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Found 89 results

  1. Hello NA Community We are West India Trading Company a new Creat Clan in the Nation of the Great Britain. We are searching for Players they wanna do PvP/PvE/Crafting/Trading in a Family Clan. We are based in Trinidad and when we grow up i think we make another Base in KPR. What we are looking for Ts3 + Headset 18+ Ambition Rank and Ship doesnt matter What we offer: Ts3 Server Familiar Clan Active Leaders Helpin each Other If ur Interested contact Laempi, Yinyangpanda or Lord Iron Ingame, or leave me a Message in Forum or Poste. Have a nice evening.
  2. ☸ Part I - Modifier series guide: Wood and trim modifiers ☸ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ █ Ship crafting: █ Wood and trim modifiers █ Permanent Upgrades: █ Store - Refit & Note modifiers █ Store - Bow figurines modifiers █ Loot - Perma Upgrade modifiers █ Regular Upgrades: █ Store - Admirality book modifiers █ Loot - Upgrade book modifiers ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ Since there are a bunch of new wood types for crafting i will share the stats according to the API with you guys. I am not getting into details what's what and sorting them for armor thickness, since its probably the most common known variable. The RAW data indicates: Slot | MappingId | Value Wood Types Live Oak Wood Type Caguairan Wood Type Teak Wood Type Sabicu Wood Type White Oak Wood Type Oak Wood Type Mahogany Wood Type Bermuda Cedar Wood Type Fir Wood Type Trims White Oak Planking Sabicu Planking Oak Planking Teak Planking Mahogany Planking Bermuda Cedar Planking Fir Planking Crew Space (State as of Patch 11.0) Edit: Apparently i missed an older post on the woodtypes, not sure if it will be kept up-to-date tho:
  3. Guten Tag liebe NA Community Wir die neu gegründete Gilde "West Indian Trading Company (WICO)" möchte sich hier kurz vorstellen. Über WICO: Wir sind eine neu gegründete Gilde auf der seite der Briten, unsere Orientierung gilt allen Aspekten des Spiels ( PvP, PvE, Crafting, Trading). Momentan bestehen wir noch aus wenigen Mitgliedern, jedoch haben wir später auch vor bei den PortBattles mitzumischen. Beheimatet sind wir auf dem PvP EU Server. Deshalb suchen wir Mitglieder Wir suchen: Briten 18+ Headset mit Ts3 Ehrgeiz Rank und Schiff egal Was wir bieten: Ts3 Server Aktive Gildenleitung Unterstützung innerhalb der Gilde Später auch Events Bei Interesse bitte einfach Ingame bei: Laempi melden oder hier im Forum. Lg West India Trading Company (WICO)
  4. Show the Port Settings in Shop

    When you enter a port and open the "SHOP" you see to the right of the shop-window what this port produces and what it consumes. Wouldn't it be a good idea if a few lines were added here to show the settings of the clan who owns the port like "40% Discount on Crafting" and "40% Bonus on Production"?
  5. Last update 19/11/2017 - A few aesthetic changes, and fixed a few bugs. Hey all, I recently created this spreadsheet to help me figure out useful framing and planking combinations for ship crafting. I'm sure someone else will also find it useful. It allows for mixing and matching different woods for the frame and planking, as well as comparing two different builds. Please let me know if you find any mistakes, or have any suggestions for things I should add. https://docs.google.com/spreadsheets/d/1hfF3vMSeVFMJVX392y6guaGFVKh404vx7qaKYlcGywI/edit#gid=1282085938 Data obtained from here: Please don't try to sabotage the sheet. I can't protect the dropdown menu cells, so don't ruin it for everyone else. EDIT: Added data source EDIT: Speed Update - http://imgur.com/Siq9RRa
  6. [Wird gerade editiert und auf den Stand Aug 2017 gebracht] Wohlan, junger Mann, als Zimmermannsgeselle können Sie es in diesem Umfeld noch weit bringen und aufsteigen in die Riege der geachteten und reichen Familien von Schiffsbauern und Ingenieuren. Zum Start gibt es hier einige Tipps & Tricks, damit Sie die Hintergründe verstehen und das Zimmermannshandwerk in der Not auch nebenberuflich ausüben könnnen um sich den einen oder anderen Taler hinzuzuverdienen. Hier und heute erfahren Sie von mir die Grundlagen und welche Rolle Sie hier in Navalaction als Spieler einnehmen können um diese Kenntnisse zu nutzen. Am Ende stehen weiterführende Hinweise. Grundlagen: Im Schiffsbau haben wir es mit fünf Sorten von Ressourcen zu tun: Rohstoffe, Halbzeug, Module und Arbeitszeit sind nötig um ein Schiff zu bauen und für den Einkauf der ersten drei brauchen wir ein Startkapital, also Gold. Je tiefer man in die Materie einsteigt, konkret also, je mehr Schiffe man baut, desto mehr Erfahrung [Craft XP] sammelt man. Für besonders aufwendige oder strategisch relevante Schiffe benötigt der Schiffsbauer auch noch eine Erlaubnis [Permit] der Admiralität, ein solches Schiff herstellen zu dürfen. Die Erlaubnis holt er sich entweder direkt selbst oder der Auftraggeber des Schiffes bringt die Erlaubnis mit. Letzteres ist sicherlich der unkomplizierteste Weg. Wer Schiffe fertigen will braucht eine Werft, eine kleine Level 1 Werft kann Schiffe der Kategorie 7-6 fertigen, ab der 5. Kategorie braucht man eine größere Level 2 Werft und die große Level 3 Werft kann alle Schiffe im Spiel fertigen. Rohstoffe werden in Häfen mit ihren rückwärtigen Ländereien produziert. Die wichtigsten sind natürlich die Hölzer: Tanne [Fir], Eiche [Oak] , Teak und Weiß-Eiche [White Oak] sind die wichtigsten, wovon Eiche und Tanne nicht nur für den Rahmen des Schiffes, sondern auch bspw. für Halbzeug bzw. Module wie Teer oder Planken verwendet wird. Es empfiehlt sich also immer, von den Hölzern ausreichend im Haus zu haben. Dazu kommen Hanf [Hemp] für die Segel und Taue, sowie Eisen als Eisenbarren [Iron ingots]. Seltenere Hölzer wie Lebensholz [Lignum vitae] und Metalle wie Kupfer, Silber und Gold kommen bei größeren Schiffen ebenfalls zum Einsatz. Rohstoffe werden aus den umliegenden Häfen zusammengesucht um ein Schiff zu bauen, für einige Rohstoffe muss man schon weitere Wege zurücklegen. Als Halbzeug bezeichnen wir Produkte, die Vorstufen von Modulen darstellen und die dann in der Werft zu Modulen verarbeitet werden. Das beste Beispiel dafür sind Metalle, die wir im Schiffsbau als Barren benötigen. Eisenbarren müssen bspw. aus Eisenerz und Holzkohle gewonnen werden, Teer wird aus Tannenholz hergestellt. Werften legen sich gerne einen größeren Vorrat an Halbzeugen an um möglichst nie in die Verlegenheit zu geraten, dass ihre klugen Ingenieure ihre teure Zeit und Kleidung beim Teersieden vergeuden müssen weil ansonsten die Arbeiten stillstehen. Als Halbzeugmeister kann man von der Werft seines Vertrauens schon mal das eine oder andere Schiff zum Vorzugspreis verlangen und Geld verdienen kann man damit auch sehr gut.Um Halbzeuge oder Module zu fertigen braucht man keine Werft, das kann in jedem Hinterhof erledigt werden. Module sind Schiffsteile, die von der Werft jeweils entweder eingekauft oder selbst hergestellt werden, um daraus Schiffe zu bauen, Module gibt es für den Schiffskörper (Rahmenteile, Planken, Ruderteile), für die Aufbauten, Takelage & Segel und so weiter. Je größer und aufwendiger ein Schiff werden soll, deste mehr Module werden benötigt. Wieviele Module (und welche) für einen Schiffstyp notwendig sind, weiss der Schiffsbauer aus seinen Fertigungsplänen [Blueprints]. Für die Fertigung eines Schiffes brauchen wir Arbeitszeit [Labour hours]. Jeder Schiffsbauer hat eine bestimmte Anzahl davon, die er für die Fertigung von Halbzeugen, Modulen oder Schiffen verwenden kann. Je mehr Erfahrung ein Schiffsbauer hat, desto mehr Arbeitsszeit kann er sammeln. Da sich in einer gut laufenden Werft Arbeitszeit stets langsamer regeneriert als man sie verwenden kann, muss jede Werft früher oder später damit anfangen, Arbeitszeit an Subunternehmer auszulagern um sich die Arbeitszeit für Halbzeuge und Module zu sparen oder sogar ausschließlich in den Schiffsbau zu stecken. Zur Zeit reicht die neu hinzukommenden Arbeitzeit einer Werft gerade mal dazu aus, 2 Schiffe der Kategorie VI oder V pro Tag zu bauen. Das setzt, wie gesagt, voraus, dass sämtliche notwendigen Teile dazu bereits fertig vorhanden sind. Der Schiffsbau ist eine höchst komplizierte Angelegenheit und Erfahrung ist nötig um Schiffe bauen zu können, das größer sind als ein Paddelboot. Eine Lynx oder Cutter bekommen die meisten Seeleute noch aus dem Gedächtnis hin, aber schon für einen Cutter braucht man Erfahrungswerte, die man sich nur aus dem Schiffsbau selbst aneignen kann. Daher gibt es bei Navalaction eigene Experience (XP) Werte für den Schiffsbau, die sich mit der Fertigung von Schiffen vermehren. Mit höheren XP- Werten erhält man Baupläne [Blueprints] für neue, kompliziertere, Schiffe. Für Werften sind die XP-Werte das wichtigste Merkmal, ähnlich wichtig wie die XP Werte im Kampf. Rolle im Spiel Aus dem geschriebenen bieten sich für Spieler zwei Rollen im Spiel an, die man auch nutzen sollte um alle Aspekte dieser tollen Simulation zu kennen und zu nutzen. Eine Werft kauft Rohstoffe, Halbzeug und Module und fertigt unter Verbrauch von Arbeitsstunden aus diesen Schiffe, die dann verkauft werden. Der Einkauf der Rohstoffe und die Fertigung der Module sind ein arbeitsaufwendiger Prozeß, die Erlöse aus dem Verkauf der Schiffe erreichen späterhin aber stolze Höhen. Wer als Werft agiert, hat wenig Zeit, draussen herumzufahren und sich mit Hinz und Kunz zu prügeln, er verbringt seine sinnvolle Zeit in Häfen und Niederlassungen. Ein halbwegs erfolgreicher Werftbesitzer ist in seiner Community ein gefragter Mann denn Schiffe braucht jeder und zwar natürlich möglichst umsonst.. Der Zulieferer fertigt aus Ressourcen Module und liefert diese per Kontrakt an die Werften. Er spart dadurch der Werft Arbeitszeit und schlägt Profit aus dem Modulverkauf. Seine verfügbare Arbeitszeit nutzt er schnell und effizient für die Fertigung von Halbzeugen, die aus möglichst wenigen, verfügbaren Rohstoffen gefertigt werden können. Planken, Segel, Eisenbarren u.ä. sind sein Metier und in einem Hafen mit mehreren Werften vermehrt sich sein Geld mit Kontrakten wie von selbst, während er Ruhm und Ehre des Vaterlandes an der Front verteidigt. Mit wenig Spielzeit kann man als Zulieferer schön zusätzlich Geld verdienen und hat guten Kontakt zu Werften um nebenher mal ein schönes Schiff zum Rohstoffpreis abzubekommen. [Ende Edit - ab hier ist der Artikel veraltet] Ihr erstes Schiff Aber jetzt wollen wir in die Kunst des Schiffbaues einsteigen. Ich werde Ihnen die Schritte erklären, die notwendig sind und Sie setzen das dann um. Voraussetzungen: Sie sind in ihrem Heimathafen oder befinden sich in einem Stützpunkt, so daß sie ein Warenlager (Warehouse) besitzen. Das werden Sie auch brauchen, um alle benötigten Rohstoffe und Teile während des Baues lagern zu können. Ihr Warenlager sollte also nicht gerade voll mit anderen Dingen sein. Haben Sie da immer ein Auge drauf, ansonsten müssen Sie Teile nämlich vorübergehend im Laderaum ihrer Schiffe lagern, und fahren dann womöglich aus Versehen mit 10 Ruderteilen im Bauch los, um Hanf zu kaufen..Alles schon passiert. Damit wir ab sofort ein kleines Boot zum Herumfahren und Einkaufen haben, werden wir uns zunächst eine Handelslynx bauen. Im Handbuch des Schiffsbaues finden Sie die Daten, welche Rohstoffe und wieviele davon für den Bau einer Lynx dieses Typs notwendig sind. Ich darf zitieren:"127x Kohle bzw. Eisenerz, 23x Eichenholz, 37x Holz für den Schiffsrahmen, also Tanne oder Eiche oder Teak oder Virginia-Eiche, 3x Pinie, 21x Tanne, 19x Hanf, 1x Lignum Vitae, 16x Steinblöcke." Für den Einkauf der Rohstoffe müssen wir Gold einkalkulieren. Die Kosten für den Einkauf liegen bei 8.955 Gold, besser 10.000 Gold veranschlagen, sicher ist sicher. Denken Sie auch daran, dass sie das frisch gebaute Schiff anschließend auch noch mit Kanonen und Reparaturkits ausstatten müssen. Ich gehe mal davon aus, dass Sie alle Rohstoffe bereits im Lager haben, so daß wir gleich mit dem Bau anfangen können: Das Menü Der Bau beginnt im Hafen mit dem Klick auf [Craft] in der obersten Menüleiste, womit wir das Menü für den Schiffsbau öffnen. Auf dem Desktop sehen wir jetzt alle Module, die wir bauen könnten in alphabetischer Reihenfolge angezeigt. In der Menüleiste können wir die verschiedenen "Gewerke" der Werft sehen, Zimmermann [Woodworking], Schmied [Casting], Seiler [Weaving], Feinmechaniker [Manufacture] und die Kanonengießerei [Cannon], die zur Zeit ohne Funktion ist. Unter [ship Building] verbirgt sich das Ingenieursbüro, wo wir die verfügbaren Baupläne bzw. Schiffstypen sehen können und wieviele Module für den Schiffsbau eines Modells nötig sind. Die folgende Abbildung zeigt den Bildschirm zum Bau des Moduls Cordage & Oakum in der Seilerei, dazu klicken wir auf [Weaving] [Coradage & Oakum]. Wir sehen, welche Rohstoffe bzw. Halbzeige nötig sind um das Modul zu fertigen (im Beispiel 6x Hemp & 2 Tar), wieviele Rohstoffe im Lager vorhanden sind und können mit dem Schieberegler steuern, wieviele Module gefertigt werden sollen. Ist ein Rohstoff oder Halbzeug nicht in ausreichender Menge vorhanden, wird diese Zahl in rot angezeigt. Wenn der Auftrag durchführbar ist (genügend Ressourcen und Arbeitszeit verfügbar) wechselt der Button [Craft] die Farbe von grau auf weiß und mit einem Klick kann der Auftrag ausgeführt werden. Der Bau Wir begeben uns zunächst in die Schmiede , dann in die Zimmermannswerkstatt , dann in die Seilerei und wenn wir alle Module zusammenhaben, können wir den Zusammenbau der Module angehen. Wir halten uns für die Abläufe an die Rohstoffe und versuchen, diese möglichst schnell und vollständig zu verarbeiten, damit nicht noch mehr Sachen im Warehouse rumfliegen als nötig. Für die Verarbeitung der Rohstoffe zu Modulen sind x Arbeitsstunden nötig, die können wir auch nach und nach umsetzen, für den eigentlichen Zusammenbau aber brauchen wir x Arbeitsstunden am Stück. In der Schmiede stellen wir aus dem Eisenerz und der Kohle Eisenbarren her. Dazu klicken wir also [Crafting] und dann auf das Modul Iron Ingots. Das Menü auf der rechten Seite zeigt uns an, wieviel Rohstoffe wir besitzen, mit dem Schieberegler können wir einstellen, wieviele Iron Ingots wir herstellen wollen. Wir sollten alle Rohstoffe und Arbeitszeit verfügbar haben, also los gehts, wir verarbeiten alles Eisenerz und Kohle zu Iron Ingots. Aus diesen Eisenbarren stellen wir danach Iron Fittings her [Casting] [iron Fittings], die übrigen 6 Eisenbarren heben wir für später auf. Aus unserem Warehouse sollten jetzt Eisen und Kohle verschwunden sein und statt dessen Iron Fittings und Iron Ingots stehen. Raus aus der Schmiede und rüber ins Nachbarhaus: In der Zimmermannswerkstatt geht es um Bier Holz. Wir kochen aus dem Tannenholz 5 Teer und verarbeiten den Rest zu Wooden Fittings.Tschüß Tanne. Wenn wir den Schiffsrahmen allerdings auch aus Tanne bauen wollen, verarbeiten wir gleich noch 36 Tanne zu Fir Frame Parts, sonst eben das andere Holz, was wir ausgesucht haben. Jetzt aber endlich zur Eiche: Wir stellen 96 Planks her und verarbeiten den Rest Eiche mit Eisen zu Rudder Parts. Aus Lignum Vitae machen wir Blocks (spätestens davon bleibt auch nach Fertigung jede Menge übrig). Das Pine log wird zu Rigging Parts. Jetzt noch die Steine zu Ballast formen. Wir lehnen den angebotenen Schnaps dankend ab und gehen wieder eins weiter. Nämlich in die Seilerei, wo uns schon der Hanf erwartet. Hier geht es recht schnell: Canvas rolls machen und mit den übrigen Teilen von Teer bzw. Eisen fertigen wir noch Cordage & Oakum bzw. Cables & Howsers. Fertig ist die Fertigung der Schiffsteile. Jetzt klicken wir auf [Crafting] und dort auf unseren Bauplan einer Traders Lynx. Wir stellen noch ein, welche Qualität das Schiff idealerweise haben soll (im Bild ist es common) und befehlen den Zusammenbau der Module. Das neue Schiff entsteht und kann anschließend je nach gusto weiter ausgestattet oder gesegelt werden. Hinweise Mit diesen Infos ausgestattet, werden Sie die nachfolgenden Details sicherlich etwas besser verstehen: Links Im deutschen Teamspeak gibt es einen eigenen Channel für den Schiffsbau Einige Spieler haben bereits gut gehende Werften mit höhren XP-Werten, sie werden sicherlich gerne Tipps geben oder Sie heuern bei ihnen als Zulieferer an: [ W.I.P. - wird noch weiter ausgebaut] Tipps & Tricks Es darf geliked werden weiterhin.. BG, Allons!
  7. I've heard that the safest place for building a craft building or ship yard is in a Free Town. Any advice out there? What about nation capitals?
  8. Craft ship classes not individual ships.

    One thing that has been bothering me about ships in Naval Action is the mix between ship types/classes and actual named ships. Having a entire fleet of Bellona's or of Constitutions is just weird as the those are unique ships, a fleet of 3rd rates I can accept. Here is the suggestion I would like to make. Change crafting so we craft a ship of a specific classes/type instead of named ships. Then use figure heads to specify which ship of that class the ship is named. All the ships of that class would share the same model but the name of the ship would change depending on what figurehead the ship has. Where possible, the ship names would be sister ships or other ships of that class A ship without a figurehead would simply be named for its class. This would reuse the existing models in game and at the same time add a bit of realism/diversity and give another captain some idea how the other ship will sail. AI Ships will always be the generic "Third Rate", "Heavy Frigate" or perhaps if new ships get added they could be named called based on the class of the ship "Bellona Class" ___________________________________________________ Example: Third Rate. Using the ships similar to HMS Bellona No figure head: Third Rate Gazelle: Bellona Katherine: Superb Lion: Dragon Rattlesnake: Kent Thor: Arrogant (Arrogant Class) Whale: Defence (Arrogant Class) Elephant: Cornwall (Arrogant Class) Phoenix: Edgar (Arrogant Class) Hydra: Golliath (Arrogant Class) ____________________________________________ A heavy Frigate class or "United States Class" (Constitution) No figure head: Heavy Frigate Gazelle: United States Katherine: Constellation Lion: Chesapeake Rattlesnake: Congress Thor: President Whale: Constitution Elephant: Hudson Phoenix: Philadelphia Hydra: Independence
  9. Crafting

    This is one suggestion in a whole range of suggestions I'm thinking about, but arguably the most important for new players. Put back the experience gain from crafting parts. For new crafters it's both expensive and timeconsuming to build new ships and for lvl 50 crafters there is a need for budding new crafters. Before the wipe it was an integral part of the economy especially for new players that could sell their LH and get gold + crafting xp for the parts they made..
  10. Building Ships

    Hey Captains, I'm very new to this game but I have already learned that crafting ships is a time consuming and expensive process, however, with it's own bonuses. I haven't yet researched this topic on different places since I am almost sure that I will find the best and most updated info on the Forums. Could any of you, let me know a good Guide on the whole process of building ships and crafting and what would I need to get to have a decent start to learn the basics of these two to avoid possible stepping stones since the lack of time as I can not grind all day (perhaps you can't too)? 1. What ships should I be focusing on building first to get started and grow fast, regardless of the market cost and expenses (I care to get more XP than income in my current situation)? 2. Is it worth breaking up a ship and what happens when I do so? 3. Any tips or important things to know will be much appreciated. Many thanks in advance, HMS Victory, May the wind be with you.
  11. ONE currency

    Conquest Marks, PVP marks, PVE Marks, Gold... There are so many currencies in this game that it is impossible to balance them all. Get rid of them all except Gold. Combat earns XP and Gold. Crafting earns XP (and profits in gold if you sell your wares). All items in admiralty are priced in gold. Adjust the amount of rewards and prices as you will based on difficulty and desired scarcity. It seems to me that a) this system would be easier to get the economy right and b)would allow players to pursue their own paths to "success".
  12. Hi, Most Gold and Silver resources looted from ships and Shipwrecks are often in the form of Coins. Also, cannons drop as loot, often not the caliber of gun you want or need. Therefore i suggest the following: Reverse Engineering for some items. This should be the case for Silver Coins and Gold Coins, that could be re melted into Ingots. Also for Cannons, since they could be taken apart and have the barrels melted down and recast again as ingots to be used in Cannons of a different caliber. As we can break down ships, i find it makes sense to be able to do the same with other materials that can be reworked into a previous state. This would help with the Gold and Silver being scarce, and being essential to building ships. @admin So perhaps, a break-down button for certain materials, which refund x % of the resources used to make them. Remelting Iron, Silver or Gold does not really lose that much material in the process, so the percentage could be fairly high, say 75-80% of the original required resources. Remelting 100 Silver coins would then return some 70-80 ish Silver Ingots. Since you need to work a forge to to this kind of work, perhaps coupled with a operation cost of Coal? I suggest the same Coal cost as the casting of these Ingots. It would give the Silver Coins and Gold Coins a second purpose, next to being used in Refits and such.
  13. Trade, PvP & Crafting suggestions

    So I should start by stating that I haven't gone as in depth as some other more veteran players here, I'm sure you can tell by my amount of posts. My play time isn't that absurdly high either, but I have listened to as many players as I could and though I don't know a tremendous amount about the game, I thought of some things that hopefully veteran gamers could either expand on, run with, or completely shut down. Either way, it's a learning experience for me. I've noticed that this game is focused on OW PvP and Port battles (I think that awesome and it drew me to this game on the first place), but what I'm also noticing is a lot of grind. Now I've grounded a lot, I don't mind grinding for a good cause, as long as I can see a reward in the not so distant future. The major problem I'm seeing is that grinding is on EVERY front in this game. Gold, Character XP, Ship XP, Crafting XP, PvE Marks, PvP Marks, Conquest Marks, I mean even mission runs, delivery missions, and Trading runs! This whole thing seems very disconnected with each other. PvP seems to be completely counter to Trading. Why can't we come up with a different solution? Bear with me as I break with down as best as I can, and my suggestions that I think could help the game, traders, PvPers, Roleplayers, and RvR. First and foremost: Trading Trading should be the lifeblood of any major empire, it dictates the market for its Captains and its military might! Why not have all ports consume goods? Use this to push traders to transport more goods of a particular type towards specific places. This already occurs to some ports in the game, but what happens if you make it all ports? What happens if the price of the goods reflect this. What would happen if after a while, those ports weren't getting their shipments of goods? Maybe a small bonus to grinding out hostility in that area(small bump)? Maybe less powerful AI fleets would appear. As time goes on, the less and less shipments that get through, the more damage it does to the port (accumulating negatives). Either way, it's a benefit to those who would possibly want to nab that port. What happens if that port is well supplied however? The traders are doing their jobs? Maybe a small negative (just hamper) to would be hostility hits. More powerful AI fleets? Maybe a cheaper crew cost, since they're in a wealthy area and there's a surplus of sailors or scallywags? Why not have all ports producing goods? I mean every hour on the hour, more resources or goods show up. Have them be on sale for more than what a player can make, as to preserve the need for buildings, but when an AI trader comes into port, have them at least have a higher chance to carry that ports produced items out. Both of these could work into a wicked PvP mechanic. Port Raids Blockading a port should hamper it, Raiding a port should strip it of most stockpiled resources that the port was using to survive. While I think, having players items be stolen could be realistic, I would think having the trading goods, food, and port products from its own production be a much easier hit on the economy. PvP Bounty missions/Letters of Marque I detest these marks, absolutely hate them as they only benefit those that are already playing in PvP, so they can obtain better ships. (It's like how WoW was with Grand Marshal gear way back when. It's pretty easy to pummel down a guy with green or blue gear when you have epic gear.) I actually liked it how it was before the patch in that aspect. Wars should be decided by two things; Battles of men and the battles of Wealth. With Dura being 1, I fail to see the need for this as another grindfest. But if the game has determined to keep them, maybe using a bounty system on specific Nationalities might better help the choking bottleneck of these items. You could even add letters of Marque by clans to hire other nationalities to attack specific ports or nations. Having PvPers earn more than what they earn now. Crafting Let players cap unranked ships. This will not only help them get out of the monotonous grind for gold when they start, but get them into a ship they can PvP with. Likewise, they can deconstruct them and use that to help them push their Crafting XP. They become more useful in PvP AND they start having a goal to become investors in crafting, pushing the economy more! I know I'm not a veteran, nor do I post much, but I do want to make this game better, and I want to bring in more people. But I can see why some are getting slightly aggravated with everything right now and why some are reluctant to join. Thanks for your time.
  14. Books

    I recently bought a book note (Hammocks 5th rate), at the Admiralty store, clicked "use" and it disappeared. I am hoping that this book will add Hammocks (extra crew), to the ships I craft in the future. Can anyone tell me if this is correct or if not, how do you use the Books function? Thanks
  15. Level crafting.

    What is the best ship to grind in order to level up crafting since we do not get exp from making ship parts anymore, i would like to know the best ship for LH.`My craft level is 32.
  16. Cannot craft PvP marks

    Hey there! If you haven't noticed it yet; you can exchange marks in the admiralty by clicking on one of the marks if you are looking at a permit / bp / ... I'm not sure if this feature is removed or simply doesn't work but as of now; it's bugged (?). Every time i click craft, the menu tells me it is crafting but no goods (in this case PvP marks) have been received. The PvE marks still remain in the inventory (be it in the warehouse or in the captain chest). Any idea what's going on? Thanks! o7
  17. Edit: after reading responses, and thinking things over, I've decided to update my post from yesterday with fixes, which will be at the bottom. So I attempted to do crafting... Yea.. guess I'll stop playing already. I want to point out I really like 99% of all the changes in the last patch. To me though many of it was just.. implemented wrong, or badly imbalanced in terms of economy. To make a Brig for instance, will cost me between 47,000 to 30,000 gold.... The NPC's are selling the Brig for 18,000..... Yea, never going to make a profit in a million years crafting ships at this rate. Not without spending 24+ hours pulling teeth to get the absolute best price at a steal discount price for every single part. To break things down, lets forget the Brig, and go back to a 7th rate, the lowest end of ships that beginners will be looking at. Lets choose a pickle. Breaking everything down this is how it looks for a crafter: PIckle: Final resources: 184x Oak Log = 13,432 76x Fir Log = 4,560 57x Hemp = 3,420 20x lignum vitae logs <Buy at 80 per 1> = 1,600 48x stone blocks = <Buy at 25 per 1> = 1,200 60x Iron Ore = 4,800 100x fish meat <Buying at 42> = 4,200 8x salt <Buying at 40> = 320 Final cost= 33,532 <If you ignore fish meat and salt since those are easy to come by> Final cost= 29,012 The costs are what it costs me to pull out of my buildings, naturally a crafter is most likely going to build the buildings that he needs the most of to save money. The "Buying at" price is me adding 5g to whatever it'll cost a person to pull out of their economy building to sell to me. costs a person 75-70 gold per lignum viteae log to pull from their building as an example so I'll buy it at 80. So assuming I don't buy the fishmeat and salt since those are easy to come by just by sailing around. That'll be 29,012. To make a reasonable profit i'll probably want to sell it at around 40,000 - 50,000k to make it worth my time and effort. So this is how it looks to a new player. Pickle: 45,000 12 36lb medium cannons: 83,304 (atm they are being sold for 6,942 per 1) Rig repairs (lets say 5) : 3,025 Hull Repairs (lets say 5 again): 5,800 Rum well its cheap cuz you can buy it from NPC for 144 each. Final Price for a complete beginner: 137,128....... By the time a beginner has that much gold grinding atrocious missions, or ganking NPC's in the OW, they'll be ready to be sailing 5-6th Rates, which cost about 2-3x this much. Progressions, economy, and crafting is completely out of whack. -------------------- WHy is it like this? Because of the buildings. For instance.... Iron Ore Mine, costs me 20 gold more per iron ore than just buying it on the market at market price... Why? That seems so backwards. Arguably you could say as players buy more the costs will go up alot when the market isn't flooded with the item, which is fair, if there wasn't only 100-300 people on and that situation actually happened more often than it does now. Not worth the time, or effort for 90% of the players who want to play. -------------------- Like-wise, with the limited building space, it would make sense to lower the price you're forced to pay workers to a more reasonable level. You'll never be able to "harvest" everything you need to build a ship and will always have to buy stuff in one way or another on the market, that's the point of having a buliding and sinking so much money and resources into getting your crafting setup, is so you pay less and can actually make a profit by crafting... ---------------------- Now with the cost being insane to craft items, and players having to buy cannons individually, you run into the problem that its going to cost players 10x more than ever before. Not only is crafting ships more expensive now from what I can tell, but building cannons is incredibly pricy as well, meaning those long cannons, and higher grade cannons are going to cost you an insane amount because of how expensive it is to craft things in the first place. ---------------------- Crafting should take time, and be limited, I agree. Crafting should have a gold sink. I agree with this as well. Not everyone should want to craft due to how much time you need to spend to do it, this I agree with as well, and this is everything the game has in terms of crafting... just implemented in a way that also severely punishes the player base and crafter by being implemented in a way that's severely imbalanced Edit: Out of frustration I forgot to finish my conclusion. With how expensive buying ships and cannons are going to be, people are going to play extremely passively on the PvP servers. I don't see this as good. While yes losing a higher end ship between tiers 1-4 should be a big loss, at the same time it shouldn't cost people an arm and leg and their first born when they lose a tier 7 ship like a brig either, if someones buying a brig from me a tier 7 ship, at 30k, then dropping another 30+ k down on guns + another 20+ k down on repairs, and crew, and loses the ship due to no longer having more than 1 durability (which I do like the fact ships are lost immediately with only 1 durability), then the cost of ships and the cost of constructing ships and cannons really needs to be pulled back and balanced out. ---------------------------- Fix Suggestions: The issue is a spiral. It seems to me the devs want us to sell things at the same price we are paying for them, which.. doesn't work on many levels... To build a Brig as I explained above will cost me 30-50k depending on prices. That's alot for JUST the ship at tier 8 and a player who's been playing for maybe a day or two, that's of course assuming I sell the brig at that price.. the cost I spent to make it... not gonna happen, I'm gonna sell that ship for at least 20-30k more so I can make something out of it for my troubles. so a new player has to dish out over 100k easy for a tier 8 ship + cannons + crew + repairs.... Ridiculous. Problem Crafters rely on players filling the market with the resources they need. Since you can't buy these cheap from NPC ports anymore..... Getting oak from a oak building costs roughly 80g per 1 oak. That's ridiculous. For a player to supply a crafter with oak they'd then have to turn around and sell the oak for at least 85g to make any meaningful profit. Fix: Cut the cost for getting supplies from buildings down by half. This creates an economy where all players can build economy buildings and feed the resources to crafters in the market. With the price being cheap IF you own a building, this allows for prices to fluctuate with supply/demand, which is essential for a healthy economy. -------------------------- Personally I think there should be a difference in crafting, different experiences and crafting tree's. Ship Builder, Cannon Maker, and something else for the permanent modules you can install. Each having their own leveling tree. Level 1 cannon maker can only make low tier medium cannons, as they go up they unlock long cannons for that tier, then the next tier of medium cannons, etc. But that's an entirely different monster.
  18. I am cp 50. I was in my outpost at Brunswick. I went to Admiralty store to exchange 40 PVE for Trader Brig Blueprint. Admiralty store took my 40 PVE, BUT DID NOT give me trader brig blueprint. I checked in my crafting under Ships but no trader brig blueprint. I logged off. still no Trader Brig Blueprint. Where is it? Do I need a shipyard to purchase a blueprint? Has anyone else use admiralty store to get a blueprint was there a problem. I logged an F11.
  19. Niagara

    It seems the Niagara can not be crafted anymore, even at level 45. Is it intentional or just a glitch? Thank you.
  20. Decentralised Economy

    After the return of shipyards on the testbed it seems the concentration of the population around the capitals will be even more pronounced than before. These suggestions might hopefully reduce this and create a more organic spread of players on the open world Resources -- At the moment there are no limits on resources coming out of a port so the vast majority of crafting, trading and sailing is done around each nation's capital. This leaves massive areas of the map feeling empty (meaning a lot of conquest battles could be undefended for a while). While I'm against hard limits on the number of buildings etc in a port I think a soft limit of some kind could be useful. For example, after a certain number of mines/farms/buildings have been built in a port (depending on the % of players in a nation/a certain number with buildings there?) the cost in gold/LH will be increased and the amount of resources will be decreased on a sliding scale (depending on the size of the empire/number of ports/buildings present etc etc). This will help create shortages in ports with massive populations and push people towards other regions, as well as creating lots of opportunities for haulers, traders and pirates. If those nations and clans want to continue crafting ships in one central area the resources will have to be hauled from further afield to make it economically viable. Buildings -- While it's nice to see new buildings I don't think it makes good sense ingame to make each player individually create their own dockyard or foundry to progress in their crafting. Most clans will have dedicated crafters so dockyards will just become a nuisance (if you personally don't have one) rather than something which adds to the gameplay - resources will simply be passed over to the crafters creating even more downtime between sailing/pvp. The current shipyards also tie players and clans to one area, if you've spent the last week getting a level 3 shipyard built you're not going to want to move any time soon or use up another building slot for another shipyard somewhere else. Perhaps a shipyard or foundry needs to be a national project? Once a certain number of resources are taken to any port and 'paid in' to the shipyard building project a shipyard will appear in that port and be usable by anyone in that nation. This price could increase exponentially with numbers of shipyards and distance from capital etc. These projects might also need upkeep in the form of resources per week but i'll leave that to another time. This would also help create new trading/crafting hubs in areas away from the capital. Any comments/suggestions/insults welcome
  21. I decided to open this thread to try to collect all our thoughts of the incoming economy model. I´ll begin. -Ressources/mining: If we set a shiyard we can only craft 4 types of ressources. Maybe a bit short for a small playerbase. Crafting is going to be slower due to the search of the ressources. Slower crafting, less pvp. -Consumables: crafting rig or hull repairs are ok. Medkits is almost imposible due to the lack of rum, sugar, tobacco. -Crew hiring: 500 gold per crew member is impossible to sustain. We need to be able to craft the medkits. -Expansion slots: Before we have at maximun 8 outpost with 5 slots each. The cost of the last outpost wasnt more than 2 millions if Im not mistaken. Now from 40 (8*5) slots for ships we are going to have half of it, only 20-25 (not sure exact number). Each expansion is quite far expensive than before and it only gives us 3 more slots. It is absurd all this cause we now have only one durability ships. -Rewards: battles are going to be used for the farm of marks. The money you earn is not enought for other activities. In the best scenario that gold is enough to repair your ship and hire new crew in ports. -Trading goods: This is going to be one of the main sources of income for players. However, despite its importance, the trading goods are lacking (not enough quatities) even in a server with a maximun pop of 75 people online. -NPC traders: While there are a lot more, the value of their cargo makes them absolutely useless. Given the fact that you earn nothing selling the ship neither its cargo and marks the current npc traders are just sea decorators. - The removal of the delivery system. Probably one of the worst ideas ever. Let me explain. Just imagine you are Dutch/France/Sweden/Denmark and you succesfully conquer a distant region with a key ressource or regional bonus, lets say our dearest live oak. Without the delivery system you need to move that ressource through the entire caribbean to the crafting point which is usually going to be around your homewaters. Absolutely painful. Now, your POV.
  22. Missing Ships on Testbed

    I noticed that there are several basic ships not craftable on the testbed server and was wondering if they were simply missed or if this is intentional. Basic ships that currently aren't craftable on testserver are Rattlesnake and Niagara as well as LGV and Indiaman. I guess the LGV and Indiaman might become available for "Trading Manifest" tokens but for the missing shallow water ships i have no explanation whatsoever. Can anybody enlighten me, please? Thanks in advance.
  23. 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.
  24. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to have a sustainable environment as well as a proper balance, trading gameplay needs to be developed, and those players who choose to focus on it need to be encouraged. The old economy we have on the live server drove traders away a long time ago. There was no challenge, no unique gameplay, and no supply and demand - only endless supply. The new economy that we are testing on the testbed forces a "division of labour» so to say. Everyone cannot do everything anymore. With new production levels, travel times, and the partial removal of teleports, you can no longer collect every resource, and craft every ship yourself. PvP-players in each nation will depend on the traders and crafters of their respective nation or clan. If well balanced, this looks very promising, yet there are a few issues presumably yet to be solved about this part of the game. Like how do we prevent people from each sitting on a heap of their particular valuable, looking enviously on the heap of somebody else, yet not willing to trade away any of their own production? How do we unite the players who are lacking a resource, with a supplier? And how do we prevent clans from organising an economy internally, while leaving the rest of the nation, and solo-players to their own meagre devices? On the latter issue, you could dismiss it entirely, and say that if the clans are not contributing to the national economy, then that is a national problem of having selfish clans. However on the former issue, I believe we need more trade tools, and some mechanisms that encourage player-to-player interaction, even out of OW in port. -We should be able to put up buy contracts for ships. You request wood type, trim and refit, and the crafter fulfills the order. -If not already implemented, we need to be able to put buy contracts for the refit items. -There should be ways to acquire Marks outside of PvP and RvR. Crafters, haulers and traders should be able to gain marks from these activities. Interactions with players from your own nation, besides PvP or PvE, should have the potential to generate marks. Being a dedicated crafter/trader, who does PvP only secondarily, will be unsustainable once all ships in high demand will require copious amounts of marks for crafters to make them. They need to be able to take payment that includes coverage of the Marks used in crafting. To make this simpler, Marks could be an item that you can buy from NPCs for gold. The Marks are an infinite resource anyway - its production limited only by how many NPCs we can find and kill. And if the economy is properly balanced so as not to flood the market with gold, then having Marks be an item that you can purchase from NPCs for a steep price would not be a problem. In fact it could help the economy, by taking gold out (giving it to NPC) and putting only a quantity of an infinitely regenerating resource into the economy. Secondly it would be worth exploring to encourage trade between players and nudging players to put their surpluses on the market for others to get access to, by rewarding trading with Marks. As an example, when you put a quantity of an item on the market with a contract, once that contract is emptied, you are rewarded with a relative number of Marks. And when you sell someone a ship that you crafted, or fulfull someone elses’ contracts, you likewise get marks. Without some mechanics to ensure its integrity, this system would be very exploitable of course, by players trading back and forth between each other. However, you could put limits on it or other measures to prevent abuse, as well as increase the tax on contracts - to then accept that some marks may be generated by players, but in exchange for a money sink. Thirdly, crafters could get derivative marks, in addition to XP, for kills done with ships that they crafted. So if the player who purchased your ship kills a connie and get 3 marks, then you, as the crafter, are rewarded with maybe 1 Mark.
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