and I totally did take this idea from the DEVS them self as I can see they plan to line this contraband system up in a later patch or update. I just want them to know it is a very good idea. Conclusion: Contraband system for ports and players so they can be targeted by allies and have some kind of risk in safer areas and possible more gold earned for that risk in trade. This will help piracy and trade adding more PVP and PVE content to the game and being more realistic/fun. ----------- REBELLION AND UPRISING Short info: A system which works along side the diplomacy. When nations all band together, port citizens and people who live in the towns around the ports may be upset or will become upset about some of these alliances, so what do they do? They rebel against these decision and fight or take over the port. Also if something is contraband and isn't supplied by black market from players they will try overthrow or take over the port. How does this work? Basically the diplomatic system the Devs add will most probably cause some nations to just band together and never break away from each other ever. In the start of these merging of cultures and alliances will cause a lot of citizens to act out and cause problems for their towns as visitors come and enjoy their port, food and their daughters . So what do you think they would do in this situation? Well they act out and try a show of force to challenge the powers in place to get things changed. How it works with the illegal trade is these ports who have high risk of rebellion and incited rage will ask for weapons and explosives. And you, can chose to sell it them and supply them with the means. Or you can help quash the rebellion/uprising by stopping players selling to these ports. Once and if the port/citizens are successful the port will become a neutral type or hostile port where no one is able to sell to the port or the buildings are razed in the port so production for a week or so in real time is no longer producing at the rate they were prior. Also killing other players or boats around these ports will also add a fear based reaction. The more pirates attack or plunder a port(if and when added as a means to not just take over a port), the fear of the citizens will increase. It will also work the other way around, the more missions done for the ports and kills of pirates around these ports will decrease the fear. Also adding a system where the pirates can pay and support rebellion/uprising to make it later easier for pirates to take over the port for them self. This adds more tactics for the pirates to expand their reach over the other factions and makes them a bigger threat in the game other than someone who will kill you on sight. Now you will have to watch out for the port screwing you over due to a crafty pirate who helps them out. Conclusion: This will add more for pirates to do as well as non-pirate factions to watch out for, causing some ideal trade locals to lock down and for more profit and expansion in the long run. Also countering allying with to many factions and causing a power Vacuum. The more players a faction has considered also by allied factions will cause more ports/towns to rebel against it and want their own ways only and giving a closer to home problem to deal with in game other than staying close to front line ports for your PvP action or fun. This will also help PvE players have something else to do later in the game as you can add anti-rebellion based actions similar to the mini-game you have for boarding a ship. Making it so you can add troop ships to the game where you hire buccaneers or military from said faction to 'board' the ports and clear/stop the crazed citizens. Overall I think this would add a hell of a lot to the gameplay and would be very exciting for people who like management based gameplay. ---------------- PIRACY Short info: Piracy needs more things to make it more viable in game. How I plan on changing this in a suggestion is to add certain quality of life things. Also a possible system which helps players do mean things to other players and still not be considered instantly a pirate for those actions until properly caught or they 100% agree to switch sides. How will this work? Simple. We add more aspects of piracy that existed in the first place. I will do this in order instead of in a huge mash of words together. First. Hideouts, I will list things this can do below. 1. Add a cave/hideout system to the game. Basically you make ports of your own but without all the flashy side of real ports. You as a pirate in a clan(must be a clan, or you are just really really rich or in a group), will put your money and resource together and if in a good location you can place a small hideout which you can dock/hide your ship in. 2. These hideouts will hide you so you can make a base of operation close to a faction or deep in the factions territory, think of routes where traders take in their goods, you can have the hideout close by and use it to launch attacks from the inside and make some good cash and cause a ruckus. 3. Hideouts will be hidden to all factions but Pirate. And all will be shown on the map if invited to see them by other pirate clans and you can pay for using them to hide in. You can pay that said clan to be able to hold loot in said camp. 4.You will only be able to hold one ship in this hideout with a max amount for players, so if you have a clan of 20, and the hideout can only hold 10 players worth of ships in it, then you can't place your ship or keep a ship in there until someone takes away one of their ships. So another hideout will be needed to be made as more ships would make the hideout bigger and visible to other nations. Or a system where you can have unlimited ships here but a limit to how much until it becomes visible to all on the map. As more ships and people the more known around it will become to info brokers. 5. AI will be able to make them randomly throughout the week, only player made hideouts that have been upgraded properly will be able to hold loot in them. Also you won't be able to keep your boats here as they will randomly move every week. 6. Information/interrogation. A mini-game system added or just a flat out way of getting information from a pirate player. Once and if you capture a player pirates ship you not only take the ship, you take the pirate and interrogate them for information on the location of their hideout if they have one. This gives factions a reason to takeover the pirate ships no matter what they are sailing to get information on what they are up to in the region. Second is info brokers. Info brokers. This is needed in game. Someone you can go to in port and pay them a certain amount of money to tell you where pirates have been sighted, or where a AI based Hideout is so you can attack said hideout and get their loot and just out right root out the pirates from the area. This will show a general area of where pirates are, in a circle bases highlighted area so you can have a possible warning system as to where not to go. Of course this circle will not move at all so you constantly know where the player pirates are. But it will help some traders out possibly or scare the hell out of them. This is also a good money sink for the game! Info brokers can have multiple functions and things you can pay them to do. Such as giving you info on what is selling/a price list on items in all ports in a certain area. Telling you where pirates are that are player pirates not AI. Telling you what ports plan on rebelling or what their fear level is. Telling you where a pirate hideout is that is AI based and more. There are many things this broker can do for you the possibilities are huge. Third is Bounties, faction relation/fame and infamy. As a pirate you want to be known. Infamy can make a player feel proud that his making an impact on the game as a whole. A list can be added in major ports which can be taken down by players as names to remember. The players deeds can be added on this board as info and money can be put on their head by AI and players. So if you even attack a enemy ship which is AI this will impact and put your name on the board as wanted by that nation. To receive this bounty you must capture the said pirate and in a quick yet functional way they will be jailed in some way and you will be paid for it. A dead or alive system for this could work too. Alive you get more but dead you just get a set amount. This system wont hinder the captured player. Once Captured you will just instantly spawn at a port of your faction but the bounty will be taken and your infamy will reset or lower considerably. You will also gain fame. More ports you capture for your faction, or actions you do for the populace of the Caribbean will increase your popularity meaning you can be a lawful player who gets things done for the good of the sea you travel. This would just be more a Epeen stroke and not really gain you anything other than the bounties you collect but overall this adds a reward type system to players who want to play a certain way. Fourth. Ship capturing. The idea to remove AI ship capturing was smart in my eyes. Sure with the state of crafting at the moment it was kind of the worst time to make that update and remove this cheap source of fodder in game. But it was needed for crafters to actually profit and make more types of ships. But as I said, it was flawed due to the poor crafting system in place (not saying I hate crafting I just think it is too slow for the pace of PvP. And the sake of PvP). I think Pirates should be able to capture AI ships. It makes sense for them to do this so why not. Players doing it who aren't pirate it just makes it to easy but it is a must for pirates as it is a dog eat dog world for them and they can be ripped off easy by their own. Maybe like someone else had suggested, you make it so only Overworld roaming AI ships can be captured, or make them a little weaker then the fully crafted versions. But still let them be captured. They are pirates for christ sake not people who are meant to do good. The change at the moment only makes sense for non-pirate factions as taking a ship for your self is against the laws of some nations at the time. Fifth. Bribes/Ransom. This is pretty self explanatory. Players can pay pirates to not be engaged in battle. This happens before the battle starts in the prep phase. A player can offer a amount, and the pirate can counter offer or set the bribe/ransom price. This will let pirates have a possible gain on cash and get away before enemy ships enter the fray on the traders side or let the Trader get away with all his/her resources. Overall this would add a gamble situation to pirate ganks or even nation ganks, making things more interesting. Another thing to add to this system is a cooldown. Once a bribe/ransom is done, the pirate player becomes invisible for 300 seconds or more, giving time for them to leave. And for 24 hours of real time that pirate can't attack the same person that gave them the bribe, nor can the person who gave up his/her money, attack the pirate in question. Conclusion: Well all these things make sense if you read it. But it opens up pirate play or reasons to be pirates on the PvE and PvP side of play and increases both play styles for normal nations and pirates all at once. Why would we not want that? ----------- I hope you guys enjoy this idea or ideas and add your own thoughts in the comments! Thanks for your time.
  22. 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
  23. Hello all, Just a few things i was wanting some input from the player base. First off I personally feel like the entire game is headed down the same path as Pot BS. With that said the developers seem to be trying to make a certain group or player base happy, and not focusing on the game mechanics as a whole to make everyone equally happy. Lets take a look at port battles, who can organize in just a few short minutes and then only have 2 mins to join after that. Nothing like that even makes any sense. You would think that the developers would want to see a fair fight for that port in general but instead all you see is this one sided battle that get blockaded by the bigger force leaving but a 25 ship battle vs 5 towers. Is this even a fair mechanic? Every nation is left out of their own ability to participate in defending this entirely. DEVELOPERS rework this please! There should be a count down with a 24 hour timer so all the time zones can coordinate to defend properly. and the defenders should have the ability to teleport directly to the battle to defend since you are not giving us any other means to get there. The mechanic as it stands is the bigger force gets there prior to the flag being pulled and blockades it then pulls the flag with an equally sizable force and a screening fleet. How are we even suppose to get to the battle? this leaves the bigger nation the ability to take as many ports as they want. There is ZERO balance to the port battle system and it needs to be reworked seeing how this is the only way we are able to even craft ships period is through conquered ports and trading between them. How is a nation suppose to even exist when u make it so easy for the biggest nation to sweep and mop up the all the smaller nations. Maybe make it more and more expensive to pull flags after you conquer so many ports? That would slow them down enough to let the beaten up nation regroup at least a little bit. But this last min 45 min flag timer has got to go, you are leaving no room for all the time zones nation wide to participate and make arrangements, It would be nice to "accumulate points" either from sinking traders, or players to initiate your intentions to raid that port. Once there is enough chaos in that area they can start the conquest and have a 24 hour period to begin. that would slow the conquest of the map down considerably and make these port battles actually worth something besides a 100 xp and 2k gold power house sweep for these overpowered nations. Port battles are a huge deal, you are stripping a nation from their property, people live in these cities operate business' and live life, is it really realistic that a port can change hands 10 times in a week? Really now this is not a realistic concept that should be embraced by our development staff. Again, make port battle a great feat!!!! Make people want to be there, Make it a worthy spectacle and let others who cant join be able to spectate!!!! that would give the game alot more meaning in my opinion. What do yo all think?
  24. Призываю русскоязычные кланы открыть свои посольства в прикрепленной теме англоязычного форума Ambassador Office. Форма размещения посольства: Нация Название клана / клан-тег Ник на форуме официального представителя клана (желательно связанный ссылкой с профилем на форуме для переписки в личной почте) Язык для общения послов (желательно владеть в том числе английским)
  25. Призываю русскоязычные кланы открыть свои посольства в прикрепленной теме англоязычного форума Ambassador Office. Форма размещения посольства: Нация Название клана / клан-тег Ник на форуме официального представителя клана (желательно связанный ссылкой с профилем на форуме для переписки в личной почте) Язык для общения послов (желательно владеть в том числе английским)
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