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Found 33 results

  1. Port ownership

    Another question i have. What happens to ports, if a clan switches nation, which previously owned them?
  2. Fixing the Pirate "nation"

    I have a few suggestions for fixing the pirate nations. First off, a little bit about me, the most recent wipe will have been the 3Rd wipe I've been through. My first outing as a player was on the pve server getting my sea legs. Soon after I transferred over to global to start sinking players! I'm not by any stretch an expert at pvp and I rarely participate in rvr as I find it rather boring so take the following observations and suggestions for what they're worth. 1. The Pirates as a "national power" is simply absurd. How this managed to make its way in to a game rooted in so much realism is simply beyond me. This should not and can not be. As it stands, smaller nations act more as pirates (or privateers if you rather) than the Pirates do themselves. They should be based around open world pvp with the occasional sack of a town here and there. - Suggestions: - Pirates should be a faction based solely around pvp where only the most veteran players find success and Profit, thus pirates should receive higher rewards for capturing and or sinking ships. Furthermore pirates should also receive a significantly higher sell price for ships back to the port. To offset this, pirate pve missions should remain open and visible for the duration of the mission, as any ship being attacked would certainly be signaling frantically for help while being attacked. Player engagement timers are fine the way they are. Other national factions should receive a slight buff in income of pve missions, and a significant buff in income from sinking pirate players as they are a scourge on the open seas. (maybe also receive a slight buff to income for sinking war targets if the alliance system were to come back, which I think it should, pirates would not be able to participate in diplomacy) 2. Pirates should neither be able to capture nor lose ports. - Suggestions: pirates should not be holding regional capitals, that's absurd. Instead the Pirates should have a total of 4-6 ports spread across the map from which to base out of, free towns would be a good idea, they would also be the only faction able to teleport between free towns so they may move around and plunder different areas with impunity. Raising hostility would do 2 things. First stolen or contraband good would be produced only in ports that the Pirates have raised hostility in. The goods would be extremely cheap and have very high sell prices in other portions of the map which does 2 things, brings more traders to the are where the hostility is raised and offer more gentle players in the pirate nation a valuable trade good to generate cash. The amount of these goods available should reflect the amount of hostility in the region. Another interesting thing would be to raise pvp rewards for killing pirates where the hostility is above a certain percentage. The weight of said goods should reflect the value. Should the Pirates set a port battle, the port battle should be a "raid". If the Pirates succeed in the raid, they should hold the port for 3 days after which it reverts back to its original nationality prior to the raid. After the port reverts, the port can not gain hostility for a week and the hostility will drop x amount per day back to 0 before the 7 days has elapsed. During the occupation, pirates receive a 25% discount on all resources in the port both npc and player contract items. This could extend to ships on sale as well. Pirates also would have free repairs and crew replacement in the port during the occupation. 3. Pirates in lineships -Suggestions: pirates should be limited to the construction of a level 2 shipyard. With a discount on the amount resources for crafting 5th and 6th rates. I would say that pirates should have no access to lineships at all but I feel that would take out a lot of fun for the faction, perhaps pirates sailing a sol would suffer speed, reload, and maneuverability penalties. National powers should receive a discount on the crafting of 1St, 2ND, and 3Rd rates. These discounts would also vary a slight amount based on the amount of regions held by the nation. 4. Victory marks Suggestions: since pirates would have no way of obtaining victory marks, I think a variant of the conquest mark system should be implemented. Once a region reaches 100% hostility, pirates should get an injection of x amount of combat marks instantly, however only players that get a certain percent of the hostility will receive them. Also, if the port battle is won they should receive x amount of additional combat marks each day the port is in their possession which would again apply to only the players present at the pb. This would hopefully encourage the Pirates to open up multiple fronts against multiple nations. These are a few of my suggestions and ideas. Let me know what you think.
  3. List of Regions/Counties and ports

    Could anyone provide me with a list of NA counties and ports and freeports. I don't need which countries they belong (or belonged) to... just a list of names preferrable sorted by region/county. Thanks.
  4. Testbed Port Royal/Fort Royal

    Assuming you guys do check & act on the F11 reports... Just thought I'd post it here anyway. On Testbed, I logged out at Port Royal, I didn't check where I was when I logged back in, but when I set sail into OW, I spawned outside FORT Royal... Only a couple of hours sailing in distance apart... Brand new character with no redeemables and zero coin... and teleport still has a 1hr cooldown on it. Yay.
  5. Port resets on a schedule?

    I suggested this in a different thread and section and it was recommended by some that I bring it here: A port reset should happen on a time schedule almost like a sports season. If the Devs implement an admiralty points system, all admiralty points earned by a nation during a "season" could then be totaled to determine the season's "winner". Everything a player does that is productive should earn at least some of those points. That way traders, crafters, port battlers, PVE-ers, and PVP-ers will all have some role to play in a nation's victory or defeat. Individual prizes could be awarded to stand out players. Infractions and national players who are convicted in tribunal could result in a loss of some admiralty points as well.
  6. Shipjacking

    Ahoy fellow captains and devs, after a current new start with little ressources in pirate nation i got an interesting idea to make odds for new players a little easier: Steal a ship! Especially in the beginning you have little use for your labour hours, so why not use them for hijacking a ship (preferable a NPC ship) in harbour? The task demands a careful preparation and execution, so the use of a similar amount of LH like with building seems reasonable. This feature would allow new and low level players to acquire different and perhaps better ships or materials/BP for crafting, if you break up the stolen ships. To prevent abuse, it should be not possible to sell the ship in the same harbour. If desired to make it more difficult, shipjacking could be only possible in enemy port, but then it should be allowed to leave even in a warship (perhaps without guns?). In a nutshell: - Use Labour Hours to steal a ship - Only NPC ships can be stolen - You can't steal and sell or break up the ship in the same port - You can only steal ships in enemy port (optional) I'm happy about any comment or discussion. o7 and always six feet water under your keel!
  7. More Outpost Slots

    Several people I have talked to really do enjoy the regional bonuses, however not the pain it takes to sail there, set up a port, build the ship, then tear everything down to do it again for different bonuses. Perhaps we could get one to two more outpost slots in order to help that for regions people consistently build in. This would also allow for people to acquire fine resources and regular resources at a bit higher rate as they could set up farms that obviously have a chance to produce said resources in more locations.
  8. New New Port list

    From the album Maps

  9. UPDATE: The official map has been published by the devs with a few changes from the data I had. Go here to find out how the map will look after the wipe: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ And to find the ownership of each individual port, go here: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/?p=312498 Salut Captains, The September Patch is looking to bring significant changes to this game. It should be a huge patch, and contains many different updates, mostly relating to the map we use. In that regard the teasers and bits of information we’ve been given so far may leave some feeling it is a bit lacking. The patch isn’t ready yet, and devs might not have decided all that is going to be implemented. However we have already been given quite a lot of information. Still I read a lot of questions and hear a lot of rumours about what is coming that could be dispelled simply by people reading all the information. But the information is spread across multiple topics and multiple pages of those topics. Devs will obviously provide us more information as well as patch notes around when the patch will be clear, but in the meantime I thought that I will post the information that I have already sorted myself from the answers they have provided. My main interest is the general layout and implications of the new Conquest system and map wipe. The noob-zone in the Bahamas interests me less. The official information that I am basing myself on, can be found here: September Port Changes Plans for conquest mechanics Free Towns Rookie regions Again, devs will continue giving us more information as things get closer, but if you’re very worried about your outposts already, or you didn’t quite understand the maps they have shared, then this topic can hopefully aid you. The Map You can find the current iteration of the map the devs use here: Older public versions you can see [url=http://imgur.com/a/ryp86'>here, here and here. I made a map legend to go with the maps: Map symbols: Orange lines: Region outlines Red circle: Capital Orange star: Regional Capital (1st rate port battle) Yellow pixel: Port location Yellow line: Port entrance with direction of inlet Blue circle: Shallow water port White line(on blue circle): inlet to shallow water port White circle: Freetown Green line underneath name: New Ports Striketrough text: Pacific ports not open until release Map letters: (Indicates historical ownership only) N: Neutral P: Pirate D: Danish S: Spanish W: Swedish UP: Dutch B: British F: French US: United States I: Indian/Native USC: US Capital SC: Spanish Capital DC: Danish Capital WC: Swedish Capital UPC: Dutch Capital FC: French Capital BC: British Capital B - PC: Pirate Capital, historically British B - NC: Neutral Capital, historically British UPRC: Dutch Regional Capital SRC: Spanish Regional Capital FRC: French Regional Capital BRC: British Regional Capital (N)-W: Historically Neutral, Swedish noobs’ capital (N)-UP: Historically Neutral, Dutch noobs’ capital ( -D: Historically British, Danish noobs’ capital ( -B: Historically British, British noobs’ capital (N)-F: Historically Neutral, French noobs’ capital (N)-S: Historically Neutral, Spanish noobs’ capital ( -US: Historically British, US noobs’ capital ( -P: Historically British, Pirates noobs’ capital I also added a map legend onto the map most recently shared by the devs: All the new ports are marked there with a green line underneath their name, and because a lot of people have made the mistake, Free Town is written next to every Free Town on the map. Some background information about the map: About the port wipe The information that we have so far, is that the September patch will introduce a new system of dividing the map into regions. Ownership of ports will also be reset, and whatever ports you own now will not matter to the map after the reset. In essence the map will be reset to how it was after last wipe, so if you look at the PvE server you will get an idea of how ports will be distributed. However, as the regions system means only one nation can own a region, it’s not as clear cut as that. The division into regions will mean that some ports that were historically belonging to one nation will now belong to another or be neutral. The map is based on the territories of nations approximately between 1780 and 1800. According to the developers Historical nations did not care about artificial regions invented today, and several nations may have owned ports in the same region on the map. If that is the case, according to the devs, the region will be all neutral ports in the beginning. There is however some ambiguity here. With Pitt’s Town as an example, that is the current Neutral faction Capital (made redundant by the removal of playable neutral faction). Pitt’s Town is said to become of another nation after the wipe. But according to the map, apart from British ports, there were also neutral and pirate ports in the region now named Crooked. By the strictest interpretation of the devs, Pitt’s Town will remain neutral, just not a capital. But as it has been stated to switch nationality the best guess is that it will become British. The question then becomes if Pitt’s Town is an exception, or if only «nations» mixed historical ownership counts. So if Denmark and Sweden shared a region, it will become Neutral, but if Dutch and Neutral shared a region, then that does not count as mixed and the region becomes Dutch. But what of Pirates? Do they count as a nation in this regard or not? And what if a nation is dominantly owned by one nation, but a single port was owned by another, like the Bovendwinds Region which is dominated by Dutch ports, but has a single French port. Does it become Dutch, or Neutral? I have not yet found an answer to this, but I have used the information available to make some calls about regions that are definitively going to fall to one nation, regions that will presumably fall to one nation, and those that are highly unsure. I will share my data below: The green background indicates the rookie regions. The first column lists the number of ports each region has. The second lists the name of the region. Three is the historical ownership(s) according to the devs’ maps. Four the ownership by the strictest interpretation of «mixed ownership». Five lists the current freetowns and their regions. Column six lists the new freetowns and their regions. The Region Capitals column lists the regional capital of each region. The "Maj. Owner» column lists the faction that historically was dominant owner in a region on the dev map by owning most ports and/or the regional capital. Under «New Ports» all the new ports that have been currently added to the map is listed. By the most liberal interpretation of «mixed ownership» the nation listed as «major owner» should spawn as possessor of a region. Where the nation is listed in cursive there is mixed ownership between two «nations». C means it is a capital region, and an asterix means the region is a capital with mixed ownership and thus mixed ownership will have to be ignored. Some more statistics: Number of ports: 378 Number of regions: 75 Number of Freetowns: 31 (formerly 33) New Ports: 14 By the most liberal interpretation, this will be the division of regions between nations: US: 3 Pirate: 4 Neutral: 4 French: 8 British: 18 Sweden: 1 Danmark: 1 Dutch: 2 Spain: 34 By the strictest interpretation of «mixed ownership», these are the regions per nation: Brit: 7 Spain: 13 US: 3 Dutch: 1 Sweden: 1 Danmark: 1 France: 6 Pirates: 1 I have also made a more visual representation of region ownership, to help decide where your ships might be safe and how nations will be positions when the new conquest system kicks off. The regions that are more or less guaranteed have been coloured according to their nation on this map: On the next map I have coloured almost all the regions according to what nation has the most claim to it on the historical map. The map is coloured based on the principle that what made Crooked a national region is a rule and not an exception. Sharing ports with pirates, Neutrals or indians does not make them mixed ownership and thus neutral. Rookie Zone The devs are going to establish a rookie zone in the Bahamas. You will be able to get most information available so far by reading the official OP here: Rookie regions - new player experience What happens in October Obviously we do not know that much yet. However: In the October patch we should expect a reset of the resources distribution which will affect production buildings. NOTE: I started writing up this and making the maps before today's announcements from devs. Some mistakes may be lingering from when I tried to adapt the text to account for the information changes. I will try to add more information to this topic as I discover it and as it is shared by developers. EDIT:UPDATED according to:
  10. Port List

    From the album Maps

  11. 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.
  12. More Port Dock space

    Just an idea, it would be really nice to buy or somehow aquire more dock spaces.
  13. I can't enter any port. At all.

    Hi. I've been having a issue that I cant enter any ports. I sail under a Danish Norwegian flag and I have tried to enter La Mona, Christiansted, Amalienborg, and Vieques. whenever I press the enter port button. it just highlights and then nothing happens. I can enter a port if I surrender in battle. however if I leave, I cant enter again. I do not have smuggler's flag enabled. I've tried restarting. I've verifed the game cache integrity (its at a 100%) I've also capped a trader snow and took command of it just to check if going in and out of combat, or swaping ships would help. so currently I'm stuck outside Amalienborg in a broken trader with cargo. Cheers Fry.
  14. Port Battles/ "lord protector"

    As of now, shallow water ports have 3 towers, and deep water have 5 towers. When you take the port, whoever bought the flag becomes "lord protector". My idea is to dig further with the lord protector, and ideas on port battles. The lord protector after taking the port, can go into the port and build certain defenses. The lord protector does not have to build defenses, and if he does not there will be 3 or 5 towers depending on the port as normal. The ideas for the lord protector on what types of defenses he can by are... - Extra tower, this will either make it 4, or 6 towers depending on the port, along with increasing the towers need to capture/destroy, to +1 (deep water you'd have to destroy 4 for ex). - NPC fleet, this will add 3 ships based on the port, if it is shallow 6th rates, if it is deep 4th rates. If more than 15 players for defense are in the battle, the npcs will retreat so more players can join (best have it at 15 and not 25 so they can get out before others try to get in). If it is on the 5 minute timer, and at least 15 players join they will despawn before the battle starts. - Upgrade towers to a fort, this will require the extra tower upgrade to be bought, seeing as they plan to add land to port battles, hopefully the towers will be along the coast. Instead of having the towers, a fort will be placed based on the port, if it is shallow or deep. The forts will be similar to towers, with a flag on the walls/points(possible star fort), if all 5 flags(deep) or 3 flags(shallow) surrender (they'll turn white once destroyed), the fort surrenders. Of course only the walls based on the coast will have these. Rough draft of the idea of the fort: http://i.imgur.com/z4kJGMD.png Shallow water fort: http://i.imgur.com/G3bDUgg.png The red lines are to indicate that the forts will have limited range such as the towers, but slightly more range. - Protectors can upgrade the fort one more time, adding mortars on them. The mortars will be placed at the points of the fort (3 for deep, 2 for shallow). Let me know if you have any further ideas on this, which ideas you like and dislike along with why. Any changes you think to this idea too.
  15. Overextension

    Hello, I had a thought of something that might be able to combat overextension of nations, all traders know that ports produce and consume, well what if the "consume" was made into something that players had to manage. If a port is neglected for a week or 2 and it doesn't have the resources it needs to be able to function properly then it could have some sort of "revolt" this would mean that the port now switches to a neutral port with an anytime or random timer set for it. I think this could combat the problem of nations zerging the map because maintaining those ports would be more and more difficult the bigger you get. Thanks
  16. Hello all! So i wanted to suggest an idea for Naval Action in which a player (Merchant/Trader Intended) could hire some muscle to help protect them when transporting their ships or goods. Now that the game mechanics have changed and that we cannot teleport with items in our cargohold it is now required that players physically transport these items to where they wish to craft or sell them. Goal: To provide a Job/Contract type system in which players can be hired at a cost to escort the player issuing the contract. The Idea: 1.) The Player wishing to start the contract (Merchant/Trader) gathers their assets at a port and decides whether they wish to risk transporting it solo or to hire some player escorts. 2.) The Player plots their route Port A (Where they want to start) to Port B (Where they want to finish) 3.) If the player chose to open an Escort Contract the player creates a contract and sets the starting port, ending port, number of players they're hiring, and reward price. 4.) In the port menu on the user interface a new button will be created called "Escort Missions" or "Escort Contracts" where players can click open/current mission contracts and ask to join. The current/open mission contracts will ONLY show the starting location and not the destination for safety reasons. 5.) The player who started the group (who owns the contract mission) will see the players asking to join their escort fleet and they can accept/decline the invitation. This will be a "handshaking" system where the player asking to join sends the request and the other player has to approve the request.When a player sends a request to join the escort fleet it will tell relay the player's name, rank, and current ship. Example Rear Admiral Woody051 would like to join your Escort Fleet. Current Ship: Constitution. ACCEPT / DECLINE 6.) Once the escort group is assembled they gather up and begin sailing towards the designated destination. Once they arrive the group leader can click fulfill contract and the members or the group will each receive their payout. Pros: Adds content to the game Encourages group gameplay Creates a new job for players as a way to earn income Assists in the dispersion of the in-game resources More assets can be transported if larger merchant fleets are organized Players are rewarded for positive gameplay Cons: Some merchants/traders are too paranoid about letting others knowing where they're going Restrictions must be in place so the escorts don't just sail ahead or not stay with the group Some players might just tell enemies where they're heading. Difficulty in determining fair reward prices for hired help Escorts might "tag" or attack ships along the way against the fleet's wishes. If any of you have ever played or are familiar with the game Silkroad Online you may already be familiar with a similar system. In Silkroad there is a 3 profession system. Traders/Merchants, Hunters, and Thieves. Traders trade goods between cities for profits. Thieves prey on traders and steal anything they can to sell on the black market and they kill hunters. Hunters are like a form of "police" per say as they go around hunting down thieves and they can be hired to follow and escort Traders.
  17. As we all know port battle timers are a pain. Either you have to be awake at some godawful hour or you cant get the support for it during your primetime. BUT, What if you could in a sense have your cake and eat it too. My proposal is a simple one. Keep the port timers. And in addition to them make it so you can buy the flag at anytime but at the expense of 5-10x the base cost of the flag. So it is possible to get that port you wanted, but at a cost. The one thing the devs arent looking at really is the mechanic of our own economics. Do some ppl have the ability to throw down upwards 6 mil for a port flag? sure. but will they for long if they keep doing that? not really or realistically. So instead of the devs trying to make everybody happy by engineering a new system, why not keep the one we all know with the added ability to not be so strongly tied to it. Also know that if you set the timer to when you cant defend but still lose it, that the enemy paid one way or another to get it. Plus we are talking about the chance to take a port not the foregone conclusion that they actually win it. buying the flag doesn't mean anything unless you win the battle. so my idea in example say you wanted to sack "generic portname here" and the timer is set for 04-06. At those times the cost is 400k now if you dont have the manpower at that time you can buy the flag still but at 5-10x the cost, (only balancing would come up with a real number) for the sake of simplicity we'll say its 10x. now that port flag can be bought at anytime but for 4 mil when not in the port's time slot. Could the multiplier be static across all ports? sure could the multiplier be on a sliding scale with a mechanic added like how many times its been sacked in say a 30 day period (again, spit balling) so that the multiplying cost would go up to limit the amount of times its been hit? sure. Again let economics be the mechanic instead of anything else thoughts? ideas? please post
  18. This collection of suggestions refers to: ---- Nations must be shaken by the fear of dissidents and rebellions ---- The lenient and somewhat social status of Nations might be shaken by groups not wanting to go along with the flow, as we have seen before and will see in the future. The options at the moment is to change nation or to go free mode with the black flag without any problems to the original nation except the loss of a member. What if that actually hits hard in the established flow of a nation ? These suggestions make sense after a map wipe given the necessity for neutral ports and initial nations expansion. >>>> As we have it, all Ports, after conquered, are assigned a Lord Protector. Nice and dandy. Suggestion #1 - For healthy distribution of power amongst a Nation's clans and organizations >>> any player status as Lord Protector to a maximum of 3 ports. Now that we have established various interests across the realm, with ports being under the protection of different Lords, we can move onwards. Suggestion #2 - Lord Protectors themselves can only craft flags against other Nations from their own Protected ports. Exception for Flags aimed at Neutral Ports, these can be crafted from anywhere. This will enable a more diverse and elastic expansion while relying on a solid social and community driven Nation. A Naval Action Nation must work together and not be reliant on one or two big clans or two or three Lords only. Eventually the Nation will expand, wars will be fought and treaties will be signed. Council meetings, consortiums, accords, meetings of lords, and all that stuff that some people love. >>>> But... what IF one group completely condemns a resolution and really wants to rebel ( basically changing nation ) ? What then ? Suggestion #3 - Loss of a port due to rebellious Lords Port will change to Neutral when a Lord Protector changes nation resulting also on a return to default state of Conquest regarding the Port. ______________​______ Think the game as a whole without concerns for this or that nation nor considering your own interests. Read, connect, think and improve. Let's discuss.
  19. so I had a thought that regional capitals could allow clans/guilds to own them through the conquest system. the regional capitals would allow clans to collect taxes from the towns within that region. as well as allow the clan to build clan owned buildings such as a bank where items and gold can be stored. clan shipyards that allow clans to build ships using said items in thier bank. this may require a clan system revamp to allow a permission and ranking system in game. these regional capitals would then become very valuable to clans to not only acquire but to hold and therefore create a greater pvp dynamic in the game. thoughts?
  20. Hi all i was just wondering what the port capture records are for each of the servers. Currently i only know the US PVP 2 server which has resently been set at 8 ports in 1 day by the french. but i do wonder what records the other servers hold and what country holds them and if the PVP 2 server currently holds the Naval action record or if we are in 2nd or 3rd place. call it a nice way to have a Raivaly between servers & nations on each server.
  21. Currently, by the Brits setting the port battle timers to early morning hours they guarantee they'll hold those ports since early morning population is lower. So, a suggestion that I'm stealing from Anarchy Online, one of the original mmo's. In Anarchy we had attack-able player cities, but once you set the time to your city it would move forward one hour each day. So, if you set it at 7am then the next day the attack-able period would begin at 8am. Then the next day at 9am and so on. This way you couldn't just set some low game population time of day and expect permanent protection from attack.
  22. I only started playing this game 5 days ago, but have been engaged by it and see potential. I have been very actively playing and watching videos of the big sieges and a few things struck me and I think I have a good solution which will solve multiple issues. This suggestion is already employed to some extent in other games and thus might have already been suggested, but I didn't find a similar threat. Ok so here it goes: The issues I have seen at the later stages of the game are the following: - "Owning" a port by conquering has little value/meaning, making this a little anti-climactic. - At later stages of the game it becomes increasingly easy to capture ports because of the high fire power and tankiness of high level ships. - The difference in faction population makes the lower populated factions get overrun. The following suggestion will address these issues to varying effectiveness but will have an influence in on all of these in ways later explained. I suggest that ports once captured can be upgraded by using specific resources players can gather, or gain over time. This could be for instance by creating more or stronger watchtowers or in later stages of development of the game, forts. Additionally resource buildings like farms, population, specific buildings which give small upgrades to ships for clan members, etc. (can be creative). This will make sure owning a city feels meaningful. And players have something else to play for and progress through the game for. It also gives clans another goal in the game. Additionally this will make it so that once, after a few weeks of play, players start gaining the high level ships, forts aren't easily taken by the high level ships, which easily deal with the current watchtowers. This will also help in avoiding certain factions that are fewer in numbers will be wiped out as fast. A balance needs to be found for how strong these additions will be to not make the game stale and make defenders have a massive overhand and make captures only be possible when no defenders show up. This suggestion would help both in engaging players, contribute to world balance and ensure port sieges remain challenging, also later in the game.
  23. Production Bonuses

    It could be very interesting and historically accurate that the countries with less ports would get a 20% or 10% bonus to their resources productions. Despite of unequal distribution of resources the access to ship building resources was warranted by the colonies in Europe so it could help balance the fights a little bit more for certain countries that are running out of ports.
  24. Pirate game mechanics

    Make pirate towns... - uncapturable (like Free towns) - unable to be entered by any nation - few in number, but spread across the whole map (has to be done in locations that cannot be blocked easily by nationals all the time, or there has to be the option to sail under false flag and avoid a blockade this way.) Make pirates unable to capture towns. Make them able to enter Free towns however (for selling loot). Maybe pirates could enter national towns under false flag under some conditions. Nothing specific in my mind here yet.
  25. Fleet Port Battle Testing

    Good evening sailors, soldiers, pirates and gentlemen! Recently, we have all been testing the new port battle feature, which has been all fun and games, yet there are hardly any instances were there has been a defending side in these ports, therefore we are hardly really testing out the feature. I believe that many people would prefer that these ports to be more sufficiently defended by players. Now, several members of the Dutch faction are willing to engage in testing PvP port battles. However, due to geographical difficulties and a lack of people attacking our own ports, we ourselves have been feeling a bit bored, and I bet other factions are feeling the same. ~~~~~ As of now, port battles done by the Dutch will largely only be for the PvP purpose, as we have really no other need to capture any more (as we have way more than enough resources). We are willing to engage in port battle PvP with any faction that wishes so. This may possibly include factions that we have friendly relations with. This is not a declaration of War. We are not fighting for hostile reasons, but just to test out the mechanics. ~~~~~ Yet, because we want these ports to be defended when we attack, we are looking for suggestions for organizing port battles so that we can properly test them. One suggestion is that we will announce the port or area that we will attack in 24 hours in advance. By doing so, there should be sufficient time to create a defense, and even perhaps interesting fleet battles trying to intercept the flags before they reach the targeted port. The other is to have a week long competition in a certain area of the map (most likely Haiti). Feel free to add your own suggestions or thoughts below.
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