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Found 8 results

  1. Bonjour à tous Petite question, On est un groupe de 6 pour rejoindre un raid de port et seulement 4 rentrent. Bon j'imagine que les IA sont des élites d'ou la raison qu'on soit tous au fond de l'eau mais ça c'est un détail C'est la deuxième fois que ça nous arrive... Peut-être que l'on fait faux, si c'est le cas j'aimerais bien savoir comment ça marche La Composition : Un Océan, un Buccentaure, un Saint-Pavel, 2 3rd rate et 1 wasa Merci de vos réponses
  2. I would love to suggest some Co-op options for the PvE server, as there are currently no port battles. These co-op activities would be optional, so the peaceful, relaxing nature of the PvE server would not be changed. Port raids. Essentially just port battles against an AI fleet, raids will allow players to group up and fight for a port. Once captured, doubloons will be handed out based on battle performance. Duals. Players are able to challenge each other in the OW, and with mutual agreement a PvP battle is started. NPC Blockades. A group of 5 - 10 NPC's will blockade a random port. This will initiate a 6 hours long lasting battle, which all players can join. When a port is blockaded, you cannot enter this port directly. You'll have to join the blockade instance and sail your way through the enemy lines into safety of the coastal defenses, if you want to move into the port. A coordinated player fleet however can also kill all NPC's, after which the port is free to enter again. Can be BR limited to create a challenge. I don't know how this would work out on the PvP server (option 1 and 2 would be redundant), but I think option 3 could also be fun on the PvP server.
  3. This is my suggestion for the implementation of treasure fleets: The treasure fleets would be AI trade ships with or without escort that spawn at random locations and make their way to a random national port. They are announced like the "lost fleet" event. The treasure would be a chest just like the deadman's chest but with currency instead and is also only usable in port. The clan of the player who opens it and all of their allied clans' members would get a fixed reward and bonus tax income for their ports for 1 day and the one who opened it a small bonus reward ( that he can still share with his mates who helped him if he is a teamplayer ). This would represent the positive impact on the nations economy and captains that the treasure brings and promote teamwork. The route would need to be long enough to give players time to react. Please link any worthwhile suggestions for treasure fleets and your own thoughts on the matter.
  4. DD Recruiting ! We need velonteer , recruites and officiers for expend our empire ! We raiding hostility order for get more cities, and some pvp events too ! We helping new players and small clans, we have alots allies clans and we can give ships and combat mark if you need ! We are a freindly clan so, why not joined us !! Your Welcome ! Richbeard , Cornilius , Grimm Reaper
  5. tl;dr: Putting a port into 100% contention causes problems for that team regardless of how the port battle turns out. Random thought of the day: If you build 100% contention on a port, this is a "raid" and lasts 48 hours. While in a raid state, the county generates no trade goods, will not buy trade goods (or only pays "1" for them) and player buildings produce labor hours at 50% rate. I was just thinking that while contention often generates PvP, a smart team that was confident in their port battle fleet could simply ignore contention grinds. Let the contention happen, show up for the port battle, done. Costs them less time, less risk, no counter-grind and they win. I think this is such a huge risk that when people realize what I have just said, nobody will grind ports anymore unless they were really sure they could win the port battle. It would be a tremendous waste of time to grind contention, get no PvP out of it and not be able to win the port battle. You accomplished literally nothing in that case. So let 100% contention mean something: It means the county is screwed up for 48 hours. Better go out there and fight those contention grinders!
  6. OUTLINE Pirates should be unique I think everyone agrees on that. Basic vision of pirate nation is that pirates have no ships of the line, don’t conquer the land etc etc. However there are players who want to be pirates, but still experience SOL gameplay. For this to work Pirates needs to have such a mechanic that does not put them into disadvantage. Right now Pirates are a nation and must survive by nation means – expend their territories and protect their land and because of such must build SOLs and take part in conquest. Below is proposed detailed, simple to comprehend Pirate State mechanic that will sort out all pirate related issues and most importantly will keep nations less toxic towards pirates and give pirates the gameplay they are after. In short we remove pirate nation that has to compete with other nations in conquest of territories and introduce Pirate State that mainly lives off what it can catch. Pirates will no longer fight for conquest for themselves, but they will take participation in conquest as privateers for any nation they choose to privateer for. BELONGING Today pirates as we know it are a nation without identity. Any nation player can say I’m a Brit or Spanish or else. Pirates cannot do that as “Pirate” is not a nationality. However, all pirates did belong to some nation. There were British pirates, there were French pirates, Spanish etc. This means that all pirates needs to receive “nationality” and the Pirate nation become a State and be governed by the laws of the Brethren of the Coast. PIRATE’S NATIONALITY All pirates receive a nationality by their choice so all pirates become a mix of people of different nations, just as it was supposed to be. PIRATE TERRITORIES Pirates cannot own any land. To participate in any conquest they first must become a privateer for a nation to enter PBs on behalf of that nation. There are number of ports/places which are accessible to pirates. - National Free Towns - such as Nassau that belonged to Great Britain. Any British player OR a pirate may enter Nassau. Any French player OR a pirate may enter La Tortue and so on. All nations would have such towns that accessible by pirates and players of that nation; - Neutral Ports - Trade Hubs (3-4 on the map) can be entered by anyone including pirates. Their shops/markets are linked together, thus allowing access to the market of all of them so purchases, sales and contracts can be done distantly between them (note: the delivery is still done physically between any ports including hubs). - Pirate Dens - small hideouts like a secret harbour with a shop that has no NPC goods (only what is sold there by pirates themselves). Pirate Dens cannot be entered by any nation. Pirate Dens spread in large numbers across Caribbean and can be located on main lands and small islands in a distance from Nation towns. - Any Nation Town - can be entered by a pirate with a Smuggler tag. PIRATE PROFESSIONS Smuggler The smuggler tag is removed from all nations. Smuggler becomes exclusively a pirate’s profession and grants him entry into the nation's territory while in Outlaw state. While Privateering for a nation pirates may freely enter that nation ports. For nation players to trade or acquire goods that are not produced by their nation there should be global trade hubs - Neutral Ports (3-4 ports in various regions across the map that share shop information). Else they will have to deal with a pirate/smuggler to get them the goods. In order to become a smuggler and sell goods between nations a player have to become a pirate. Smuggler is a pirate trade profession equivalent to nation’s merchant profession. Privateering Pirate has to sail to a Nation Free Port (like Nassau for Brits) and acquire Letter of Marque. That grants him a temporary patent which means that he becomes that nation player for the duration period of the patent. In case if pirate becomes a privateer of his own nation the patent does not expire. During privateering pirate may take part in any nation’s activities such as conquest. Privateers are getting same PB and battle rewards as the nation players as a payment for their privateering work. Privateers can also participate and even conquer land solely as a privateer force, however the land becomes the nation's land they were serving under, thus each nation may have their own pirate forces working for them or with them. Privateers sail with two flags. The pirate flag and the flag of the nation they are privateering for. While privateering for the nation pirates technically become a player of that nation. They cannot attack players from that nation, neither they can be attacked by them in return. The patent can be canceled by the pirate at any time which will take 1 hours to take effect and 1 week cooldown before another one can be acquired from the same nation. Canceling privateering contract returns the pirate to the Outlaw state. Any one pirate can only have one privateering contract going on at any one time Pirate When pirates are not working for a nation as privateers they remain in the Outlaw state. This means that they are open targets for anyone and can attack any targets in return. While in the Outlaw state pirates may not participate in any conquest ports battles, however they may initiate a raid attack on any nation region. RAIDS Any group of pirates may initiate a raid attack on any nations regions and manually set time when the attack will happen (any time between 24 to 48 hours from the moment of declaration, except the time window blocked by Lord Protectors). If the raid PB won by the pirates the region is considered under Raid and blocked to a maximum of 3 days. It is still belongs to the nation (pirates can’t own regions), but all production buildings are stopped and no longer producing for the nation. Instead pirates automatically have access to the buildings that are producing in the region and they may gather resources while region is blocked. The resource gathering will become the most important reason for the pirates to raid any regions. Pirates do not need to build new building, they are raiding those that are owned by the nation and gather resources free of charge. Basically raiding them. The nation may retaliate and attempt to regain region earlier than the maximum 3 days blockade timer. They have to create PB in the same manner as pirates did when they attacked the region. The PB time also set between 24 and 48 hours. If nation wins the PB it takes the full control of the region. If nation loses the PB then the blockade runs until 3 day timer from the first pirate attack is expired.
  7. Is there any relation between what AI traders are carrying and the ports they are near? If not, @admin, there should be. AI traders seem to mainly be making short hauls. It would make sense if they were carrying goods consumed or produced at the nearby ports. I apologize if this is already in game and I just haven't noticed it.
  8. 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.
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