Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'clans'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Age of Sail Historical Discussions
    • History
    • Shipyard
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Forum troubleshooting
  • Naval Action Legends
    • General Discussions
    • Legends Support Section
  • This land is my land
    • General discussions
  • Game-Labs Forum
    • Jobs
    • Future games & special projects
    • General discussions
  • Age of Steel historical discussions
    • General discussions
    • Blohm+Voss
  • Pyrates and rovers's Literature & Media
  • Pyrates and rovers's Gameplay / Roleplay
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Rekrutacja
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire

Blogs

There are no results to display.

There are no results to display.

Categories

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar

Found 25 results

  1. Are you tired of spreadsheets and tables? Look no further. The ultimate clan-tool is finally here. Features: Trading Tool Production Overview Blueprint information Garage sale Shipyard Admin section Fully adjustable language file Specs: Dynamic data processing of the Naval Action API Access right management for members Responsive design HTML5 Boilerpate + PHP + SQL Multi-Language support CAPTAIN FILES Base of all processed user data, having the following information of each user: crafting level blueprints available production buildings and location available portbattle ships with location "Commander's view" to view all fleet locations of members TRADING TOOL Plan your trips based on reliable data. Every maintenance the data of the game is dumped into an "API". Search features: materials ressources upgrades ports PRODUCTION OVERVIEW Members can assemble a crafting group and give an overview on how many wares are theoretically produced per day. A member can assign themselves to a group leader. Data for production is fetched from the captain files. Scope should be to maximize ship output through having an optimal output on ressources per craft group. BLUEPRINT INFORMATION Probably all of your spreadsheets combined. shoutout to navalactioncraft. API as data base with captain files as additional source for: Ship stats and information Knowlege slots unlocks Sailing profiles Crafting materials and information Which clanmember has the BP for the selected ship GARAGE SALE 2nd hand shop for ships and upgrades. Members are able to list their offers so others can contact them if they are interested. CRAFTING SECTION Intended as a journal for transactions inside the clan since there is no option ingame. Crafting logs can be shown as a ranking to show the most involved players. SHIPYARD Members can order ships and refits here. Crafters can then accept the order. Prior ordering members should have the crafting ready materials in stock. If you want to try it I have a live-version hosted here (not in productive state so feel free to experiment): http://p412148.webspaceconfig.de/clantool/ Login-data: Name: Test_User Pass: test Different rights for different needs: - 3 Crafting Tiers (Supplier, Junior-Crafter, Master-Crafter) - 7 User Tiers (No-Access till Admin) What you will need: - a webhoster that allows fopen - at least one MySQL 5.6 database - PHP7 and above Coming (maybe) soon: Prettier code Dynamic Crafting and shipconfigurations adding location of portbattle ships of the captain files completion of the blueprint section Shipyard logs Information about crafters having the refit BPs unlock slots map of some sort Ship skins (if they come back) More Admin stuff for backend data Still work in progress, but any feedback and suggestions are apprechiated.
  2. A new clan mechanic

    Ahoy fellow captains! I have some suggestions regarding the clans. First and foremost, "Clans" is not an appropriate name for this in the age of sail. It just feels wrong. I have an idea to expand on the "Clan" mechanic. Feel free to agree or disagree, and if you so wish, flesh out my ideas. How the system works now (Feel free to correct me if I´m wrong): Creator: This is the creator of the clan. He/She/It has full control over clan mails, Withdrawal and deposit of the clan warehouse. Can also disband the clan (?) Officer: Has the same control as the creator, except for disbanding the clan. Member: Limited control over the clan, can deposit intro the clan warehouse but that's about it. There is also no restriction on what members can deposit. This system works for the most part, but as I have seen by other captains, there is a demand for a middle "rank" in the clan hierarchy. And thus we make it to my proposed clan mechanics. Introducing Company's: The idea behind Company´s is that they are a reference to trade company´s. Private organisations with support from the rulers which help and assist the realm in its conquest. Company´s have a slightly different hierarchy than the current clans, It goes as follows: Grand Master: The Grand Master is the creator of the Company. He/She/It has full control over the company. Can also promote a Company member to Grand Master if He/She/It is to retire. Can also promote/demote company members through out the ranks. Can also promote Masters. Master: This would be the equivalent of the current officer, the Grand Masters most trusted members. They will have full control over the Company apart from promoting a new Grand Master. They will also have some other responsibility which I will talk about further down. Can also promote/demote company members through out the ranks with the exception of other Masters. The ranks above can be seen as the leadership or council of the clan. Now come the Member ranks, or "worker" ranks. The worker ranks can invite players to the company, but it must be approved by the Grand Master or a Master. Captain: (cant think of a better name for this rank, feel free to come with suggestions) This is the soldier of the Company. Their role in the company is the protection of the traders, by the means of escorting traders and securing trade routes. They are also responsible for the sabotage of enemy company´s economy, hunting traders, blockading ports etc. They can deposit to the company´s warehouse without restrictions. Members of this rank also get a 10% discount in any friendly port for repairs. Builder: This is the crafter´s. The rank that keeps the company afloat. Due to being crafter´s, they have unrestricted access to the warehouse, withdrawal and deposit. Members of this rank get a 5% labour hour discount for crating in friendly ports. Trader: This is the traders of the company, they sail deep in to enemy waters to acquire rare resources. They also supply the colony's with supplies, hull repair and rig repair. They often need a escort by the Capitan rank. They can deposit in to the warehouse without restrictions. Members of this rank get a 10 % gold discount for placing contracts. The following rank is the recruits of the company, they have limited control. Initiate: All new players end up in this rank. They can deposit into the warehouse, but the deposit must be approved by a Master or the Grand Master. (to stop the warehouse getting full of basic 4 pd cannons and stuff like that). They cannot invite new members to the company. The description of these ranks are purely from a lore perspective, the players off course do as they please. To point of having these worker ranks is that they provide a small bonus in their respective area. The parameters for these bonuses are purely made up numbers, can be adjusted and other bonuses might be even better. The pirate might have other names for the ranks, just as a cosmetic feature for the Pirates. Company warehouse: The warehouse as it now works fine for the most part, however some changes are needed. 1. Warehouse Expands with the Company The base line for the warehouse is say 100 slots. With 5 players this goes up to 150 for example. The expansion should be much bigger in the begging, to help small company´s. For example, up to 20 players the warehouse expands every 5 players. After that it expands every 10th player up to say 100 players. And after that by every 20th player it expands. You get the point. 2. A ledger for the warehouse. A ledger for what player deposited or withdrew what is crucial. To see if any player is stealing or who is storing those basic 4pd cannons, taking up space. 3. Restrictions The Grand Master and the Masters should be able to restrict certain category's. For example, only the Grand Master can withdraw gold. Only the Builders can withdraw materials. You get the point. A few new mechanics would be needed in the game for this to work and i´m not even sure if its possible with the current engine. I apologise for any grammatical or spelling error in this rant of mine. Is this a bad idea? is the current system working just fine? Feel free to discuss to your hearths content. See you on the horizon. Signed: Demsity
  3. I've been playing this game for a few weeks now. Now that the game is ready to release into Early Access, I had a few questions, that I can't seem to find answers on yet. I would hope that anyone with this knowledge could share and teach, not only me, but newer players about how Clans/Guilds work. How do you make/form a Clan/Guild? What is the point of joining in a Clan/Guild? Any other useful information about Clans/Guilds? Thanks for any and all help!
  4. Nach dem ja noch vor kurzem hier die Emotionen hochkochten beim Thema Nationenwahl für die deutsche Community, hatte ich eigentlich erwartet, dass die Hauptprotagonisten der damaligen Diskussion im Forum und bei der TS-Besprechung (zu diesem Thema), die Gelegenheit nutzen würden, sich vor einem Wipe der Com vorzustellen. Aber außer einigen Absichtserklärungen wurde hier noch nicht viel Konkretes zum Thema veröffentlicht. Zum jetzigen Zeitpunkt, scheint eigentlich nur klar, dass die Schweden durch einige Clans bespielt werden und das wohl auch Briten und Holländer sich organisierter deutscher Beteiligung erfreuen dürfen. Um alten Veteranen, Wiederkehrern und Neueinsteigern die Orientierung zu erleichtern, wäre es daher vielleicht sinnvoll, wenn die zukünftigen Spielgemeinschaften, hier im Thread zumindest mal ein paar Eckdaten (Nation, Hompeage, TS, Ansprechpartner, etc.) für die Interessierten hinterlassen würden. So kann man vielleicht schon vor dem Wipe eine Entscheidung zugunsten der einen oder anderen Nation treffen und kann direkt nach dem Wipe gleich voll bei einem bestehenden Clan durchstarten. P.S. Im übrigen könnte man (@Bungee) vielleicht erwägen den alten Thread zum Thema, zumindest "unsticky" zu machen. Er wurde das letztemal im November 2016 aktualisiert und dürfte mittlerweile mehr verwirren als hilfreich sein.
  5. Clan Management Tools

    Clans are fairly new and as such the management system is bare bones, which is completely understandable. However, clans are already a huge part of the game just a few days into EA. Large communities have sprung up and clan ranks are being filled. As such, I think the devs should take some time to begin fleshing out the clan system, specifically focusing in the tools that clan leaders can manage and run their clans. I have played a number of MMOs and to this day, ironically it was Pirates of the Burning Sea that had the best clan management system (Don't even get me started on SWTOR and how you had to actually pay in order to access advance guild management.) Here are a few aspects that I found best from PotBS that I have yet to see most other MMOs. These are the biggest. Rank Creation and Customization - Most MMOs allow you to customize the ranks that are already present in their system. Change the name, tweak permissions. But you are usually limited to just those provided. In PotBS, you could make a new rank completely from scratch, meaning a guild could have as little as 2 ranks (leader and member) or over 20 unique and customized ranks. Clan History - Very simple; a history that shows the past administrative actions by all members. PotBS had this divided into Wallet actions (withdrawals and deposits into the society wallet), Recruitment info (who was invited or kicked and by whom), and General Admin (Description, rank permission, promotions and demotions and who did them). This is extremely helpeful when keeping track of the daily comings-and-goings of a guild, especially of someone has been offline for a few days. Clan Wallet and member salaries- Monkey Bullet suggested in another thread a Clan Tax. I like it, but before we can have a clan tax, there should be a clan wallet for into which the taxes go. This is nothing unique in MMOs. However, I would also like the ability to allow salaries for members, to be set by leaders or officers who have permissions to do so. In PotBS, my clan allotted a small parcel for our high ranking members and officers, but where this really helped was that our Ship builders and crafters were given large salaries to support their economy, which they would then in return use to support the society. This salary system meant that officers didn't have to be online to personally trade the gold themselves. The salary was at a daily base, and members could choose to not collect salary if they wished. And all of this was recorded in the Clan history. Here are some other aspects that I found useful as a society leader in other games Clan Warehouse- a warehouse for the entire society. Permissions could be changed to where members could only deposit, only look into, or not even see the warehouse in a port. Message of the Day (MotD)- Leaders could have a message that would automatically pop up when clan members logged in. This could be pertinent information for the day or simply friendly reminders. Permissions could restrict the editing of this to only the leader or officers as well Member sort- currently, the clans list members simply by who recently joined (oldest members at the top, newest at the bottom) allow for sorting based on rank, name, etc. Cheers,
  6. Captains, If you want to try something different. [ELITE] are starting to recruit for PvP Global. It’s not a democracy and is often described more of a cult than clan. We are under GB Nation but follow many paths both light and dark… So, if you fancy a test of your own skills give my XO a call Drufus Kent in game or myself…. We have teamspeak3 and all the mod cons…. Norfolk nChance (Cult Leader)
  7. The C.B.P. is a fairly resent clan with some member's in game the clan's leader is Captian Lord Tridax and C.B.P. stands for Caribbean Blue Privateer's i am not in his clan however i am his friend he is looking to help the pirate nation grow to fight the coming battles so if you see him on and are interested give him a shout.
  8. Clan representation

    I'm sure many of us who play with our clans and friends find the clan options lacking. The clan warehouse mechanic is extremely nice and leads to convoying sometimes but currently the only representation there is of our clans is the tag. I have discussed with my clan on several occasions, what jack should be used to represent us if we were able to fly jacks representing our clans and companies. It's a heated discussion, with dozens of options coming in all of which excite me. What I propose is the addition of some kind of visual marking to add to our ships while in battle. Though it would not add to the core parts of gameplay, it would add to the unity of countries and the pride of clans. Obviously there would be problems with people flying inappropriate symbols so I suggest the admins or mods review it before being accepted. On top of that, flying flags that look like other nations flags would cause problems and I feel would have to be regulated as well. Thoughts?
  9. To all those with Hearts of Oaks Come and Join the ROYAL NAVY of GREAT BRITAIN "Come, cheer up, my lads, 'tis to glory we steer, To add something more to this wonderful year To honour we call you, as freemen not slaves, For who are so free as the sons of the waves" Heart of Oak are our ships, Jolly Tars are our men, We always are ready: Steady, boys, Steady! We'll fight and we'll conquer again and again" You'll not see us beat the war drum, make boastful claims or declare freedom & liberty for all.... EVERYMAN WHO SERVES IS FREE IN THEIR HEART, Warm in the glow of serving KING & COUNTRY! Whether you be a Slave running from the lash of the Americas, Loyal Americans, Sons of Britain, Brothers in Europe or hailing from the far flung Colonies.... ALL ARE WELCOME IN THE ROYAL NAVY! GB Royal Navy Fleets Currently in-game Sealords Royal Navy - Clan Tag [sLRN] PvP One: The First Royal Navy Guild to form and the largest. Professional and highly organised - (Hardcore PvP, PvP, PvE, Crafting) Australian Colonial Navy [AUSEZ] PvP One: Formed around a solid core of experienced members with a growing multinational community. We are focused on expansion and supporting our members in any way possible. Drop in for a chat on our TS: 27.50.70.178:10088 PW Dangerzone - (PvP, PvE, Crafting) The Rum Runners [TRR] PvP One - Based around a core of experienced Sea Trials players but also busily training newer players to help them get to grips with the game. - (PvP, PvE, Crafting) Primarily GMT Timezone based but all are welcome, Teamspeak is a requirement and all recruitment / announcements are handled through this - Server details: 85.236.100.85:14227 The Royal German Legion [RGL] PvP One: is a German squadron loyally serving our King. We are currently recruiting players. Our main language is German. Applications under royal-german-legion.de and TS3: 92.222.235.147. Please hail our clan members to request the TS3 Password. - (PvP, PvE, Crafting) Zeus Expeditionary Fleet [ZEUS] PvP One: Zeus is a multinational Gaming Community based in Europe. Most of our regulars are from the British Isles or Continental Europe, but we do have members from all over the globe including the U.S.A, so do not let this deter you joining up. - (PvP, PvE, Crafting) St. Georges Squadron of the White [sGS] PvP One: is now in Naval Action, and we are now recruiting new members! Your rank and skills do not matter, we will train our recruits to be most capable captains. Our only requirements are understanding of english language, era fitting name and mature attitude. We are a British society for Naval Action, some may know us from Potbs as the oldest British society.- (PvP, PvE, Crafting) [RELIC] PvP One. A Large multinational gaming community that is well known from the NA server of World of Tanks, now trying our hand at the age of sail. Visit www.relicgaming.com or our teamspeak IP = ts.relicgaming.com, Password= relic1 for more information. (PvP, PvE, Crafting) Barely Afloat [sINK] PvP One A tight-knit, eclectic group of EU and USA tz players. Ready and able to SINK Britain's enemies. Come chat with us on teamspeak: 109.169.56.47:10807 - (PvP, PvE) GB Merchant/Crafting Fleets British West Indies Trading Company - [BWITC] PvP One: First dedicated crafting Fleet to serve the British Empire. This clan has a strong economic focus in service of the crown - (PvE, CrT) ---------------------------------------------------- Guild leaders who wish to be added to this listing of Fleets and Guilds please contact me direct via PM to be added. Please provide a short description of your Clan and provide your clan TAG! - FAdm Charles Caldwell SLRN
  10. Continental Navy (PvP2) (US)

    Greetings everyone, On behalf of the Navy Department and our senior officers, it gives me great pleasure to announce the formation of the Continental Navy, a PvP Clan operating on the PvP2 server. We are rapidly expanding, and focus on group actions, fleet battles, and are beginning our crafting and shipbuilding division as well. We welcome all loyal American officers fighting for the preservation of our great Republic in defense of freedom. It is our goal for not only the Caribbean coasts to be rid of pirates, but of all foreign powers as well. We use teamspeak in lieu of signal flags, which is our only other requirement. For more information, you may contact me here, or contact one of our other senior officers in game: El Capitano, Admiral Schilling, WIKIBONG, or Archimonday. -James Cornelius Captain, Continental Navy
  11. Diplomacy post-patch

    Hi All, Something I discovered today, while watching the latest Letter to The King is that diplomacy in Naval Action is essentially run by the largest, most successful clans in the game (something that may seem obvious to most, but to a newbie such as myself this comes as a welcomed surprise) Something I am curious about though, is the ramifications that the new patch will have on this community-created mechanic, and what the developers opinions are of a concept I am calling "clan orders" - The only way that clans can retain the power they currently have over diplomacy in the game, is to instruct their members on how to vote in upcoming polls for who to and not to declare war against - essentially, clans become a little like parties in a parliamentary system, the clan with the largest number of co-operative members basically becomes the governing body for the nation (assuming the majority of players are in a clan and following clan orders on how to vote etc etc) - Which is a very interesting concept in my opinion, and adds an incredible level of depth to the game (should it work out that way) - Coalitions could form, allowing 2 large clans to have joint ownership over a nation, it gives clans even more of a reason to recruit as aggressively as possible etc. The only possible downside I can see is a potential increase in Piracy - There are going to be clans that loose out in this arrangement, which thus fuel's an internal power-struggle in a nation, the aggressive party essentially becoming rebels/pirates going forward - Entire player groups may join piracy as a result of the way a nation was being run - "The British Rebels" for instance - Fighting against the reign of the BRITS clan (For example) - Although, thinking about it, this may actually be a good thing, it fuels as interesting back-story behind a nation. So I suppose the only real question is, what is the developers opinion of, if they have any at all, the concept of "Clan Orders" - The idea of clans dictating to their members which way to vote, obviously, this is not something the developers can do much about if done out-of-game, but will there be anything in-game to actively discourage this behavior? Personally, I would like to see all this type of behavior go unimpeded, I see no issue with it and it creates an excellent degree of organisation and community atmosphere within nations, as well as creating more interesting and in-depth game-play due to the political ramifications of voting within, and thus being in, a clan. What do you guys think?
  12. Craft from Clan Warehouse

    Hey all, quick suggestion - We should be able to craft directly from our clan warehouse (in whatever port it's actually based in). The clunky manual splitting and moving of mats and sub-mats for even the simplest crafts can be a bit tedious and now that we have a shared storage, we should be able to use resources directly from it. Hark! I hear you say, but people will just waste our precious resources! Not really, anyone has access anyway and could withdraw, so this would also be a good time to implement restrictions (who may deposit/withdraw/craft from inventory).
  13. 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.
  14. The Royal Oaks [ROS] are looking for new and experienced players of all levels, completely new players are more than welcome. We are a British clan on PVP1 with more than 100 members (at time of writing). We are fun loving and maybe a little less serious than the other clans. All you need is a sense of humour! Message me (Harry Collier), Madjules, Sebo or any other members that you sail by. Happy sailing!
  15. Ahoy, captains! I am a complete greenhorn to this game, looking for a welcoming clan to join before I begin. In fact, I've just now finished the download after watching many helpful tutorial videos from current players. It seems joining up is a necessity for beginners who wish to do well. And so, I offer my services. I've not yet chosen a server because I'm unsure if I would be able to change servers to join a clan on their primary server. Therefore, I've also not chosen a nationality. These decisions will be based on which server your clan resides. Below is a briefing about my experiences. I've played a variety of games involving clans (since Quake days), and some that don't. Some related to the sailing age: Sid Meier's Pirates, Uncharted Waters, AC: Black Flag. However, my last couple years have been spent growing our Total Oblivion clan for World of Tanks and other WG games. I previously commanded -T-O- for 2 and a half years. At which time I gave the reigns up to build and command our second clan, and then 6 months later our third clan. We've grown our community and alliances into top 30 competitive clans for WG. I personally manage our 3-clan TS and forum, primarily by myself. (BTW, if you play Tanks, Ships, Planes, please feel free to contact me if you are interested in joining a clan there.) I make mention all the above simply to inform you of what I might be able to offer your clan. I am a dedicated, smart worker. I fully understand beginning at the bottom and playing the supporting roles for awhile. I will do as much as I can to help your clan community thrive. Do understand, to be honest, that our Oblivion clanmates have some interest in this game and possibly creating a clan of our own. However, this will be ages from now. We, of course, would remain loyal to any clan making us feel welcome as we learn the ropes in NA. If you feel I would be a helpful addition to your clan, please message me. I'll be available for PvP 1 or 2 USA. Thank you for your consideration, Cpt Blackthorne
  16. Clan System overhaul

    Dear Admins and Devs, Alas the current clan system isn't fully working of how it should be. It's very nice to have the option to make a clan and to have more captains work to a common goal! But when the Clan leader goes afk or even stops playing the game theres no possibility to promote players or even kick them from that moment on. The officers in the clan can invite people but can not kick or promote people if they want to. I would like to suggest the following: - Clan leadership transferable internaly - Add clan ranks to give more options for example a rear admiral can do exactly the same as a admiral with the exception of changing the clan name or promoting someone to that rank: Admiral (clan leader) Rear Admiral (second in command) etc. etc. -add a clan bank: This makes it easier to buy conquest flags from general income, now players have to arrange everything themselves which takes time to transfer funds. Well i do hope u guys have some ideas about the clan system and well we will see in the future!
  17. Over the last few weeks its become apparent to me that the current diplomacy system is not managable. On 2 occasions I have seen our coalition forge alliances with coalitions in other nations only to have them undermined by a single clan that nobody can police or punish. 2 sides enact diplomacy and then any clan who refuses can strike out at the other nation from protected ports making them invulnerable to being attacked back but free to attack eventually disolving the entire alliance see RAE in the alliance of spain/britain. In my opinion the clans that go rogue and attempt to disrupt alliances by attacking ports while hiding in protected territory are not to be punished they are only doing what the game allows them to do. That being said the system makes no sense and creates heartache for hundreds of players because of as little as 25 who decide that's what they want to do. The following is my solution to the current problem, I believe it will encourage clans to cooperate and forge lasting alliances while at the same time allows internal clans and coalitions to rise up and go to war with each other within a nation creating more than the current diplomatic landscape of 7 Factions because it allows endless sub factions to fight each other within factions creating complex cross nation and internal nation politics. 1. Each nation should have somewhere between 5 and 12 uncapturable ports. These may or may not need to be in the same location but could even allow nations to branch out creating divisions in the nation map lines by for example spain might have a cluster of 4 uncapturable ports at la habana and 4 uncapturable ports at cartagena de indias giving them access to all their resources in both locations and allowing new players to those locations to never be oppressed and chased out of the game before they even get to see whats good about it. I would put some kind of industry negative production buff on those ports somewhere between 50-75% output so players are encouraged to setup buildings in capturable ports but worst case scenerio they at least have somewhere to fall back and create industry and can never have their individual fun or warfare capabilities reduced beyond a certain point. There would always be hope of turning a fight around knowing the flame of your nation cannot be completely extinguished beyond repair. 2. Clans should own any ports their members are Lord Protector for with control over who may dock. Docking access options would allow lord protectors or clans to set who may dock in their ports. Example if the port is British there would be a checkbox to allow all british players to dock at this port, to allow other specific other nations to dock at this port, to allow certain clans from any nation to dock at this port and of course to deny certain clans from any nation to dock at this port. It's more likely that this setup would be tedious and best managed by the clan leader rather then each lord protector but it could be good for a lord protector to have his own override control allowing him to create custom docking setup in the event a clan wants to establish a cooperative dock for members of another nation without giving them access to all the clans ports, this could be for war reasons or trade reasons but offers a more interesting political landscape as well as diplomatic options and cooperation. 3. Clans should be able to form physical alliances with clans from other nations that cannot be broken by individual members and must be disolved or withdrawn from by the head of clans. This allows certain clans to work together without being undermined by other clans from their nation or individuals within their own clans. It encourages advanced complex politics of clans in one nation working with other clans or mercenaries from other nations to help achieve their own personal agenda. 4. Clans should be able to go to war against clans or players within their own nation. By allowing clans to go to war against others in their own nation the larger nations like britain and usa can be more divided internally as they fight for power within their nation. The current politics are rather stagnant with huge 2 side wars drawing every nation into them simply because of lack of options there are only 7 factions and only so many combinations of diplomacy even less based on the player base of certain nations. 5. Add far more ports to the game With nations potentially fighting internally and having 2-3 sets of uncapturable port clusters allowing the 7 nations to have 14-21 stronghold locations there would be far more division around the map and more places for clans to find their own little corner of the world to control. In the event all servers are merged more ports will certainly keep it interesting. 6. Add more resource production and npc trade ships/convoys to freeports. I would like to see freeports producing every resource presumably via trade but allowing and even encouraging pirates to setup in freeports and migrate away from their 'pirate empire' to claim a small corner somewhere and make money striking fear into merchants and clans operating in the region while treating the freeport almost like a pirate cove. Freeports might even allow players to create any industry rather then restricting them however such buildings would have a far higher extraction cost and lower production making them possible but only in a dire situation or when you have no other ports nearby and not very effecient. 7. Do not allow level 3 shipyards in freeports. With rogue clans and pirates setting up in freeports i don't believe they should be able to build 3rd rates and above in such secure territory. I would see a game where pirates are encouraged to move into freeports and harrass areas but i do not believe they should be able to wage all out war from freeports like unloading massive rate fleets to screen nation wars for cash. 8. Add a set of building upgrades for the Lord Protector allowing him to collect a portion of trade/market taxes, improve garrison soldiers and fortifications. This just creates a benefit to controlling ports and encourages internal power struggles as well as clan cooperation to upgrade the defenses of important ports at huge expense. 9. Add custom clan icons inside the port circles and recolor the circle background to match the nation color, also make pirates and danes ports more distinguishable. To create a sense of expansion and ownership and to watch clans spread across a region it would be cool to see all the icons on the map inside the circles to watch clans expanding their borders. 10. Allow a lord protector to transfer his title to any other player in the game. Sometimes deals are struck or players no longer want to play. We currently have a player with 8 ports who quit and we can no longer touch those timers, allow a quick method to transfer the title of Lord Protector to another player remotely for the purpose of diplomacy as well as leaving players or those taking vacation. Some members simply don't want to manage their port timers these members should have the option to relinquish the title to another clan member who will. 11. Display port timers and dock access on the map including friendly port timers. I'm sick of making defensive and offensive photoshop maps of port timers and updating a port timer spreadsheet for our clans 40 ports it's a game not a job, why not give us that information on the map itself so i don't need to keep building them. 12. Allow a 25 player pb fleet and give them priority access to a port battle When fighting around populated areas we've have found clanless players in low level ships are jumping into port battles before experienced clan members in powerful ships can get in if the Port Battle fills it disrupts the entire attack. Allow for a 25 player 'raid' fleet or something that simply marks other fleet members visually and secures a place for each player in a flag carriers raid fleet for 3-4 minutes. Allowing them to get into a port battle before public players nearby can join. The same could also be done for members of a clan who own a port that are defending. 13. Flags may only be purchased in nation starting ports or your clans owned ports. Also flags may only be planted during 2 hour window and last until end of window. Currently the longest you can be forced to defend is 4.5 hours if your port window is 22-24 and the enemy buys a flag at 23.59 and holds it until 00.59 to plant you may then be stuck in a battle for another 90 minutes. Meaning that even though your defensive watch started at 10pm you could be forced to defend until almost 2.30 in the morning. I believe this could be reduced to 3.5 hours while allowing flags to be run further then they currently can. If the flag lasts for the duration of the 2 hour window buying it at the start of a window would give you 2 hours to attack allowing your fleet to travel further. While also enforcing that the enemy must plant the flag during the window means you wont be stuck up an extra hour if they choose to buy it at the last minute. This system could be tweaked even further if say the capture window was 2.5 or 3 hours long but the battle ended at the end of the capture window. Meaning their time inside the port was not a flat 90 minutes but based on how early they get into the port to start the battle, waiting too late could cost the fight. This also reduces the amount of time required to defend and makes it more accessible to casual gamers to participate and doesn't require players to stay up past reasonable hours. These changes are not designed to be historical but are suggested to improve the game and make it far more enjoyable for everyone to play the current system is burning players out and they are leaving we need a more interesting system where politics shift faster and more locally/internally from far more factions making the game more interesting and less frustrating with people in your own nations that you can't attack.
  18. Clan auction/private sales

    ok realy getting to the point with this new production system that clans need some love. right now i have to sell my products at higher rate on the open auction when i rather sell some higher on open and some lower for clan uses. we finaly have the abilty to make our own resources so we should have the options to sell within our clans to make ship building cheaper for our clan members. also we should also be able to put up Ships to sell inclan for cheaper and actualy have a clan player buy it then randomly filling another national player needs. i know this is just a basic system in clans why they work on the new land systems but realy the clans need some love as well. its anoying haveing to meet up with every one in captial to do manual sales or trades just to make sure your keeping your own clan supplied when i could spend that time ether leveling or hualing more resources up. Banking system should be easy enought setup a system that you can donate resources and cash to clan bank and allow only Officers and above to take out resources and limit gold to buying conquest flags. think that covers most needs and prevents the issues of clan leaders runing off with every ones gold as has been the only sumbling block i seen posted on here. so lets stop argueing and push for some changes that will benfit the whole clan community
  19. British Council

    Ladies and Gentlemen, We hereby announce the first British Council meeting. This is a joint effort between AUSEZ and RGL. The British Nation needs a global strategy. Therefore we would like to organize a Council of all British Fleets. This Council would enable us to unite the British Nation and focus on a global common strategy. We invite all British Fleets who are interested in cooperation to join this meeting. British clans that have been invited directly via other means so far are as follow: RGL - Royal German Legion AUSEZ - Australian Colonial Navy SLRN - Sea Lords Royal Navy SINK - Barely Afloat BWITC - British West Indies Trading Company TRR - The Rum Runners SGS - St.Georges Squadron of White SOGGY - Soggy Biscuits Other clans that have been invited, but have unable to get a hold of; in quick notice are as followed: Relic - Relic Gaming RD - Royal Dogs ZEUS - The Zeus Gamming Community DRUNK - Drunken Sailors The meeting will take place in the Teamspeak of the RGL on Sunday, the 21st February 2016 at 9 pm GMT. IP: 92.222.235.147 PW: 0815 To keep the Council well-structured please sent only two representatives of your Fleet. The council will meet every week at time and place above. New British clans are invited and may join the council. Point of contact: Wang (AUSEZ) Sir James Alexander Gordon (RGL) Saintus Gordon Smith (RGL)
  20. I have a suggestion for the Guilds, Clans and Trading companies forum. Under the main Forum topic, could a sub-forum be added for each of the servers? That would solve alot of confusion and also you can look for the clans only in whatever server you are playing instead of having to scroll through all of them from every server. Cheers, 8Q
  21. We be recruitin soon - we're looking for the scurviest dogs we can find... Morgan and Bartholomew were just the beginning
  22. Independent Players?

    Is this game only going to be "survivable" by either joining a guild/clan or by paying "protection" to a guild/clan? While I can understand the immersion effect of being in the Royal Navy or the U.S. Navy, In reality I am a US Citizen and free to do as I like with my time. I may not really want to play Admiral or be bossed around by someone wanting to play Admiral - do I have a choice in this game? ---- I guess what I am asking is have the guilds/clans ALREADY taken over the game being as most of them are run by Moderators? I really wanted to just play a fun "age of sail" game and then go to dinner/live my life - do I really have to join a guild/clan just to play?
  23. Saint George Squadron

    Any SGS guys on here from the PotBS days? I've been over on the Ultimate General forums for a while now, but I was talking to Captain Dai who said there were a few SGS guys over here, so I thought I'd pop in and say hello. Just seen a few of the youtube vids and NA is a lot further on that I though it was! Looking fantastic and can't wait to get me feet wet again!
×