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Found 24 results

  1. We're a clan which has existed since early Alpha. At the moment we're just a few swedish players, whom have been exploring all the fun in this game. But with the Early Access coming we're hoping to expand. We're all very comfortable with the english language and don't mind players from other nationalities joining our ranks.Ofcourse english will be the primary language when that occurs. Our primary objective is to have fun together. Being able to participate in everything this game has to offer is hard when you're alone. Portbattles, Group PVP and shipcrafting is alot easier in a clan. We're fully aware that people have other stuff to do and won't participate in everything the clan does. Portbattles might not be the thing you love most about the game, but a clan need traders aswell. A crafter won't craft many ships without resources. We have been working together with HRE (another clan playing for Sweden) when it comes to Port Battles, shipcrafting and other things related to this game. To achieve great things, people must work together. We feel we've been successful in that area, since Sweden has been competative throughout the whole alpha, allthough having a smaller playerbase than other nationalities close by. But why would you play for Sweden? A small nation with few players and starting with even fewer ports. Because going the easy way is not for everyone. Reality shows that we will not compete with Brittain for world dominance. But history is filled with stories like David and Goliath. We all know that the hard won fight feels much better than the easy fight. We all know that those who face the hardest resistance, who fight for a just cause, are the ones who will be remembered. For a direct contact send a message here on the forum or ingame to Tomms123 or ingame to Gustavus Adolphus Magnus. You can also just leave a comment direct here in the thread for questions. Our only requirement is that you play for Sweden and want to have fun. It doesn't matter how good you are. But being nice to other players is expected.
  2. 07 mates. i got a question regarding the 50k flag. does it save when you move nations. or you need to start over again. thanks in advance.
  3. Attention all sailors, This is Captain Biggus Dickus, an old-time pre-wipe veteran in Naval Action, and currently I am preparing to go back into game after not playing for more than a year. Any nation willing to foster and take care of me until I get back on my feet? Thank you.
  4. I have a very simple request: The ability to turn chat off. FYI: I am aware that chat can be turned off currently, but I feel the ability to turn them off individually is needed. I have frequently found myself in situations where I wish I had my chat turned off in battle. The chat can at times be damaging to the enjoyment of Naval Action - I'll include a few examples of common "chat scenarios" in Naval action - I'm sure most will agree: 1 vs 1: "If I had a better ship, I would have beaten you!" 2 vs 1: "Are you too scared to fight me 1v1 you pussy???" 1 vs 10: "Why are you running away you little prick, this is our waters! Come and fight - are you scared!!?" 1 vs Trader: "Friends..? " Because of the way this game works you can lose many hours of "productive" game-time in just one battle - nobody likes to lose a 5/5 Very Fast ship...This can cause people to react irrationally and become very offensive towards players that they otherwise wouldn't. Most games do not have this element of risk, therefore chat often becomes more personal than what's commonly seen in online games. Especially "1 vs Trader" has gotten me many times - how can you sink a guy sending that message? Basically allow us to turn off chats individually in options, I'd like to see a block chat for each "Chat-tab": Nation, Clan, Global, Trade, Help, Battle (Team), Battle (All), PMs. Possibly have the clerk list in battle-chat who has it turned off so people won't write for no reason - I think this will prevent many arguments with your enemy in battle.
  5. I have a few suggestions for fixing the pirate nations. First off, a little bit about me, the most recent wipe will have been the 3Rd wipe I've been through. My first outing as a player was on the pve server getting my sea legs. Soon after I transferred over to global to start sinking players! I'm not by any stretch an expert at pvp and I rarely participate in rvr as I find it rather boring so take the following observations and suggestions for what they're worth. 1. The Pirates as a "national power" is simply absurd. How this managed to make its way in to a game rooted in so much realism is simply beyond me. This should not and can not be. As it stands, smaller nations act more as pirates (or privateers if you rather) than the Pirates do themselves. They should be based around open world pvp with the occasional sack of a town here and there. - Suggestions: - Pirates should be a faction based solely around pvp where only the most veteran players find success and Profit, thus pirates should receive higher rewards for capturing and or sinking ships. Furthermore pirates should also receive a significantly higher sell price for ships back to the port. To offset this, pirate pve missions should remain open and visible for the duration of the mission, as any ship being attacked would certainly be signaling frantically for help while being attacked. Player engagement timers are fine the way they are. Other national factions should receive a slight buff in income of pve missions, and a significant buff in income from sinking pirate players as they are a scourge on the open seas. (maybe also receive a slight buff to income for sinking war targets if the alliance system were to come back, which I think it should, pirates would not be able to participate in diplomacy) 2. Pirates should neither be able to capture nor lose ports. - Suggestions: pirates should not be holding regional capitals, that's absurd. Instead the Pirates should have a total of 4-6 ports spread across the map from which to base out of, free towns would be a good idea, they would also be the only faction able to teleport between free towns so they may move around and plunder different areas with impunity. Raising hostility would do 2 things. First stolen or contraband good would be produced only in ports that the Pirates have raised hostility in. The goods would be extremely cheap and have very high sell prices in other portions of the map which does 2 things, brings more traders to the are where the hostility is raised and offer more gentle players in the pirate nation a valuable trade good to generate cash. The amount of these goods available should reflect the amount of hostility in the region. Another interesting thing would be to raise pvp rewards for killing pirates where the hostility is above a certain percentage. The weight of said goods should reflect the value. Should the Pirates set a port battle, the port battle should be a "raid". If the Pirates succeed in the raid, they should hold the port for 3 days after which it reverts back to its original nationality prior to the raid. After the port reverts, the port can not gain hostility for a week and the hostility will drop x amount per day back to 0 before the 7 days has elapsed. During the occupation, pirates receive a 25% discount on all resources in the port both npc and player contract items. This could extend to ships on sale as well. Pirates also would have free repairs and crew replacement in the port during the occupation. 3. Pirates in lineships -Suggestions: pirates should be limited to the construction of a level 2 shipyard. With a discount on the amount resources for crafting 5th and 6th rates. I would say that pirates should have no access to lineships at all but I feel that would take out a lot of fun for the faction, perhaps pirates sailing a sol would suffer speed, reload, and maneuverability penalties. National powers should receive a discount on the crafting of 1St, 2ND, and 3Rd rates. These discounts would also vary a slight amount based on the amount of regions held by the nation. 4. Victory marks Suggestions: since pirates would have no way of obtaining victory marks, I think a variant of the conquest mark system should be implemented. Once a region reaches 100% hostility, pirates should get an injection of x amount of combat marks instantly, however only players that get a certain percent of the hostility will receive them. Also, if the port battle is won they should receive x amount of additional combat marks each day the port is in their possession which would again apply to only the players present at the pb. This would hopefully encourage the Pirates to open up multiple fronts against multiple nations. These are a few of my suggestions and ideas. Let me know what you think.
  6. I think the idea of rewarding each player of a nation depending on the nations success is genius, cause it could promote PvP, RvR, and acting for the nation in general. But just handing x Victory Marks to each player is way to simple... Its not fair, cause some players did more, some did less, some did nothing, and some are alts. Its not rewarding individual actions. Players are promoted to join successful nations, not to do more PvP and RvR. Especially for new players free tradable marks equal lots of free money. How it could work: 1: Measure individual effort. Keep it simple. Take the kill counter, and extend it to "amount of BR sank/captured in PvP". Participation in a port battle provides extra boni. Maybe call it "National reputation points". Optional reputation gain for specific PvP could be increased, for example within your nations area (coast guard gets rewarded), or while a PB is active to reward screeners more. 2: Multiply Victory Mark costs and rewards. You cant hand out 0.25 marks, multiply all numbers by 100. 3: Bind marks, Permits and BPs to the character. The goal is to reward individual effort, not the rich guys and their alts sitting in port. Also people shouldnt be able to sell their marks or items only using marks, cause thats destroying the income-cost-balancing. It would make sense that ships including a permit cant be traded aswell. 4: Remove permits from shipbuilding. The current system only works with tradable marks. In general it would make most sense that each player cares for his own permits, not the shipbuilder selling the ships. Add an additional slot to place the permit in, without permit the ship cant leave port. To trade the ship, players need to delete the permit. 5: Fair distribution of marks. The winning nation gains a pool of 100 marks per active player (14 days). Each individual player gains Victory Marks = [player reputation / average reputation] * 100. I think other nations should be rewarded aswell with less marks per player, but thats another topic. 6: Balancing. 7: Think it further. Maybe reward economic actions aswell, to promote more people to craft for the nation. Each ship you crafted e.g. could grant a tiny amount of reputation when someone else (from your nation) sinks someone with it. I think we had this with XP already, did we? Should be easy to implement then. Tell me if i missed something, if you see problems, or if you got other/further ideas. Thanks for reading!
  7. IDEA FOR NEW NATION MECHANIC This system would address the following issues: 1. Would provide a good starting point for new players to run missions, explore the map and trade where there would be less PVP ganking, as only pirates would be a threat. Would then have option of entering the PB RvR world later if they wished through 'privateer-naturalisation route'. 2. Ends the utterly daft and unrealistic situation of Pirates as a nation sailing in fleets of SOL's and threatening the Ports of large powers. (Which imo is currently ruining the entire Pirate experience atm). Pirates would now have to behave like Pirates and would be heavily outgunned at National Hubs having to make use of 'Hit and Run 'tactics . Being a Pirate would be HARD (The big pirate clans need to just just go and join a nation like everyone else if they want to RVR/PB/sail 1st Rates) 3. Would make Free Ports (and Safe Ports*) far more interesting hubs of trade and commerce 4. Would create some interesting dynamics with regard to the use of 'Privateers' in RvR skirmish and hostility raising 5. Would make 'Pirates' a real threat but (probably) less numerous and spread more evenly across the map 6. Would allow players to explore different aspects of the game and would provide more 'fluidity' in nation Balance of power 7. Would rid need for 'forged papers' and players would now never be in a 'dead end' with regard to their playing careers 8. Allows players the option of a Merchant/Trading Profession without national constraints 9. Would also open the possibility of 'WANTED' Bounty Hunting Rewards (killing Pirates) 10. Has more 'historical accuracy' than current system displays IDEA: Every Player begins as an 'Independent Free Trader'. NOT a member of any nation More Free Ports added to Map and they would be in 2 Categories: 'Free Ports' and 'Safe Ports' The only difference being that 'Safe Ports have a protection area around them (as national ports do currently). INDEPENDENT (FREE) TRADER This would be the starting default setting for the beginning player. They: - Can ONLY sail, fleet or build 5th - 7th Rates!!!! - Do NOT have National Ports - CANNOT take part in Port Battles - CAN dock at ANY Port but must pay a tariff (except at Free/Safeports) (dont pay if smuggler flags enabled) - CAN build outposts and Buildings at Safe Ports or Free Ports - CAN teleport from Free/Safe Port to Free/Safe Port (*except below) - CANNOT attack other players (*except Pirates see below) - CANNOT be attacked by other players (*except Pirates see below) (or if smuggler flags enabled) This provides a safe(er) envronment in which new players can learn the game, trade, explore the map and be (relatively) safe from pvp gank, while they decide how they wish to play the game. The player then essentially has 4 Options: 1. Remain an Independent Free Trader 2. Become a 'Privateer' for any 'adopted' nation (NOT simultaneously) 3. Become a Privateer for an adopted nation and THEN 'Naturalize' and become a National 4. Become a Pirate (Players will have the ability to revert back to any of these states, but at a heavy price, see Below) PRIVATEER: AT ANY TIME Independent Free Traders can sail to a Nation Capital and acquire (buy) a 'Letter of Marque' (Ref 'Kotles' idea June 2) for that Nation. When activated the Player is a 'Privateer' for that nation and: - Can ONLY sail, fleet or build 5th - 7th Rates - CAN dock at (adopted) National Ports (no tariff) and Free/Safe ports - CAN NO LONGER dock at any Port (except as smuggler in trade ship in usual way) - CAN be attacked by any players of other (warring?) nations - CAN attack players of other (warring?) nations (not 'Independent free traders') - Can build outposts and Buildings at Free/Safe ports - CANNOT build outposts or buildings at the (adopted) National Ports (yet) - CAN teleport from Safe/Free port to Safe/Free port (but NOT national Ports (yet) - Can raise hostility and skirmish during PB's (although not enter the PB itself) (Becoming a) NATIONAL: After a certain amount of experience is gained while a Privateer for an adopted Nation the player then has the option to become 'naturalized' and become a member of the nation in the normal (current) way. (Thus unlocking 4th-1st Rates, Port Battles, Teleporting between and building Outposts and Buildings in National Ports) Then able to Build Outposts at National Ports but loses ALL Outposts and Buildings at Free/Safe ports and the ability to teleport between them. A Naturalised Player can revert back to Independent Free Trader at any time (after 1 week) BUT will lose any Outpost or Buildings in the National Ports (and then loses PB and 4th-1st Rate Sailing ability) OR: Player can remain a National Privateer OR: Become a 'Pirate' PIRATE: Independent Free Traders can 'hoist the Jolly Roger' and become 'Pirates' Once Jolly Roger is hoisted the player becomes a Pirate and loses any Outposts or Buildings at Safe Ports and ability Teleport to them (But retains Outposts and Buildings and ability to teleport between Free Ports) - Can ONLY sail, fleet or build 5th - 7th Rates!!!! - Do NOT have National Ports - CANNOT take part in Port Battles - CAN build outposts and Buildings at Free Ports (NOT Safe Ports) - CAN teleport from Free Port to Free Port (NOT Safe Ports) - CAN only dock at freeports (NOT Safe Ports) (unless smuggler tags in Trader in usual way) - CAN be attacked by any players - CAN attack any players (including Independent Free Traders) Pirates also have the option to get in a Trader Ship and Activate 'Smuggler Flags' and Sail to a National Capital. where they can 'Make Reparations'. Upon paying a (large?) sum of gold the Player loses all Buildings and Outposts and becomes a Privateer for that nation (from where (after 1 week) they can then revert back to Independent Free Trader) I cannot see any obvious alt (or otherwise) exploits of this (yet!!!) Obviously things can be tweaked Please Comment (constructively): Cheers
  8. Well, the impending ship total resource wipe and server changes is going to cause players to consider what nation they plan on playing for on the PvP2/Global server. I am already hearing rumblings and rumors of players switching - and that is good. Providing we can balance the nations a little. Currently on PvP2 we have the following approximate split of players. Mega alliance (55%) USA 30% GB 20% Dutch 5% Independent (20%) Pirate 20% Small Nations who typically ally (25%) Dane 10% Spain 5% France 5% Swede 5% Many of the players on PvP1 who are going to switch to PvP2/Global are currently playing USA, and some are GB or Pirate. From what I am reading (and hearing), most of the French and Dane PvP1 players are going to the Euro server. If the players coming from PvP1 don't join the smaller nations, there will be a huge imbalance of players across the nations. I know a few of the PvP2 players are considering nation changes too - but what I am hearing is fairly small scale moves that will help, but not really address the overall imbalance. Selfishly I would like to see many more players come to France, but the key is to get as many players move to the small nations during this switch. We all want PvP (except for a few care bears). I would like to get a feel for who is going where. If you are willing to publicly declare... let's hear. I will post the combined information here. If you don't want to post publicly, send me a message and I will just use numbers, no names.
  9. This post stems from PvP2 balance issues, but I think the issue is just as relevant on PvP1. We have seem multiple times where nations get taken back to 1 port. That kills the game for players of that nation, and they tend to leave - either switching nation, switching server, or stopping playing NA. We don't want to lose anymore players. On PvP2, we recently have a mega-alliance where 75%+ of the players were all part of one alliance. That allows the care-bear alliance to crush however they chose - and France, Sweden, Spain and Denmark are all down to 1 or 2 regions. I would propose a modification to the current aggression or Port Battles that may help limit the effectiveness of mega alliances and stop nations getting reduced to a single region.. I'm suggesting implementing some sort of ratio adjustment based on regions held between the attacking nations that gets applied when defending nations are down to 5 or less regions.. If the attacking alliance controlled 25 regions and they are going against a nation with 5 regions, increase the difficulty in raising aggression by a factor of 5. Then in the PB do a similar thing - by reducing the number of slots for the attacking region.. Smaller nations struggle to fill the 25 ship slots - so once you are down to just 5 regions, limit the number of ships the attacker can enter in the PB by 1 ships for every full ratio point they outnumber the defender in regions held. So if you outnumber the defender 3:1, you lose 2 ship slots, outnumber them 25:1, you only get 1 ship slot... For example: 25 region alliance against 5 region defender - 5:1 ratio - 500% aggression needed to raise PB. 21 slots for attacker in PB, 25 for defender 40 region alliance against 4 region defender - 10:1 ratio - 1000% aggression needed to raise PB. 16 slots for attacker in PB, 25 for defender 50 region alliance against 2 region defender - 25:1 ratio - 2500% aggression needed to raise PB. 1 slot for attacker in PB, 25 for defender Comments and constructive criticism please. Related to this, once you are taken down to just 1 or 2 regions, not only do you struggle to get resources, but you don't have any crafting bonuses. That's one of the negatives of the National capitals having zero crafting bonuses.
  10. For me pirates attacking each can be an exploit. The way i understand it is that Pirates are considered a nation of their own, and nationals attacking each other is penalized. The reason I find pirates attacking each other as an exploit, is because in certain circumstances, it can be used as an escape mechanism. I also find it unfair that pirates can attack each other without penalty, and is a privilege that is not extended to people of different nations. For other nations, it is only achievable (without penalty) via duels. The poll is to determine how you feel about the current pirate v pirate battle mechanisms and when (or if) they should be allowed.
  11. 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
  12. 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?
  13. - - Candle Bay Letters a collection of letters, captain logs and other assorted manuscript material Disclaimer the events presented in the various entries cannot be verified for authenticity and therefore may or may nor represent the meta-gaming reality national events and intrigue shall always mark presence in the way I feel right for the story and I do not give a damn about how you play the game I play a character. I use the game as a way to tell a story. If you simply play the game without separating yourself from your character I suggest you keep your comments for yourself. - Foreword ​all events and occurrences take part on PVP1 Community Events will be planned according to the storyline and will require the participation of many in organizing these. As such when you see the hint for a community event and wish to help do message the author. Anyone wanting to cross-post their own stories that contain passages that overlap the storyline presented are free to do so. Keep it in-character, keep it clean. ​-
  14. 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.)
  15. Hello, To limit dumping when a Nation loose and for balanced gameplay. Limit to one change with 3 or 6 month delay for a player to change again. Have a good day
  16. Gagner la guerre, au delà d’un très bon bouquin de Jean-Philippe Jaworski que je vous invite à lire, est le but de chaque général, amiral et joueur de Naval Action présent dans la faction France depuis ces périodes troublées où le feu et les flammes ont envahis les Antilles. Avec des amiraux tels que Desmoines, Ours, Kama et bien d’autres, notre nation a pu s’essayer à des stratégies diverses et variées et se recentrer sur ce qui fait l’essence de ce jeu ; la création d’une communauté tournée vers le même objectif. ... La suite ici
  17. I do not know if this is already suggested, I could not find any posts. Good day to you captains, I think we should have two national channels, one economy channel (trading etc.) and one for warfare (pb, spotting etc.) The server really needs this to stop the everyday drama that is the national chat, pvp and pve whining about not helping eachother and everything just turns into a salty flaming fest. With two seperate channels there will no longer be players screaming like they're on a market selling their goods through warfare commands and such. - Hornigold
  18. Buenos días mis amigos just like arguably everything else in naval action switching nation or becoming pirate should consume an awful lot of the gamer's time! It is contradictory to the game's mentality to become pirate or switch nation with such little hassle which is why I propose the same old grind, known from leveling up and advancing through the ranks! Nobody likes to invest a lot of time into tedious things like sinking bot after bot just to be allowed to get to the 'meat and potatoes' of the game which is precisely why I, as well, suggest the reputation approach! Free towns could contain missions given by the nations' embassies/ representatives ( or the tavern's scallywag) of such free settlements. The more missions you complete for a nation the more increases your reputation with a chosen nation. Such missions are the same as known from grinding standard missions to level up. Once a player has reached enough reputation points an option within the free town's menu will become available which allows the player to make the 'switch'. Players will keep whatever stored in free towns but won't be able to get their possessions from ports of their former nation or the pirates until such ports will change ownership in favor of the player. You might wanna make it also costly for the player once the 'switch' option became available. Having to pay a fee to uhmm, 'convince' the representative of a nation doesn't sound all that unusual at all. The more annoying it is to switch the likelier it is to think twice before a player actually decides to switch. People should, however, also be allowed to switch immediately as long as they completely delete their characters and start from scratch again. If you like to include PvP into the whole switch nation/ to pirates thing you could make it so that while you increase reputation points with your nation of choice or pirates the more you also lose reputation with your old nation. Ultimately, you would be flagged as a traitor if you gain enough negative reputation points with your current nation. Obviously, this will only matter if you intend to go back to your old nation. An example, a player who sails for the brits wants to become a pirate. He sets up camp inside a free town and starts to grind embassy missions in order to increase reputation points with the pirates. This decreases reputation points with Britain at the same time. Once enough negative points are obtained the player will be flagged as a traitor so that every brit can tag and attack him. This makes it even more difficult to grind embassy missions since British players could jump into his battle and attack him, too. This is furthermore annoying because of the time it takes to transport all your stuff and ships to a free town far away from your old nation to avoid PvP and being exposed as a traitor. Now, once the player joined the pirates and intends to suddenly switch back to Britain he would have to grind an awful lot more than he had to become a pirate since his negative reputation with Britain still exists. There could also be embassy pvp missions, especially once we got diplomacy. However, such missions should only make a reputation increase possible if you win in pvp against something else than basic cutters to avoid alt-character shenanigans et cetera. Unanswered questions: 1. Can groups do embassy missions together like when a clan wants to switch nations? Are groups too powerful, would that make the switch too easy? 2. What happens when another player of the same nation jumps into an embassy mission? Will he get negative/positive reputation, too? Should a warning window pop up like when you're about to attack a friendly and are in danger of becoming a pirate only this time with the warning that the player risks negative reputation with his nation? I'm aware that reputation was used in POTBS and that it was brought up before. Feel free to add this thread to a collection if you want. I thank you for your interest !
  19. Nations changing mechanics are broken to say the least - there are too many ways to get around the "wipe" of inventory etc...What are possible solutions the Devs are working on or aware of? This is a recurring issue. Possible suggestions: 1) Your account gets 1 Transfer to begin with - and gains 1 transfer every 6 months (capping at 1). 2) Opening up Transfers only from high pop nations to low pop nations. My favored idea. 3) No transfers - you must re-roll entirely Twobeardz
  20. KNIGHTS HOSPITALLER Mission To spank the ever-loving crap out of Spain for no particular reason but that they are near by our home port of Ile-a-Vache off the coast of Haiti. To enjoy the company of a tight group of friends while sailing the high seas. To be a threatening force against those that would appose us. GOD WILLS IT!!! About Us We are a gaming community, playing several games with a focus on a few at a time. As of right now and for the foreseeable future this game is our focus. Community members range in the hundreds while this game clan currently has about 20+ members. We've a dedicated Teamspeak 3 and a steam group used for organizing events. The maturity lvl ranges from family friendly to mature chat rooms. The make up of the community is primarily age 20's to 40's ranging from students, families, civilian and military. What We Offer Fun light-hearted community Teamspeak for you and your friends (even if they're not in the clan) Bring your kids to play (family friendly chat rooms) Casual to hardcore players (Never feel like gaming is a job) Personality trumps skill (no min rank to join) Recruitment STATUS = OPEN - Requirements - 18+ Friendly Attitude Teamspeak 3 (Join us in chat when its convenient for you, talk to us, don't talk to us, join our chat room or a chat room of your own, it's up to you.) ___________ Teamspeak // hospitaller431.ts.nfoservers.com - Jump into the 'Naval Action' chat room and ask to join.
  21. Hey everyone, With the recent patch dropping allowing players to switch nation I am looking to do just that! I was sailing under the black flag but its just not as much fun as I though it might be. So im looking for a very kind soul to 'look after' my ship and gold while I reroll a new character? I am currently stationed in Conquibacao, a little way west of Willemstad (The Dutch Capitol). What im asking is if someone would very kindly hold my belongings while I delete my existing char, make a new one and sail over to Conquibacao from Willemstad. If someone with some decent forum rep of the Dutch nation would be willing to help I would be most grateful, Please message me so we can arrange a time, I should be about most of the weekend. Samuel
  22. Dear Sirs, Madams, Captains one and all, I cordially invite you to reignite the bonds of old. In fact, possibly the oldest alliance in the world. ------------------------------- I'm an Ex-PoTBs player (Pirates of the Burning Sea). I enjoy PVP - and look forward to engaging in as much as possible in Naval Action. That said, I have a deep appreciation for missioning and PVE. And I'm always looking for help from people smarter than I with Economy / Crafting / Trading. All skillsets wanted and needed. The Auld Alliance primary timezone will be North American hours. There is, however, opportunity to have a Admiral come in and take a squadron from EU or AZ timezones. Edit: we now have a dedicated EU Squadron. DESIRED ATTRIBUTES: Respectful of your teammates AND your opponents Gentlemanly like No forums PVP Desire to learn (skill is secondary - we're here to have fun) The prereq's only require a commitment to the desired attributes.FIGHT FOR FRANCE. FIGHT AGAINST BRITAIN (whom will undoubtedly be the largest faction in the game...) The Auld Alliance is your opportunity to be a contributor and to influence its development. Website is under construction and is open to development by Alliance members. In the interim, contact me (GRIM DEGRIM) through NA forums.
  23. Yarrr !! OK now i have your attention.... Every pirate started their life as a National (Somewhere!) British, Spanish, Native Indian, Portugese etc. When you join the game you have no reputation, Good or Bad. Only through in game actions should you remain an honourable member of your Nation or through smuggling or piracy become known as Captain Crankey the Notorious British Pirate etc. Piracy was a label not a Nation. Players could Have Naval Rank earned through grinding and pvp against your Nations enemy shipping, Merchant standing earned through trading. Piracy would be a label of notoriety/lawfullness. Honour/Notoriety/Infamy earned by acts within the game, smuggling and piracy would give you bad notoriety and eventually earn you the title "Of ill repute","The smuggler","The Blackguard", "The Pirate", whilst intercepting pirates or smuggler activity would eventually earn you the title "The Honourable", "The Upstanding" etc Players with bad repute, would be limited to visiting Neutral(I prefer Unaligned) ports and National ports where the level of 'policing' would be sufficiently low enough for you to enter with a simple bribe to the harbour master to enter you as Captain 'Smith'. False papers, would give you a chance of appearing to be law abiding while on the high seas or entering ports.(Depending on the quality these could perhaps fool OW players into believing you are neutral or friendly at the very least law abiding, but if your papers fail then you are flagged as wanted or pirate to the investigating players ship who can then engage you. I would suggest the more notorious you become the harder it is to deceive without using the very best falsified signals or papers(Cost associated). Neutral Ports and Nation?? Players should choose their birth Nation. If not one of the main 8 then at least offer some viable 'others' with the odd port dotted around. I also would prefer to align all ports on the map to either the larger nations or perhaps little known local 'self styled governors/warlords' (Guild ownership possible perhaps at some point?) Even the meanest little hamlet would have been claimed perhaps tenuously at some point by one nation or another albeit 100 years earlier without seeing a uniform since. Neutral just sits badly with me. Everyone wanting to be a trader will just roll a neutral toon Yeuch EDIT: As I have made some sweeping statements above or put forward an idea without going into detail, I have been replying to different queries or questions regarding my ideas within the thread to clarify and expand on my OP. Already seeing some very good interpretations and suggestion to expand my initial thoughts
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