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Iroquois Confederacy

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Iroquois Confederacy last won the day on December 23 2017

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About Iroquois Confederacy

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  1. Iroquois Confederacy

    threats

    What exactly is the "threat" here?
  2. Iroquois Confederacy

    Looking for Desk Suggestions

    I've been in the process of buying a house, and finally, things are settling down on that front. We close tomorrow morning! However, the desk I've been using for years is something I got from a garage sale that's just clunky and bolted together to keep it standing. I'd like to actually get myself a nice, proper desk. Ideally, it would be something that could be shipped to me, but, I actually thought I'd reach out and ask for suggestions as to what other people have and like, while trying to keep the budget below $500. Any suggestions are appreciated!
  3. Iroquois Confederacy

    Reinforcement fleets: feedback

    I think people need to reevaluate what it means to "win" as well. Everyone seems to think you only "win" if you sink the enemy ship. Simply escaping is a win too, but for some reason it's not recognized as such. If battle is open forever for both sides, it shouldn't be. I wouldn't know, since I generally sail alone.
  4. Iroquois Confederacy

    Reinforcement fleets: feedback

    Historically, even during the Revolution when the Continentals had a garbage navy, even they could raid the United Kingdom itself. There is no such thing as "safety" on the ocean.
  5. Iroquois Confederacy

    Reinforcement fleets: feedback

    I actually took an old Endymion into Brit waters last night to test out reworked reinforcement zones. Hit a TBrig, and he got... a Belle Poule, if memory serves. The BP didn't really do anything, but the player was kinda slow on the uptake and kept trying to run instead of hooking up with the Belle Poule. Eventually, he got other players in the fight, became something like a 10v1, and I kamikaze'd him to take out the TBrig, and was sunk after a while in the process. My take-away? Reinforcements are only as useful as the player who calls them. If the player does not care to stick by them, they're going to be useless. Other players who come in and who can guide the player will give better guidance in real time, and say something like, "Hey, sail towards us and we can protect you." I'd say they work as intended. They can scare off a player (or not, if the player doesn't care about the ship), but not guarantee that the invader is sunk for daring to sail into a protection zone.
  6. Iroquois Confederacy

    Determined Defender Perk

    I'm not for or against bringing back Determined Defender. I never used it in the past, and don't really anticipate that changing for the future. That said, what bit of data or experience brought about this change? It just seems a bit "out of the blue" to me.
  7. Iroquois Confederacy

    Safezone? Yes! For max lvl too? No!

    I know a lot of the "safe zone" complaints are really economy complaints. Essentially, the Age of the Privateer (patch 10.0 time frame) is dead. We are now in the Age of the Squadron. This is because the economy is largely meaningless. Everything can be done completely in the safe zone, and ships made in the safe zone are just as good as the ones made outside the safe zone. This has a few impacts: 1. The only cargo ships carrying goods outside the safe zones are doing trade goods for more money. (Money is largely worthless in this game.) 2. If you want to build vessels, you have to harvest materials, as you can never capture them off another player. (Why transport crafting materials if you can move them entirely in safe zones?) 3. If you do not have a port producing a material, you cannot craft. (This was an issue with Poland a couple weeks ago, though I'm currently uncertain as I've been going hard at Kingdom Come since it released) There are some solutions that would make things more interesting on the econ side, some easier to implement than others. Easy: Crafted ships in safe zones cannot have special modifiers or be "exceptional." They will only ever be 3/5 ships. Hard: Remove all crafting goods from safe zones. Remove all "production" buildings (such as forests and mines). Send goods out to ports and have them spawn more frequently, but do not allow contracts to be placed. Actually make people sail out, get the goods, and come back. Building slots could be used for "Harvesting Experts" which reduce the price / "weight" of those particular goods you purchase. If smuggler flag is on, triple price.
  8. Iroquois Confederacy

    Port Wipe

    Do you have a goal time frame for that to happen?
  9. Iroquois Confederacy

    The Death of a Nation

    Can I point out the irony of the original post declaring Russia dead, and the poster's handle of "Never Surrender"?
  10. Iroquois Confederacy

    The Death of a Nation

    Errr? I'm not following, honestly.
  11. Iroquois Confederacy

    England Declares War on Poland!

    RvR is fighting port battles against each other, as I see it. As far as I'm concerned, anything on the OW is, in fact, OW. But it doesn't concern me anyway. The Free Tribes do as the Braves demand
  12. Iroquois Confederacy

    The Death of a Nation

    ? Am I missing something...? 12 hours ago Russia was a powerhouse faction.
  13. Iroquois Confederacy

    England Declares War on Poland!

    I would love to see a video to see who turned first I know for certain what was discussed on our side. I would be very curious as to whether there was a video somewhere to back it up, showing that we turned to leave before you turned to chase.
  14. Iroquois Confederacy

    England Declares War on Poland!

    Every fight has two sides. Instead of turning to fight, you kited for about 10km, and half an hour. Finally, we said, "Well, if they're not going to fight, let us head home." So we did, and you turned around to chase. We didn't want to deal with indefinite kiting/mast sniping.
  15. Iroquois Confederacy

    England Declares War on Poland!

    I mean, I made it pretty and everything.
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