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Found 10 results

  1. Pretty simple one. Last night we had a mighty screening fleet between Danes and Pirates to defend North Inlet. With current mechanics we were unable to effectively team up and pull the Russian fleet as by default we were split into two battle groups meaning we didn't have enough BR to pull. Felt pretty gamey and lame as we had more than enough across the two factions. Possible implementation: -Friendly clans cross faction would allow cross faction battle groups. This would require a UI update to friendly clans as its terrible in current form and needs a search function. This could also stop the ability to pull the other factions clans members while they are friendly. (would be handy) -Just straight up make it so we can invite other factions members to groups. I see no reason why different nations couldn't team up like this in certain situations. FYI Pirates and Danes are not allied Enemy of my enemy is my friend and all that.
  2. Duncan McFail

    Ton O Changes

    We have a wipe coming up with about a week to go. I figured this is a great time for a slew of suggestions since the devs are so open to suggestions lately First, I really think if there's going to be new pirate mechanics then they should slip it in this patch. It will probably involve a conquest/port wipe later and I'd hate to go through another wipe. A lot of people treat pirates as though they're not a real nation even though they are currently. Even admin has said pirates are evil hinting that they should be treated differently. Pirate lives matter. I'm a pirate and agree we should be different. But not half-arsed like it is currently. Pirates shouldn't be able to conquer ports Pirates shouldn't be able to craft ships Pirates shouldn't have AI on the OW Pirates should be able to freely attack each other Pirates should get half xp on AI Pirates should get double xp for pvp(double what nats get) Pirates should have a small number of unconquerable ports Pirates should be able to sneak into low authority ports and buy produced resources at about double the price(will explain later) Pirates should be able to fly false national flags Pirates should be the only faction that can reliably cap ships(including AI) Pirates should be able to raid national ports All in all pirates are losing their rights to conquest and ship building. They're not going to have to worry about their ports being taken though and they can grab resources from a good number of ports. They can cap other ships 100% of the time and the raiding will be harsh. Raids would basically be like buying a flag with pvp marks at a pirate port and heading to the intended port with a large group. Except no actual flag is bought and at least 10 pirates need to buy in piece meal at 5 pvp marks each. The raiders have 1 hour to make it to the raid and can't leave the port until at least 10 have bought in. After that raid doesn't start until at least 5 pirates have made it in. There's one circle 2000m across right at the mouth of the port. If the defender has at least double the BR in the circle after the first 30 minutes of the battle then a 15 minute timer starts. The timer gets halted if BR is not met and continues when it is. This is to make the attacker move in after taking down forts/towers. Attacker can get near town within circle and start bombarding town. Other attackers protect them. A health bar at 50k is above the town. When it gets down to zero ships can send out long boats with marines to take over the town. A successful raid means attackers get to plunder 10% of all player's goods in warehouses and all the stuff in the shop. All items are placed on a giant loot screen. Player who had the most kills/damage gets first dibs and so on so forth. If the defenders successfully defend they don't lose their stuff. Besides pirate mechanics I'd love to see a few other cool changes too. A more creative crafting system. Fully customizable ships from the ground up. No more Connies and Surprises. We create our own off of a base. Hull shape/size, sail size, cargo space, crew space, cannon count/size(within length limits), bow style, aesthetic trimming, paint, figurehead, etc. Choice of wood types for all different types of subcomponents to lighten the load or make it stronger. Choose a sweet national/pirate refit for some extra diversity. And then make a blue print. The blue print will require all subcomponents including the refit schematic to be crafted. In order to get subcomponents you don't want to craft wouldn't it be nice to have work orders you could put up to get them made. Maybe even being able to include the resources to craft them with the work order. This would give newer players or players not interested in crafting an easy way to make some cash. Could even put xp on subcomponents so the more someone makes the better quality it comes out. That could give players a way to set themselves apart from people making inferior grind quality parts and it would take the risk out of using someone's craft hours. Also having these and other work orders show globally would bring us a step closer to a player based economy. With no more named ships you would basically work from a base ship of the style you want to make. Maybe sloop, brig, small frigate, big frigate, 4th rate, 3rd rate, 2nd rate, and 1st rate. Xp would be gained per each base style of ship for combat purposes as well as crafting. The more type of ship you make the better you get at it. Although no more named ships they could start giving us the ability to name our own ships. Of course someone who caps your ship could change the name. Even a step further would be having a cool ship history attached to the ship. Maybe see how many kills scored with that ship. Even specific names or full battle list. Preferably even on owner transfer. Maybe more levels of buildings so instead of having multiple buildings for one resource in a port you just upgrade. One building per resource type instead of a specific resource. Add some other buildings to actually do the crafting like the workshop. Most permanent style mods could be added into the ship before the blueprint is made. Maybe some other equipment mods that are easily swapped like studding sails or a reinforced rudder. Or the book system is fine, but it would be nice to cap a ship that has everything on it except the original crew. That good feeling of loss. Get back to that academy idea so everything is craftable. Get a ton more officer perks and separate econ from fighting perks so crafters can still fight effectively. If your not cool with the way a ship is setup you should be able to retrofit it for some labor hours and materials. More if you changing something big like the frame parts. Less if you're changing to more smaller cannons. Replacing the regular leveling system I'd like to see a fame/infamy system. At certain milestones players get more crew like leveling, but there is many rewards up the chain. For example you can get 10 crew per 25 fame at first, but that goes up after 100 or so to 50 and so on. This will be cooler than huge chunks of crew gained. In between there is other things that get opened up in the admiralty shop or small items given to you. When a player kills another player their points are dependent on BR difference and fame difference. When you die you lose points the same. If a player that's at 500 in a surprise kills someone at 850 in a bellona he'll get a huge amount of fame and the loser would lose a decent amount. If 2 guys at 200 each in endymions kill someone at 200 in an lgv the killers would get only a bit of fame and the loser would barely lose any. It will become very hard for players to reach line ship fame. Oh yeah and no cap. Same system could be done with crafting. Small rewards in short intervals. Maybe a variety of milestones that unlock most of the non ship blue prints, figureheads, and bow styles. Nats can cap AI and player's ships. Upon returning to port though any non player AI gets sent to admiralty. Even player ships have a chance of going to admiralty based on fame level. Historically many nat captains did not keep ships they capped. Marines should do something more than playing cards on the deck while they wait for boarding to come up. They should be shooting up crew on the enemy ship if it's close(like 50m). Same with swivel guns. We need those. Entry point when joining a battle that already started should be further away from battle relative to the time it took to enter... and open forever. Exit point from a battle should put you in the same spot on the OW. To avoid griefing just have a tag timer that goes up after an unsuccessful tag. Maybe an extra 30 seconds on the first, a minute on the next one then 5 minutes after that. Let's see fire burn up sails, storms in battle, and damaged masts that snap when going full sails or in high wind. Bring back alliances with no use of friendly ports. For pirate clans let them build alliances with other pirate clans. The option to say screw the alliance and attack an ally with consequences. Some way to reverse those alliances before they expire. Turn pirate if you kill a fellow nat again. Turn to another nationality even. Without deleting your character. If your rep with that nation is cool. A rep system with other nations. For pirates if they are cool enough with another nation they can get into port battles as a privateer if invited. Nations can invite pirates to pb's for cash. Trading with other nations that your nation isn't allied with to give you negative faction. Between that and minimal fame and faction loss from killing another player over and over it will be much more difficult to grind on alts. Go back to the flag system with like 50 pvp mark cost. Then no more dozen fake flag days. Pb's should be similar to the raids above. No more 3 circles. Successful taking of the port means flag carrier becomes governor. Governor can upgrade town. Higher authority level on a port will give you some AI to fight. Only enough to stop small groups from taking a port super fast. Set tax rates. Actually make money if the port is busy enough. Buy forts/towers. Oh and back to one port taken at a time. Give port logs available at the ports that show who left and when. Not showing pirates or nats with smuggler tag on. Maybe a bounty system where you can accept someones request to hunt them. Being able to make it a specific named ship that killed you or a certain level of ship. If we're crafting cannons might as well do cannon balls too. Maybe some basic balls that are free but less damage. Stone shot or something. More noob friendly stuff to keep them. As mentioned before being able to swap nations as long as your faction is not negative. A little tutorial. Some higher tier starter ships just in case they get killed a lot. Nothing above a frigate though. Some level up rewards. Nothing big. Like a little bit of cash or pve marks. Maybe some fireworks when they level. This is what happens when I'm bored out of my mind. Sorry about the long post. Please discuss.
  3. I open this new thread to inform the communities about this important decision which is going to change everything in RvR. Discuss.
  4. Lars Kjaer

    Alliances

    Hey all Atm I think the alliancegameplay is pretty limited. Partly due to the static nature of the alliances which is reinforced by the voting system and partly due to the amount of allies you can have. I'd like to propose a change - limit all nations to 1 ally and 1 non-aggression pact. (or just 1 ally). It'll be a while before any effect is shown in the actual playerbehavior but I do believe it'll become a more active OW server.
  5. Lars Kjaer

    Alliances

    Why haven't the alliance bug been fixed yet? - This has been a problem from the start and is getting rather annoying - why switch from 1 week alliances to 3 weeks when you know the issue haven't been fixed?
  6. 800+ hours played over last 6 months and I do not understand the Politics function and effects of voting for War/Enemy/Alliance. Could someone walk me through how it works or provide a link to an explanation, please. For example: Couple days ago, US allied with GB and Netherlands. Saw hundreds of votes for continued Alliance with GB. Heard unofficial chatter that US/GB Alliance about to go down. This morning, woke up, Discovered GB and US now Enemies. Questions: Is this overnight flip triggered by anti-Alliance Player votes, or lack of Player votes to overcome some time limit on existing Alliances? Would some one explain how an Alliance can flip so quickly? What is the weight of each Player's 7 votes up or down? What percentage of total Players actually votes each round? You do know that many Players are completely unaware of the Politics button, and report never having looked at the Forums? And why there is no transition period of "Declining Relations" or "Repairing Relations" before the flip? Please help me understand this puzzle. ~ HK ~
  7. Anolytic

    "Invisible Alliances"-bug

    F11 report submitted 15:13 UTC Today's server reset marked the end of a round of voting. From what I can see according to the Politics tab, none of the voting from last round went through. The History dropdown only shows from this round that two Votes failed to go through. It does not show the votes that went through. Danmark-Norge had an alliance with France that expired this round, so both factions voted to renew that alliance. Our alliance is now expired according to the politics tab, but not renewed. It does not either say in History that it did not go through. However, Danmark-Norge players still have access to French Nation chat. When I check the Conquest tab I also still cannot see timers for French ports or buy flags against France. Afaik (though I haven't had time to sail out and check) we still cannot attack French vessels at sea. From this I conclude that the alliance vote did go through, but the Politics screen is bugged so it is invisible there. The system works correctly, but the Alliance screen is bugged. This has one graver consequence however. All random players of Danmark-Norge look at the politics tab and see that we have no alliance with France. In fact according to it we are enemies. They want to be allied with France, hence they vote for a new alliance with France. If the system worked properly they should not be able to vote to renew an alliance that was renewed just last round of voting (at least that is how it worked last time). The problem is that Danmark-Norge has an expiring alliance with Sweden running out next turn. Our vote for alliance with France will be nullified by the system anyway, and it would be in Danmark-Norge's interest and within the majority's intention to renew the alliance with Sweden this turn (assuming - based on earlier votes - that if France wasn't possible to vote for, as it shouldn't be, most players' next choice would be Sweden). ------------------------------------------------------------------------- Bug report for devs: Action: Danmark-Norge (mutually) voted for France as Ally last round. Voted for GB as War last round. What happened: France is showing as enemy in Politics screen, and voting for France as ally again is possible. Also, war with Great Britain is listed as expiring in 0 days. What should have happened: France should be listed as Ally (expiring in 9 days). France should not be possible to vote as Ally again this round. France should not be listed as Enemy. Great Britain should not be possible to vote as War target this round. Great Britain - War should not be listed as expiring in 0 days. History dropdown should be updated. ------------------------------------------------------------ Apart from fixing the bug, what is needed?: Reset all votes submitted so far this round, so that players can deliver their votes again with the right information and the proper limitations.
  8. Over the last few weeks its become apparent to me that the current diplomacy system is not managable. On 2 occasions I have seen our coalition forge alliances with coalitions in other nations only to have them undermined by a single clan that nobody can police or punish. 2 sides enact diplomacy and then any clan who refuses can strike out at the other nation from protected ports making them invulnerable to being attacked back but free to attack eventually disolving the entire alliance see RAE in the alliance of spain/britain. In my opinion the clans that go rogue and attempt to disrupt alliances by attacking ports while hiding in protected territory are not to be punished they are only doing what the game allows them to do. That being said the system makes no sense and creates heartache for hundreds of players because of as little as 25 who decide that's what they want to do. The following is my solution to the current problem, I believe it will encourage clans to cooperate and forge lasting alliances while at the same time allows internal clans and coalitions to rise up and go to war with each other within a nation creating more than the current diplomatic landscape of 7 Factions because it allows endless sub factions to fight each other within factions creating complex cross nation and internal nation politics. 1. Each nation should have somewhere between 5 and 12 uncapturable ports. These may or may not need to be in the same location but could even allow nations to branch out creating divisions in the nation map lines by for example spain might have a cluster of 4 uncapturable ports at la habana and 4 uncapturable ports at cartagena de indias giving them access to all their resources in both locations and allowing new players to those locations to never be oppressed and chased out of the game before they even get to see whats good about it. I would put some kind of industry negative production buff on those ports somewhere between 50-75% output so players are encouraged to setup buildings in capturable ports but worst case scenerio they at least have somewhere to fall back and create industry and can never have their individual fun or warfare capabilities reduced beyond a certain point. There would always be hope of turning a fight around knowing the flame of your nation cannot be completely extinguished beyond repair. 2. Clans should own any ports their members are Lord Protector for with control over who may dock. Docking access options would allow lord protectors or clans to set who may dock in their ports. Example if the port is British there would be a checkbox to allow all british players to dock at this port, to allow other specific other nations to dock at this port, to allow certain clans from any nation to dock at this port and of course to deny certain clans from any nation to dock at this port. It's more likely that this setup would be tedious and best managed by the clan leader rather then each lord protector but it could be good for a lord protector to have his own override control allowing him to create custom docking setup in the event a clan wants to establish a cooperative dock for members of another nation without giving them access to all the clans ports, this could be for war reasons or trade reasons but offers a more interesting political landscape as well as diplomatic options and cooperation. 3. Clans should be able to form physical alliances with clans from other nations that cannot be broken by individual members and must be disolved or withdrawn from by the head of clans. This allows certain clans to work together without being undermined by other clans from their nation or individuals within their own clans. It encourages advanced complex politics of clans in one nation working with other clans or mercenaries from other nations to help achieve their own personal agenda. 4. Clans should be able to go to war against clans or players within their own nation. By allowing clans to go to war against others in their own nation the larger nations like britain and usa can be more divided internally as they fight for power within their nation. The current politics are rather stagnant with huge 2 side wars drawing every nation into them simply because of lack of options there are only 7 factions and only so many combinations of diplomacy even less based on the player base of certain nations. 5. Add far more ports to the game With nations potentially fighting internally and having 2-3 sets of uncapturable port clusters allowing the 7 nations to have 14-21 stronghold locations there would be far more division around the map and more places for clans to find their own little corner of the world to control. In the event all servers are merged more ports will certainly keep it interesting. 6. Add more resource production and npc trade ships/convoys to freeports. I would like to see freeports producing every resource presumably via trade but allowing and even encouraging pirates to setup in freeports and migrate away from their 'pirate empire' to claim a small corner somewhere and make money striking fear into merchants and clans operating in the region while treating the freeport almost like a pirate cove. Freeports might even allow players to create any industry rather then restricting them however such buildings would have a far higher extraction cost and lower production making them possible but only in a dire situation or when you have no other ports nearby and not very effecient. 7. Do not allow level 3 shipyards in freeports. With rogue clans and pirates setting up in freeports i don't believe they should be able to build 3rd rates and above in such secure territory. I would see a game where pirates are encouraged to move into freeports and harrass areas but i do not believe they should be able to wage all out war from freeports like unloading massive rate fleets to screen nation wars for cash. 8. Add a set of building upgrades for the Lord Protector allowing him to collect a portion of trade/market taxes, improve garrison soldiers and fortifications. This just creates a benefit to controlling ports and encourages internal power struggles as well as clan cooperation to upgrade the defenses of important ports at huge expense. 9. Add custom clan icons inside the port circles and recolor the circle background to match the nation color, also make pirates and danes ports more distinguishable. To create a sense of expansion and ownership and to watch clans spread across a region it would be cool to see all the icons on the map inside the circles to watch clans expanding their borders. 10. Allow a lord protector to transfer his title to any other player in the game. Sometimes deals are struck or players no longer want to play. We currently have a player with 8 ports who quit and we can no longer touch those timers, allow a quick method to transfer the title of Lord Protector to another player remotely for the purpose of diplomacy as well as leaving players or those taking vacation. Some members simply don't want to manage their port timers these members should have the option to relinquish the title to another clan member who will. 11. Display port timers and dock access on the map including friendly port timers. I'm sick of making defensive and offensive photoshop maps of port timers and updating a port timer spreadsheet for our clans 40 ports it's a game not a job, why not give us that information on the map itself so i don't need to keep building them. 12. Allow a 25 player pb fleet and give them priority access to a port battle When fighting around populated areas we've have found clanless players in low level ships are jumping into port battles before experienced clan members in powerful ships can get in if the Port Battle fills it disrupts the entire attack. Allow for a 25 player 'raid' fleet or something that simply marks other fleet members visually and secures a place for each player in a flag carriers raid fleet for 3-4 minutes. Allowing them to get into a port battle before public players nearby can join. The same could also be done for members of a clan who own a port that are defending. 13. Flags may only be purchased in nation starting ports or your clans owned ports. Also flags may only be planted during 2 hour window and last until end of window. Currently the longest you can be forced to defend is 4.5 hours if your port window is 22-24 and the enemy buys a flag at 23.59 and holds it until 00.59 to plant you may then be stuck in a battle for another 90 minutes. Meaning that even though your defensive watch started at 10pm you could be forced to defend until almost 2.30 in the morning. I believe this could be reduced to 3.5 hours while allowing flags to be run further then they currently can. If the flag lasts for the duration of the 2 hour window buying it at the start of a window would give you 2 hours to attack allowing your fleet to travel further. While also enforcing that the enemy must plant the flag during the window means you wont be stuck up an extra hour if they choose to buy it at the last minute. This system could be tweaked even further if say the capture window was 2.5 or 3 hours long but the battle ended at the end of the capture window. Meaning their time inside the port was not a flat 90 minutes but based on how early they get into the port to start the battle, waiting too late could cost the fight. This also reduces the amount of time required to defend and makes it more accessible to casual gamers to participate and doesn't require players to stay up past reasonable hours. These changes are not designed to be historical but are suggested to improve the game and make it far more enjoyable for everyone to play the current system is burning players out and they are leaving we need a more interesting system where politics shift faster and more locally/internally from far more factions making the game more interesting and less frustrating with people in your own nations that you can't attack.
  9. Monkey Bullet

    Leaders, Nations & Wars

    So we've been asked which Nations do we want to see in the game. That question alone opens up so many gaps to be filled either with current plans or new suggestions, so here goes. 1) If, assuming we do actually have Nations, there are going to be a fair few of them because I'm sure NA members will be of many different Nations. Thus, will we get the Globe as it is known today, or to save time and resources will each nation be given a fictional stretch of land? If we DID have a fictional map, it would be slightly better in the sense that devs could perhaps make travel time's shorter, it would also allow for capture of Islands which may not actually exist which leads me onto point 3) 2) Islands. If we DID have a fictional map, we could have groups of islands, some big, some small which offer different economic bonuses on capturing, and depending on their location, varying strategic value. Usually a well dug in island I believe would have up to 3 coastal batteries, a island just landed on would only have 1 battery, each battery hosting about 7-9 very heavy cannons. This leads me also onto my next point. 3)Wars. As far as I can understand the game revolves around PvP. Great. And there are Nations. Right...So are we going to have 20+ Nations constantly at war with eachother? Will that be good for trade with other nations etc etc? Again as you're reading i'm hoping you are thinking of some answers to this too, but here is my suggestion: Each Nation will have a ton of fleets [guilds/groups/clans], why not make a system that allows for members of the more prominent/illustrious fleets to be voted in as Admiralty. Everyone in a nation has a vote, they can pick who they want to fufill which role. Roles: - Lord High Admiral [1] = Overall commander, has the final say. - First lords of the Admiralty [5] = Almost like the High Admiral's war council. - Admirals of the Fleet [10] = Significant leaders of Fleets. What sort of duties would these leaders have? - Providing the safest and most economically stable country for generations to come. - Securing Islands of importance, economically or strategically achieved with constant communication and management of the most powerful fleets. If the above duties require a Nation to declare war on another, so be it, let the PvP commence. Obviously it is difficult to get every fleet to action, especially the smaller ones, which is why it may be worth creating some sort of Squadron linking bigger fleets to smaller ones, each giving each other support when required. Let me know your thoughts & suggestions on all of the above.
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