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Found 45 results

  1. Балтийский Флот Решили все таки более серьезно подойти к этому вопросу и создать сообщество Время как никогда самое подходящие. Так как все больше и больше людей теряют интерес к игре. Кто то внушил всем что в игре есть только ПБ и все,а это далеко не так, есть много увлекательных занятий, где не нужно плавать по несколько часов, и еще столько же стоять у порта и выжидать пб. Собственно началась наша история еще на просторах ПотБс. Так же как и в ПОтБс, наша группа занимается разбоем и грабежом, только пвп, только хардкор. Нету никакой политики, союзов и тому подобных вещей. Топим и тонем, догоняем и убегаем везде и всюду, всех и везде Сообщество создано для семейных и работающих людей, у которых нету возможности проводить в игре 24\7. Которые хотят, прийдя вечерком с работы, провести весело время в этой игре, в душевной и веселой компании, и потопив десяток буржуев, с хорошим настроением и приподнятым духом пойти брать на абордаж свою женщину Что для этого нужно: 1) Иметь микрофон с наушниками и установленную голосовую связь (ТС) 2) Быть адекватным 3) Возраст 20+ 4) Желание рвать и метать все что видно в море. 5) Не боятся сливать свои кораблики, ибо это всего лишь картинки 6) Написать в игре или на форуме в личные сообщения: "Captain Reverse "Toothless Jack "Black Mamba Прайм примерно с 20-00 по МСК и пока не надоест)
  2. Seen a few of these posts but thought I might as well have a go The aim of these ideas is to make the pirates a unique 'hardcore' pvp faction with interesting mechanics but also limited economic and military strength compared to the nations. These should also keep a nice balance of power between the industrial and pvp players in the nations. Pirates Economy One economy building per player 25% tax for all trades between pirates and other nations, including player to AI and player to player (bribes, mistrust etc) Production/ships Largest ship produced by pirates will be 5th rates Cannot purchase ships from other nations, any ships larger than a 5th rate will have to be captured (1 dura) Conquest Pirates will be unable to participate in the current conquest mechanics Nations will be unable to launch a port battle/flag against pirate ports New 'control' system describing the difficulties nations had at the time keeping the peace in their colonies Each national port/region will have a base 'control' score (CS) which will naturally decay over time. Local merchants (AI) will create hauling missions for national players to take goods to any ports that need it (similar to the current missions) to increase the CS for that region. If the CS for the region goes too low the nation then has 24 hours to increase the CS above the base score or the region will flip to the pirates. To recover a pirate port (any) nation can send goods near the port to reduce the pirate CS. If the CS goes low enough and stays below the base CS for 24 hours the port will flip to the nation that delivered the most goods. Pirate CS is increased by pirates transporting their own goods to the ports or by capturing/sinking enemy (player) trade ships in the region. These mechanics should create a situation where pirates become strongest on the borders or quiet areas of the national empires. Finding opportunities where nations are fighting each other and playing them off against each other. Small groups of pirates will be able to harass areas and capture a region or two by raiding ports and shipping trying to supply those ports – but find it extremely hard to hold onto those regions when an organised fleet of traders and warships try to take them back. (If technically possible) Pardons could be purchased by a pirate player at any free port which will allow them to join one of the nations for a fixed time (7/14/28 days). The cost of these pardons would depend on the rank and fame of the captain (see Zooloo's fame system for ideas) meaning a famous Curse would find it stupidly expensive. At the end of the time frame the captain would revert back to a pirate (with xp and fame penalties) and lose any of the advantages of being a national captain – 5 dura ships etc. Any comments welcome
  3. Вот и настало время нам тоже заявить о себе. Русскоговорящий Пиратский клан [VC] Victory ,с сервера PVP One Eu, приглашает в свои ряды всех желающий. Мы рады как опытным капитанам, так и людям которые первый день в игре. Новичкам помогаем "встать на ноги ", а закоренелым морским волкам предлагаем свою веселую компанию. Про политику: Наш пиратский клан относится дружественно к Датчанам, Испанцам и Французам. Союзов не с какими их кланами пока не заключали , этих наций, но стараемся не нападать на их корабли. но если игроки сами нападают , то естественно мы защищаемся. Врагами клана объявляем , естественно, Британцев, Американцев, Голландцев и Шведов. Цели и интересы клана: ПВП, ПВЕ, захват вражеских городов, обучение новичков, крафт. Состав клана: на данный момент наш клан насчитывает 47+ человек. Перечислю только офицеров к клана. К которым вы можете обратится, чтобы вас приняли в клан. Anderson - создатель и глава клана Smertyshka Fernando Cortes de Monroy Levan Тhomas Boyle kill hook Osaka Vitkulov На сегодняшний день в клане имеется 2 золотых крафтера (50лвл), но в скором времени их будет больше. Так же чтобы легче было нас найти в пиратском чате всплывает реклама : Ведется набор в команду "Victory" [VC] для совместного хождения по морю и вылазок. Обучение новичков. Всем удачи, будем рады видеть вас в наших рядах.
  4. After waiting days In Port Carlisle for the prices of my investment in Lancashire Iron to improve I set out in my trader Brig for Port Morant. I had my head up was watching vigilantly. I noticed a small Pirate Lynx that passed me heading west as I rounded the point east of Carlisle. She came about and shadowed me to our stern on our heading. With my fleet of a cutter and lynx and the proximity of several healthy British war ships, and our capital, I was not seriously concerned about the little pirate. Then as I was on approach to Morant ... a Trincomalee charged out from Port Royal our west bearing down on us. From the Ships Log DAY 1 13:30hr 22:05rt Steady w-WNW Pirate Lynx bearing E - Heading E on our stern. She maintained this course and steadily gained. After a few hrs a Pirate Trincomalee also came up fast from west out of the the inside passage (SE of Port Royal) It was Blackjack Morgan. He slowed on approach to match my slower speed and engaged. First as I sat with no canvas he did nothing. Then as I started to move he fired some shot into my sails I ordered my fleet to escape and dropped my sails. Morgan approached our portside for boarding and I ordered all crew to the sails and repair. In spite of the horrendous damage to the sails they repaired them with lightning speed as if by magic. Ordering full sails I tried first bearing away to the east but the Trincomalee was much too fast so I turned to starboard and tested the ship on a beam reach. Still we were much much slower. Then Morgan connected a volley with our main mast and carried her away. We hailed him and indicated that we surrender and he replied to do so formally. We did. And In a heartbeat I was alone on the ocean. My ship, my fleet and Morgan was gone. My losses were very high. Over $200,000 which is the majority of my investment. I have not counted the losses to manpower. (Officers and crew). Now although I blame myself entirely, I do wonder if it does not seem reasonable to expect some level of protection in the home waters so close to our Capital. Are these pirates permitted to operate with total impunity, entirely unopposed.
  5. TRUE PIRATE LIFE - Ideas for a more historical PIRATE system A] PIRATES never had provinces and well-visible port towns in real life - PIRATES had hiding places. So, after the wipe, the areas and ports for PIRATES could be NEUTRAL ports, which everybody could use, but in which ONLY PIRATES could build BUILDINGS - not every BUILDING perhaps - maybe special PIRATE-typical BUILDINGS. I call them NEUTRAL/ PIRATE PORTS in the further. Once a NEUTRAL/PIRATE PORT would be used by a high enough number of PIRATES, it would become VISIBLE - now it's colour would change from NEUTRAL to PIRATE PORT. From this point on, the port would be known to all NATIONS, and could be port-battled. PIRATES would have PORT BATTLES this way. If the NATIONS suddeeded in the PORT BATTLE, all PIRATE WAREHOUSES and docked ships would be lost for them, and the port would change to a NEUTRAL / PIRATE PORT again, until the whole repeated. If the PIRATES succeeded in the PORT BATTLE, they would have the chance to either move all their goods to another, yet "secret" NEUTRAL / PIRATE PORT - or they could stay and try to defend this PIRATE PORT against further attacks. But maybe PIRATES should never have more than 3 - 5 such visible PIRATE PORTS, to keep it historically close enough. PIRATES should NOT be able to conquer a whole region / province. But maybe they should be able to PORT-BATTLE single ports, and thereby turn them into NEUTRAL / PIRATE PORTS? These could be used like described above, until re-conquered by NATIONS. B] It may be hard for PIRATES to make any prey. But it is not good for NAVAL ACTION to have fake and very bad tricks going on to help the PIRATES survive. After all, PIRATE life was, what it was - they were hunted, and they were mostly operating single, and they were hiding a lot. PIRATE life maybe only for the best among the NAVAL ACTION players. It IS hard to survive as a PIRATE - and it SHOULD be. All NATIONS definitely had stronger forces, and many more ships. Let the PIRATES make the best of it. THEN they can be proud of being true PIRATES. What is an EXTREMELY UNSATISFYING SITUATION is, that PIRATES can hide in MISSIONS, and stay in BATTLE SCREENS as long as they want. They only have to kill the newbie, who is training in that MISSION, and then they can stay inside. Via TeamSpeak they can communicate with one ship outside the MISSION, and hop out if there is any prey - or just to run home. They might as well have 'wormholes' - "beam me up, Scotty!" We all know, this is so BADLY UNREALISTIC, that it should be eliminated. Even the PIRATES themselves know and feel, that this is EXTREME CHEATING. And even if the same tricks could be used by NATIONS - it remains something VERY UNREALISTIC. So please - remove that; it only annoys hundreds of players. I really hope that the devs do read our proposals, and that they may consider these thought, which I have developed after talking to many other players of NAVAL ACTION.
  6. I believe that the biggest balance issue, and part of the reason for the gank fleets, if not the whole reason, is simply player numbers in said nation, and or pirate "nation." To balance this issue i would suggest some sort of player limiting factor per nation that could be implemented by percentile. Depending on others opinions on how that percentile could work every nation should have a +- 0-5% of an even percent of the total players on the server that have logged on in the past X amount of time, allowing for an active nation. OR it could be a somewhat uneven balance more historical to the nations historical presence in the area, i.e. spain with a bunch of population followed by britian, america, dutch, swedes/danes, and pirates. This would limit the pirates, and make them also behave like pirates more than what they do now. However this is a game and that might not be very popular, or it could be very popular. Opinions, more implementation ideas, etc. all welcome.
  7. PIRATEN-PORTS - PIRATEN-PROVINZEN - PIRATEN-PORT-BATTLES A] PIRATEN hatten nie sichtbar Piraten-Städte oder gar Provinzen - Piraten hatten Verstecke. Vielleicht sollten also die jetzigen Piraten-Häfen umgewandelt werden in NEUTRALE PORTS, die von allen NATIONEN genutzt werden können - in denen aber PIRATEN (und nur sie) auch BUILDINGS errichten könnten. Vielleicht nicht alle, die die NATIONS haben können - aber ein paar PIRATEN-spezifische Gebäude wären doch toll. Wäre ein solcher Port lange genug von einer größeren (zu bestimmenden) Anzahl von PIRATEN bewohnt, würde er sichtbar. Oder vielleicht müßte er durch NATIONEN durch PIRATEN-JÄGER aufgeklärt werden? Wenn er sichtbar wird, andert sich in der MAP die Farbe zu PIRATE PORT, und nun könnte er per PORT BATTLE von den NATIONEN angegriffen werden. So könnten auch die PIRATEN PORT BATTLES haben. Wenn die NATIONEN die PORT BATTLE gewinnen, verfällt aller PIRATEN-Besitz im Port - Waren, Gebäude, Schiffe; und der Port wird wieder NEUTRAL - aber auch wieder (siehe oben) für Piraten nutzbar. Gewinnen die PIRATEN die PORT BATTLE, hätten sie die Chance, ihren ganzen Besitz woanders hin zu bringen, oder sie könnten den Port versuchen weiterhin zu halten. Sie sollten aber vielleicht - aus historischen Gründen - nie mehr als 3 - 5 solcher "offen sichtbaren" Ports haben können. PIRATEN sollten nie in der Lage sein, ganze Provinzen zu erobern. Vielleicht könnten sie aber in die Lage versetzt werden, einzelne Ports in NEUTRALE Häfen (siehe oben) umzuwandeln - wiederum durch PORT BATTLES. B] Es magsicherlich hart sein für PIRATEN, Beute zu machen und zu überleben. Aber es schadet NAVAL ACTION, wenn versucht wird, ihnen Vorteile zu verschaffen durch völlig unrealistische, miese Tricks. Das PIRATEN-Leben war nun mal, wie es war - rauh und hart. Sie wurden von allen Nationen gejagt, sie operierten in kleinen Gruppen oder allein, und sie mußten sich oft verstecken. Das PIRATEN-Leben ist vielleicht nur etwas für die Besten der NAVAL ACTION-Spieler. Es IST schwer zu überleben, und das SOLLTE ES AUCH SEIN. Denn alle NATIONEN hatten stärkere Kräfte, und viel mehr Schiffe. Warum denn die PIRATEN genause machen wie jede NATION schon ist - warum nicht ein ganz anderes Spielkonzept für sie? Laßt doch die PIRATEN trotz alledem das Beste daraus machen. DANN können sie stolz darauf sein, PIRAT zu sein. Es ist für viele, viele Spieler EXTREM unbefriedigend, daß PIRATEN sich in MISSIONS und BATTLE SCREENS verstecken. So hab ich schon MISSIONS gesehen, in die sie mit 15 Schiffen eingetreten sind - der Neuling da drin hat keine Chance! - und in denen sie sich dann verborgen halten. Wenn ihnen von draussen jemand über TeamSpeak sagt, daß da Beute kommt, dann kommen sie alle rausgehopst. "Beam me up, Scotty!" Da könnten die Devs doch auch gleich 'Wurmlöcher' oder 'Parallel-Universen' einführen. Selbst die PIRATEN müssen sich dabei schlecht fühlen, mit solchen unrealistischen, dreckigen Tricks zu kämpfen. Und selbst, wenn auch alle NATIONEN dieselben Tricks verfügbar haben - sie bleiben doch schmutzige Tricks, die hunderte von Spielern einfach nur zum Kotzen finden, und die das sonst so gute Spiel ruinieren. Ich hoffe sehr, daß die Devs dies lesen und in Betracht ziehen. Ich habe das nach vielen Gesprächen mit vielen Spielern ausgedacht, und Ideen von manchem anderen sind darin enthalten.
  8. The game comes across as very realistic, and each update seems to make it even more so. There are some things that jar (and feel more out of place after each update), as they just don't fit, like "clans" instead of "Fleets", or being able to sail by a huge enemy AI fleet with impunity as it never attacks on its own initiative. The way the pirates are now is the same, it just doesn't come across as quite being as realistic as the rest of the game. I have some ideas for pirate benefits, as well as some liabilities that would, I think, (hope) still keep pirates as a faction that people will play, and also be a better fit to the game overall. Benefit: Pirate ships are faster than other player ships Historical basis: Pirates were fanatical about keeping their hulls cleaned, but they lacked shipyards to clean larger ships. Tweak: 5th rate ships and below should keep this benefit, Fourth, and 3rd rate ships should have no benefit, and 2nd and first rate ships would have a minus speed benefit (this also being one reason pirates didn't have larger ships). Benefit: Pirates were better marksmen with guns than even naval marines Historical basis: Pirates had to make landfall and hunt game for food. They had more practice then their military counterparts, and if they didn't become good shots, they went hungry. Tweak: Pirates should have a plus with regards to handguns, and muskets Benefit: Pirates should have a benefit when boarding ships. Historical basis: Everything they did was to ensure ships they wanted to capture would surrender quickly. tweak: Pirates should have boarding bonuses for boarding ships, more so for merchant ships. Liabilities: Pirates didn't have shipyards, even if they did, they wouldn't have naval architects, carpenters, craftsmen, etc. to man the shipyards. Pirates should be limited in the kinds of ships they can craft, offsetting this, they should be able to keep ANY ship they capture. Liability: Pirates didn't have access to brass or iron foundries or casting houses (as per shipyards) Pirates should be limited in their ability to purchase canons above a certain size. Also, pirate gunnery should have a negative modifier above a certain class of cannon as they were challenged to outfit their ships with cannons that were matched sets (another reason they didn't have larger ships like 3rd 2nd and 1st rates). Pirates would be limited to 9 or 12 pound cannons, and large ships (3rd, 2nd and 1st rates) would have negative modifiers to accuracy and damage. If the above were introduced, then pirates would have some significant advantages with regards to 5th rate and lower ships, but would be disadvantaged with 3rd rate and higher ships. More of their ships would be captured ships and fewer would be crafted/purchased, so to be fair, there should be an additional tweak to hit points (or improved damage control...etc) to off set the loss in durability. They would retain an advantage in boarding. 4th rate ships would be on average the same as all other nations. An additional idea would be to allow them easier access to all ports, but have a slight chance of being discovered (in reality, getting caught historically would result in being hung or placed in a gibbet at the ports entrance so all could see the dying pirate, or his corpse)...in game, maybe would result in the loss of the players ship and cargo, or possibly a percentage of wealth in fines (bribes) to escape. I think the above would make pirates a lot more realistic. They gain advantages at the lower level ships, are on par with everyone at the middle levels, but have some disadvantages with larger ships, they lose ship crafting ability, and lose easy access to cannons, but gain the ability to retain all captured ships, including 1st rates. Plus they would have boarding bonuses at all levels. One thing I don't have a suggestion on is fleet size. Pirates only very seldom operated in fleets and then only small groups of ships (up to 3 ships, not very often more than 3). Pirate captains generally didn't submit to another pirates authority, and also there wasn't a huge amount of trust when it came to splitting the spoils afterwards. A large decrease in the amount of prize money and goods could be imposed if the pirates had more than a certain number of ships in a battle but, I can't think of an offset to that (and I did come up with offsets for everything else). As the game is now, it seems pirates have advantages, and no disadvantages and are more like a separate nation than a loose confederation of outlaws. Assuming the game coding would allow the tweaks I'm suggesting, I think the above would make pirates be more like pirates, and still keep them as a viable faction.
  9. I would like an open discussion to see where Individuals, Clans, and Nations are as far as diplomacy goes for after the port wipe. There has been a lot of bad blood and alot of personal attacks and it has created a lot of poison and made the game toxic (at times). While there are other nations with their own diplomacy stuff to consider, I will start with my own (personal) stance. US, GB, VP, and Pirates. Its a vicious war and I have no qualms with continuing it. BUT not to the point where pirates take a capital or the pirates capital is taken (no nation will be able to resist Pirate Immunity, it will be a bum rush). This is because that will force the pirates into an alliance thus breaking what it means to be a pirate. Whether they cap or are capped the end result is the same. Additionally, the loser can also abuse their alliance to join battles and take up spaces and troll etc. I am on the fence on what to do, I back GB's US alliance 100% and would not support any peace if it meant they fight alone, but I also do not want to see Pirate nation ruined by a bad mechanic. (Thank you devs, we all know you work hard and that this is not the final product and was the lesser of several evils given your constraints o7) War or Peace among nations, that's what this thread is for. Please post your thoughts for your nation and your allies/enemies. This is not a thread to formally agree to anything, just a way for us to brainstorm and get what we're always saying and thinking written formally down.
  10. Hello everyone, I wanted to pose a couple suggestions on ways to create a firm distinction between the Pirate "faction" and those of traditional nations. This is not meant as an exhaustive list, but should provide suitable fodder for discussion, and one that I hope the developers of Naval Action will consider if not in whole, then at least in part. First off, I find it highly annoying when someone posits that the game, or some facet thereof, is "broken". However, I think many would agree that the implementation of piracy as nothing more than another national interest is ahistorical, to say the least (brief historical attempts at a pirate "free state" notwithstanding). So, in light of that, I have considered ways that would make for the pirate faction to be very different from the national factions, yet still rewarding and interesting for the players who fly the black flag. I wish to offer as a disclaimer that I have not played as a pirate, but I have tried to be as objective as possible. 1) Pirates should not have ownership of ports, with the exception of a capital port, which, like any other cannot be captured. Instead, pirates should operate under a permanent "smuggler flag" and be able to enter any national port except a national capital. This means that pirates will not be able to capture ports, but a mechanism should be in place so that they could still "raid" a national port which would result in the same reward system as a current port battle, so as not to prevent pirate players from being able to receive port battle-type rewards. However, even in the event of a victory, they would not gain possession of the port - they would simply be doing it for the "loot", a much more traditional pirate motivation than control of territory. I would also suggest as an option that pirates be only able to set up an outpost in a free port - while they could enter national ports as smugglers, they could not have outposts there. This last is something I suggest as a consideration, as I am myself of two minds about the issue. 2) I have elsewhere suggested that in lieu of marine upgrades being the only way for a ship to have marines, that all national men of war should have a minimum number of marines as part of the normal complement. This number might be slightly increased by the marine upgrade, but the upgrade should affect RNG quality (perhaps in a constant percentage of close range ship to ship musket fire, or failing that, in a morale of other buff for boarding actions). However, as a pirate would generally not have access to national marines, pirate ships would not have this addition. Two factors would therefore change: first, that any ship to ship musket fire that might be introduced would have a much lower RNG for a pirate vessel firing on another - their sailors might be very good, but they would generally not be well trained (or well armed) for musket fire. Conversely, in actual boarding, particularly when attacking, a pirate crew would have a higher morale and RNG for damage given that boarding an enemy ship is exactly what a pirate crew would be trained to do. Thank you, and I offer this to the community for feed back.
  11. I don't think you should be able to tell who is who from the OW let alone what clan they are in. It should be able to see just the flag of the nation they belong to, if they are Pirate, they should not get a smuggler tag, but get a "False Flag" tag, which lets them fly a flag of a nation as a false flag. This means they can enter that nations ports without issue (like smuggler). But IF they attack anyone of the nation they attack they will show their true colors and be stuck with them until they return to a pirate port. Pirates will not be able to build hostilities while flying the black, and can not capture ports and claim them for the black. They will not be able to build hostilities even while flying a false flag. But this does give them the ability to basically "fake" an attack in a region if they play their cards right. Example- French and English are talking peace. Pirates don't want that peace because it has been good for their business in the free ports between the regions. So they fly French colors and attack English shipping in a few nearby regions, to get the English wary of the French. Make them very visible attacks on players and NPC shipping. This would only be possible IF you have a nation flag shown on the back of your ship, while you sail around. Without it, like now, we can automagically know who and what they are before we even get close.
  12. This is a suggestion I've formed based on some input from some other pirates. Perhaps it would be possible at some point to introduce a privateer function for the pirates. The way it could work is that one nation could offer a contract to a pirate clan or just to individual pirates to assist them in battle for a reward of some description for a certain period of time. There would have to be a limit on the number of pirates they could hire, say 10-15 at a time to avoid the system being exploited. It would be good to have a function of this description as it would give the pirates some utility, rather than just have them sail around and annoy everyone, and it would allow pirates to participate in more high reward battles such as port battles and fleet actions. This system would also be useful for nations that are struggling to pull in new recruits or are being overwhelmed by well coordinated alliances, they could put out a contract and have 15 extra ships to help them.
  13. 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.
  14. Over the past few months, my desk has become littered with books on piracy. Margarette Lincoln's British Pirates and Society, 1680 - 1730 I found to be the most useful, and most recent - referring back to many of the earlier books that I had either already bought or were recommended to me. After reading multiple articles, chapters, and whole books, I felt it was appropriate to write a paper on the subject matter between semesters. I tend to prefer PDFs for sharing of my work for proper footnotes and formatting, so please forgive me for having to go via Google Drive. That said, I present: Stateless Men: An Examination of Historical Piracy
  15. I am not one to argue for the nerfing of pirates, nor to demand that they are made “no longer a nation”. I don’t argue against either of these positions either. I don’t have an opinion either way, and I’m not particularly invested in the outcome. I am sure that whatever the developers come up with for the pirates, with input and correctives from the testing community, will eventually serve its purpose. However, I have been contemplating a lot on the implementation and the implications of the regional conquest system, and I got to thinking about how the pirate faction will fit into this, both strategically and in terms of gameplay. And I wish to offer my thoughts and suggestions. So, I think there have been multiple posts by devs, arguing that historical pirates did own ports, and that the devs want them to be able to do this in the game. I have no objections to this. Regardless I think it will be interesting to have pirates be able to own ports, and should they be limited, basically, to open waters only, that would be a significant drawback to the faction. They should be able to attack ports at least, be it in the future only to raid ports or to capture them. Yet now that the regional conquest system is beginning to take form, I wonder how the pirates should fit into this. Did pirates ever really conquer an entire map area with infrastructure and a capital city - i.e a region? (I haven’t read enough about it to say either way, feel free to enlighten me) Suggestion for Pirate conquest So how about if pirates were not able to conquer regions the same way as every other nation will be able to? How about if pirates were left the only faction that would still be able, after the new system, to conquer individual ports (quite similar to the current conquest system) - rather than regions? What if pirates were able to raise hostility/conquest meter in a region just like any other nation, but where other nations then have to attempt to capture every port of that region, or lose it in its entirety, pirates would have to choose one port of that region and assault that one (the owning nation could be left to guess until the last minute which specific port would actually be assaulted)? If pirates won the assault, that individual port would then be owned by the pirates, despite being part of a region held by another faction. The pirate port would be immune from reconquest by the owner of the region for the same length of time that regions will be immune (if even) from reconquest by nations after changing hands, or possibly twice as long. After that the owner of the region would have to raise hostility outside that particular port to open it up for reconquest. Pirates would be able to hold more than one port of a region, but only by raising hostility once - and taking a port - and then raising hostility again to take another port (and so on). Pirates holding a port in your region would mean extensive raiding of trade and resources in the region, and result in a percentage loss to trade income and resource production in the entire region for the nation that owns it. Pirates conquering a port of a region, would make a good base for them to raid the resources and raze the infrastructure of that region, probably also weakening it severely in case a neighbouring faction then decided to invade that region. Pirate conquest would be completely unrestricted by proximity and distance. Pirates, from Mortimer Town, could raid Tampico in the Gulf of Mexico, Tulum in the Yucatan, or Lagunillas in the Lago de Maracaibo, and own ports in each of the four corners of the map. Pirates could conquer deep into national territories. No economic zone or PvE-area of a nation would be safe from invasion and conquest by pirates. ----------------------------------- I believe this proposal could work to make pirates something distinct and different from nations, while maintaining them as an interesting faction. It could make pirates truly the joker of the map, while avoiding that they would be just another nation competing for dominance of the map and with an advantage in both strategy and numbers over many of the nations.
  16. I blocked out some words because some people might find them offensive. Edit: 7. Posting of private communication is prohibited. The posting of private communication between the moderators, developers and administrators and forum users is prohibited. : Moderator Team
  17. This is a topic for only the pirates nation as it holds no water to other nations i have seen a rise in pirate on pirate action most wait for there intended target to leave the sanctuary of there home port of Mortimer as a suggestion to the devs perhaps it should be made so pirates must ether choose yes or no to battling each other as its clear there is a problem. this is Captain Pickle of the Royal British Navy and the Freedom Corp. saying bubye
  18. Pretty straight forward on this one. Just doing a follow up on a previous poll I made.
  19. Yesterday upon the stair(Port Morant - Carlisle) I met a man(French, Danes) who wasn't there(hiding in battle results/logging off) He wasn't there again today(randomly people from yesterday log in and pop out around the port) I wish, I wish he'd go away(or start playing an actual PvP game instead of using this exploit) The British nation would appreciate if the ganker fleets in the area of Carlisle would not use the battle result hiding exploits to end the night of PvP after a single attack. If you're short on time Jamaica is the wrong place for an attack and if you're afraid to lose your ship the same applies. Especially a fleet of 22 should not be afraid to actually go for a genuine fight which could've provided everyone with a lot of fun. Personally I see no fun/challenge in ganking but if you do it please be ready to face all repercussions that may come upon you instead of wasting everybody's time and fun after jumping a little clanless cerberus with 22 ships. As far as I and those I can vouch for are concerned we will not be backing away from a fight that we brought on our own and will now be attacking your homeports with fair fights. Please consider doing the same in the interest of a fun game for all. A little further warning: It has come to our attention that some smaller ganking fleets now actively search for an ai ship close to KPR to create such battle result screen situation. WIth the intention of this being the last action of the night they apparently log off so they can have an invisible fleet ready to attack in the early afternoon near our homeports. This goes beyond merely trying to save one's hide and is in my/our eyes an unacceptable misuse of the mechanic. We've started to collect evidence on this and should this behaviour not rapidly disappear I will launch a tribunal about this! To the devs: Please consider reworking the battle result screen asap as it currently proofs to be an exploited hassle for all fair playing folk around the isle and surely in other places as well. P.S.: I used the words 'the British nation' as a lot of people are seriously unhappy about this. Should you however take offense to me representing you here just substitue this for my own persona. Also this is a somewhat serious topic - have fun discussing it but serious forum pvp as some practice it is not desired here! Keep it civil everybody! For those who liked the poem: Antigonish - William Hughes Mearns Yesterday upon the stair I met a man who wasn't there He wasn't there again today I wish, I wish he'd go away When I came home last night at three The man was waiting there for me But when I looked around the hall I couldn't see him there at all! Go away, go away, don't you come back anymore! Go away, go away, and please don't slam the door Last night I saw upon the stair A little man who wasn't there He wasn't there again today Oh, how I wish he'd go away
  20. 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 !
  21. Dear Devs, I like and love the game in its status. Because of its working progress, I want to give you my feedback. I play Pirate. In every game, where a Pirate system is able to be played, i love to do so. And yes, I joined Pirates in NA aswell. But I didnt know, that they are a Nation - which is a totaly wrong understanding of what pirate was in the 16th to 18th century. If someone had told me before, that I can choose the "Nation" Pirate, I were joined france frist, scam all the Clans and players, kill some friendly mates and become pirate then. Because this is, what pirates did in those centuires. They never fight to own a harbour. They fight harbours to own more stuff. So here are my points: 1) Pirates shouldnt be able to own Ports. They only should be able to "raid" them for getting stuff out of it. Only 1-3 Hideouts which are only shown on Pirates map, should be owned by pirates. Not more not less. Because being a pirate is kind of a political statement. ATM Pirates are "friendly" to each other because they have to. This is FAAAAAAr away of beeing authentic. So here is the Idea: No Port Capture or battle for owned ports. 2) Be a Pirate : When I capture a ship from e.g. the Great Britains, I will steal the Flag and sail under my new fake flag. As long as i dont attack anyone - to get somethings like a criminal timer and be detected as "fake" Great Britain - i should be able to use every port / facility / chat or more from the Nation, i fake to sail for. Only when i get criminal flagged and or get killed, the flag should be gone. 3) Pirates should not be able to craft ships. They can dock at every harbour (fake flag at Point 2 explains why) and they can buy ships there or get into "deals" with clans of any nations to get ships. Also they should focus in raiding fleeds and capture ships. But Pirates should be able to upgrade or optimize their ships. e.g. enhance Speed and crew, better boarding abilities for fast travel Boardings at 6kn or something similar. Pirate ships should be a very scary thing in open world fights. And i dont mean, that they should be tanky or overpowered. They only need to have things, which nation ships dont have. 4) Turning into "Pirate" should be a penalty for players. So they should be thrown out of their "safed" life in a 150 member clan into a deep community of ugly, angry and beard people who kill each other for no reason, when the rum rations ran out. Learn how to sail, steal, fake flag, keeping morales up and get away with slaves / captured ships should be horrible hard for a normal player. But this should be all, what pirates should be able to do. Sitting in MT to craft things is dumb. No Pirate of our history books ever sit in a port and craft a plank for a ship. They all raid a port and take those ready build ships and the wife of the guy who crafted it. 5) Give pirates some capturing advantage but for. eg. let them be attacked from npc's aswell, when they get a criminal timer. Those timer should be there for 1-2 hours. 6) A Pirate need to learn everything new. Sailing Routes, noone know and all stuff like that. So take away the teleport to capitol function for Pirates. IMPORTANT: Pirates shouldnt be a Nation as they are atm. They should not have any friends in their own "Pirate faction" expect their Clan or ally mates. They should be able to fake flag. They should not be those pve focused Trader / Crafter / Labor hour seller as atm. Take all of the pirates harbours. Give them Hideouts. I saw so many pirates sailing around, who are no pirates and acting like Nation People... Organize political Port capturing Situations shouldnt be able... The Pirates atm are by far not authentic. Everyone who dont see this, should go back in the history lesson (no offense) Added Ideas by other players: From Hethwill: A successful raid by pirates should blast a city morale ( citizens are simply left to their own designs with the feeling their overlords cannot save them ) and turn it unaligned for a full maintenance cycle [ 1 full day after maintenance the port gets blocked to all actions, no entering the port ], and then returns to nation control as normal.
  22. My idea is a pretty complex one but it's one that'd make life on the PVE server pretty interesting, keep in mind, this is an idea for the PVE server, for those that want this to be applied to the PVP server changed would have to be made to my idea, but it goes as followed. The Pirate Nation: On the PVE server, there aren't many who play pirates as of yet, why not make this an NPC nation, make them the big nemesis of the seas for the PVE server with big AI fleets that roam, and attack people, occasionally even when those fleets are big enough, attack ports. It gives everyone on the PVE server a chance to experience massive port-battles. Pirates could capture our ports, we could capture theirs, and it's still PVE seeing the pirates would be AI enemies. we've already seen that the AI in this game is very advanced so actually implementing this sort of NPC behaviour shouldn't be hard at all. Not only does this give everyone on the PVE server an incentive to be active at the later levels because right now let's be honest once you get into your shiny victory there isn't -that- much to do. It actively gives Conquest as a possibility for the PVE server. Of course one or two pirate ports would have to be protected from being captured so the nation couldn't be completely wiped out and according to the NR. of players online there would have to be a comparable amount of pirates, maybe not 1:1 but 3:1. a pirate for every three people online, when you then look at several hundred people online on our PVE server it's quite plausible that there's pirate fleets around large enough to attack smaller ports, which we then have to go and defend, or re-capture, as well as the other way around, assembling a group of people to go attack pirate ports would force the AI pirates to congregate at these ports, and would again lead to some proper fun end-game content and large-scale sea-battles, as well as decent rewards for all who participate. Now, as you can probably guess by this part in the article, what about the few players that -do- play the pirate faction, we could simply give them a several week-long notice to move to another nation of their choice and allow them to keep their rank/items/ships. They of course wouldn't lose anything, wouldn't be fair. How would this influence the open world itself. Well, as we all know, Pirates are Marauders by nature, they roam in little packs, or by themselves, ambushing little ship convoys, or traders. As a trader ship, you would have to try to run away from these pirates, or combat them, depending on which trader ship you're in this might be mildly hard, to quite hard. and it'd add a challenge to trading, because right now it's just sail to a port, pick up your goods, and sail off again with barely any danger. And yes, for some traders it'd be hard but, Take the Gros-ventre for example. 250 men, twenty guns. an exceptional one rigged to defend boarding attacks will make it nearly impossible to capture it, where anything that could capture it, it would simply out-run. it'd give the smaller traders an incentive to team-up, or hire their own little NPc fleets as you can do at lower ranks. Of course this is prone to balancing, it wouldn't be fun to be in a trader lynx and have 3 frigates jump you, as a result I suggest a very simple aggro system. that goes as followed. Depending on enemy ship, VS your ship, you both get a rating of 1-10. where 10 meaning they will chase you and try to engage combat, and 1 meaning they couldn't care less if you had nude ladies standing atop of your deck. and how this would be calculated depends on your ship tier/class/cargo capacity, and what the pirate AI is sailing, for example, if a single pirate frigate sees a lone Gross-ventre the aggro-rating would be quite high, for the frigate its a juicy trader target, and from the trader's PoV it's something they can defend themselves against. But imagine an open world and game environment where all of this would be implemented. you could do something new every day without ever really running out of things to do, because everyone one could do on the PVP server one could now do on PVE. and let's admit it, there's a lot of us that want a taste of PVP without the full-life of it and with this I mean sailing a little frigate and having 25 third rates chasing you just cause they can, no, I mean the end-game action such as port battles, and cooperating trade-missions with fellow players. sounds pretty good, no? Any feedback on this idea is welcome, and thanks for reading this frankly, huge post. ~Nelgatha.
  23. [HAX] Cryptic Warfare Teamspeak: hax.teamspeak3.com facebook.com/wothax [HAX] is an active pvp fleet. We focus on teamwork, and we share supplies and ships. We have high level crafters. Feel free to jump in our teamspeak channel and look for Jenicyde (our hot female commander), Sergeant Ski or Arconite. Give our facebook page a like, and check out Jenicyde's youtube https://www.youtube.com/channel/UCXliH-ERTwkHqS2LL8bwPag Cryptic Warfare is a large social gaming community that started in early 2014 as a WOT clan. We have evolved into a close community that plays many different games together.
  24. I want to say something simple. I made this clan because i wanted to be part of a clan that cared about each other, and i wasn't. This Topic is supposed to be filled we me bragging about why my clan is so great and why you should join it. My clan is not great. We have 5 members, 3 of which play often. At this point of the game clans aren't even important. You pay 100k just so that multiple people can have a tag next to her name. So why should you join my clan? We have fun. We're Pirates. We fight anyone and everyone that gets in our way and we help each other. We make sure everyone gets where they need to in the game. If you want to join a clan that actually gets you involved no matter what kind of experience you have. We Help you. Because we love this game and we want you to love this game just as much as we do. I don't have the best clan in the world. But we sure as hell love what we do. We are the Rogue Templars.