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Found 26 results

  1. changing nation

    Hello guys, im new in this game and just wondering how to change nation, because i picked France, but everyone in chat just spamming french and I do not understand anything, so i would like to switch to some english speaking nation. Unfortunately dont have the forged papers because I bought the game 2 weeks ago. Thx for any help.
  2. Player Distribution

    Hi, Is there any way that we could get an idea how the player base is distributed among the different nations?
  3. Hi there, The recent national rework that saw most ports revert to neutral control was perhaps logical for PvP but makes little sense for PvE where port conquest is not an option. My perception is that PvE is more of an environment for players who generally operate outside of clans/groups and on their own--much as single cruisers (frigates, sloops of war, commerce raiders) did in the Age of Sail. As such, the national structure is more important to PvE than PvP, which is now experimenting with a much more clan-centric model that explicitly requires conquest. It would be great if the PvE server could see ports revert to national control and orient itself around the activities of cruising warships rather than battle fleets. This could harness the open world by including historically realistic trade routes (the British, for example, sent their convoys outbound from the British isles to Barbados, to Jamaica, and homeward bound from Jamaica to Belize, around Cuba by the Florida Strait, and across the Atlantic by way of Nassau and Bermuda) for commerce raiding, and adding new categories of missions like convoy escort and attack (which would encourage players to take more full use of the open world map by sailing longer distances), and single/multiple-ship (i.e. not fleets) port raids (which would deliver goods and prize money, and possibly ships in the case of a cutting-out expedition). These would require the restoration of national control over ports, and in the case of the long-distance commerce-related missions, a means of plotting positions on the chart with a similar resolution as can be accomplished with a sextant and chronometer in open ocean (so something similar to, perhaps slightly less accurate than the previous GPS-like system, but much more accurate than the current, rather unhelpful dead-reckoning only method). Many thanks--
  4. You could perhaps even do away with all the random capture points as result of predictable winds making several points little to obnoxious, instead permitting capture of port after demolition of fort which anchors attackers so that they don't always start upwind, and successful defense so long as fort isn't taking damage. You could perhaps even make the whole thing zen by requiring that certain amount of damage is produced against the fort depending on enemy fleet size as apposed to defending fleet size (by cannon poundage), which means you don't need to go as clan somewhere just because you have to and be there for that same reason- in a clan. In small enough port (that is small winds) you could probably could disturb first rate enough that he would fail. It sure enough could still lead to attackers trolling defenders, but I trust you could come up with some math that would ensure that theres equalibrium with variables like firepower involved and such. In addition instead of hostility system you could require that fort is rebuilt requiring resources proportionate to amount of pounds of cast iron demolition took, requiring that there's also a fleet of indymans somewhere nearby lest defenders chose to regroup and kill of defenders with indyman having to travel through battle instance towards the port. I suppose that with supplies required to solidate capture of fort trolling defenders becomes less so practical but a timer could still be required unless you want to let defenders build up the fort again to which only requires that you check back in every so often in case some lonewolf did decide that he would both destroy the fort and bring the supplies to actually capture the fort. Either way necessity to escort a trade vessel requires frigates either in screening fleet/convoy or in actual port battle instances. Reference to sailing physics and winds come from first several sentences of this post.
  5. Introduction and facts The new system of conquest is coming. With that, the middle of the map is supposed to be RvR ON while around the map the RvR is supposed to be OFF. Capital from the center on the map are supposed to be put away like the brit who may spawn on Bridgetown. On PvP Europe, we can see on "Conquest competition" that 3 nation are fighting in RvR and 5 surviving. Swedish, Danish and british are alive. Dutch, pirate, french, US and spanish have not conquest port from years. On PvP US, we can see on "Conquest competition" that 3 nation are fighting in RvR, 4 surviving and one have been erase from the map. Pirate, GB and DK are playing in rvr and the others one are dead. Number of player provides by admin about his charts show a big difference with what people feel and see ingame and on TS. There is a difference between people in RvR and people in global. Clan war may help to have a better view on who is in rvr or not but with clan war limited to nation only it not going to solve the problem What is happening When a nation is in a bad move, some people on this nation : => Stop to play because they feel useless as they are missing the rvr aspect on the game => Use forget papers making the difference between nation biggers. We can see that with french and spanish clans moving to DK to make more RvR on europe server. It reinforce the stronger and it make more weak the weaker. The weakest nation are then in a snowball. Less player mean less to join and finish their levelling mean les resosurces means more to forget papers means to be weak etc etc. Solutions Delete forget papers. Forget papers is an egoist tool that allow people to change nation but that break the balance for all a nation. If people want to be able to change, they have to make it with the hard way by creating a new character. We are not supposed to fight someone that was our friend yesterday and that may be back our frient tomorrow (most of people have 2 forget paper in redemable). I prefer to see a people leave the game and not play it anymore that seeing a nation perish because the departure on the player improving the difference between the nation he leaves and the one he joins. That make all the nation irrevelant to play anymore. Forget papers improve Unbalance in player population Modify Forget papers : After every map victory, forget papers is possible for 48 hours but only to join on the 3 worst nation. It will change the flew of people moving to win in a flew of people moving to help and find new challenges Decrease number of nations. We can see that on both server there is basicly 3 nations that are active in RvR and all the other one which provide ports to the ones activ in rvr. There is few hope for the bashed nation to be able to counterattack thoses who stole their ports due of people leaving the games and players switching nation to winning side. We have actually 7 nations +pirates. 3 nations are really activ atm per side in RvR. I suggest to use the remaning time on Alpha to test a new setup on nations. It will allow devs to change the time on the game wich is setup on a time where sweden and DK were present in caraibe when in thje immigation on most players they were not in the area on this time. I understand the necessity to have "neutral nation" that will be joined by thoses wich are neither french, british or spanish but it seems to early and not really helping the game. It's the case now and it has been the case before even with 1000 player online. We never seen 8 nation rvring on the same time. Adding portugese for exampe may solve the things. I think that at least 2 nations have to disapear to make the game better for everyone. Introduce Alliance in Clan war or beeing able to add not nation to clan to a clan war : Clan war is a setup that make people interest in rvr to focus on it while the rest of the population on the nation make pvp around or pve. It's going one more time to improve population unbalance with the winner more winning and the loose more loosing. If alliance is possible between clan war or if we are able to add not national clan in clan war, it will make the clans fixed in a small nation able to make rvr again and to enjoy the game withouht been limited by the rest of the population on the nation. It will then make the not in the wish to leave or to change nation to make rvr as they will be able to make rvr into their war corporation Capital, spanwn and nation As said, i'm really thinking there is too much nation to balance the game in term of population. There is more difference in 20v50 than in 80 and 110. Anyway the capitals. Actually, we seen many capital into the antilles and some other placed on the rest of the map creating a big unbalance in the game as the antilles nation are block in rvr almost from start in a direction. With a new system of rvr it may be painless with noone been able to make rvr around capital but as seen from the last wipe a huge zerg around the capital on the weakest nation may burn them from start. I suggest 2 things Balance the map even if it's not historical accurate. if you want to be accurate, change the time on the game and replace Sweed or Dk by portugese or just delete this nation to make a 6 nation game even if 5 may be enough Noone understand at start why these or thse nation is supposed to be hard or easy if you are not explaning why. The number of region as start is not a good point as even with a big territory (spain), if you are weak you can't defend it. Spain is for these rease one on the harder nation but there capital, with no capital on west make it easy. Noone can contst you exico golf if you are enough to defend. Same for brits are there capital in the center. They are hours away from anywhere in any direction. Capitals have to be more balance, you put all of them together to improve pvp on a port of the map that is not RvR (meaning the guy who want to be more quiest will have to move away at start) or you spread them in all the direction you can with equql distance between them to balance the things. Ty for reading, i tried to make it clear and easy to read
  6. Looking at how the main nations people choose in the game seem to be the United States and Great Britain (with Pirates coming next probably) people have been looking for a way to encourage people to play the "smaller nations" such as Sweden. While I believe we still should keep thinking of ways for people to be encouraged to choose the smaller nations I think there is one simple thing that could be done as a start. When I first joined the game I looked at all the nation descriptions to see which I liked the best. I of course saw the US was labeled as Easy and when I was just starting I didn't want to learn this new game by being thrown into the deep end so I joined the US. After about 2 weeks I felt I had learned enough to go to a harder nation and went with Sweden. I expected some sort of difficulty change but I found none. The only difficulty we had was a smaller population. I feel this part of the description is misleading and should be changed. While not top priority it seems like an easy fix and could be a good step towards keeping nations somewhat balanced. I will also attach the current nation descriptions for the US and Sweden and a possible idea for how to change them.
  7. I open this new thread to inform the communities about this important decision which is going to change everything in RvR. Discuss.
  8. This might only work in conjunction with a reputation system, but what if players could craft and trade Letters of Marque. They would temporarily assign the creating nation's flag (with its restrictions on who is an enemy) to the player holding the letter. There are a few options how this might be interesting: 1. Only Nats could make them and only Pirates could get them. 2. Or since alliances are being "turned off" perhaps one Nation could give it to another Nation's player. They would not be free to make and presumably whoever accepts the letter will want some sort of payment as well. A player could only hold one letter at a time I'm sure there are other ways this could play out but it seems like it would have positive impact for low pop nations while avoiding alliance entanglements and provide a mechanism for pirates to do some privateering. Please discuss.
  9. Da meine Text zu unverständlich war und ich deshalb zensiert wurde, probier ich es anders um Missverständnise zu minimieren. Wir bitten Euch abzustimmen in welcher e u r o p ä i s c h e n Nation ihr aktuell auf PvP- ONE EU spielt . Falls ihr die Beweggründe wissen wollt warum wir Euch bitten, dann lest folgende Aufzählung: Es steht Ende April ein Wipe an! Deutschsprachige Ankündigung von komplettwipe Freund und ich überlegen dieses Ereignis zu nutzen und vielleicht zu einer anderen europäischen Nation zu wechseln. Wir wollen definitiv nicht Piraten spielen. Wir sind überzeugt worden Piraten als europäische Nation anzuerkennen! Immer ein handbreit Wasser unter dem Kiel für Euch alle! Gysendorf P.S: Ich hoffe das ist jetzt verständlich genug.
  10. Balancing of Nations/Pirates

    I believe that the biggest balance issue, and part of the reason for the gank fleets, if not the whole reason, is simply player numbers in said nation, and or pirate "nation." To balance this issue i would suggest some sort of player limiting factor per nation that could be implemented by percentile. Depending on others opinions on how that percentile could work every nation should have a +- 0-5% of an even percent of the total players on the server that have logged on in the past X amount of time, allowing for an active nation. OR it could be a somewhat uneven balance more historical to the nations historical presence in the area, i.e. spain with a bunch of population followed by britian, america, dutch, swedes/danes, and pirates. This would limit the pirates, and make them also behave like pirates more than what they do now. However this is a game and that might not be very popular, or it could be very popular. Opinions, more implementation ideas, etc. all welcome.
  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. Immersive gameplay

    please note i started writing this around 3 in the morning i apologize for any grammar mistake and i rarely go on the forums and if there were any ideas that someone else wrote i apologize in advance. I bought this game on day one of steam release and i have really enjoy the game . I have few suggestion for this game. Hopefully this is a balance approach to many thing . Garrison of ships and troops: the garrison of ships,ammo, soldiers/sailors/marines and guns at ports that Lord Protector can buy. This give merchant captains ( a mission for Merchant captains to do ) to send resources to a given port.With building added to the game and having to pay gold to take out material, that gold than would be use to buy (garrison) / pay merchant captain ( the gold would not go to the lord protecor but to the ports bank if want to call it that ) who help deliver ( or have an AI convey set) The Lord Protector can use his/her money to buy garrison force if he/her chose to. With the garrison it is to help defend with port attacks/ raids if you build to many ships (25 is the cap) and there is a port battle the defenders will only have AI ships but if you build less than 25 (depending on the number of defenders) than you can call reinforcement or have it part of the defending fleet. Also one last point to recruit soldiers/sailors/marines it can only be done at capital/ regional capital which reinforces the idea that nation needs a merchant fleet to send supplies and man power to hold territory. Also to add at the start of the game (day one on steam) nations already had control on some port ( spain had alot) there should be default garrison of ships and troops enough to challenge players. Raids on port: can be called any time to help reduce the influence of another nation and gives you access to that port for one hour. If there is a garrison of ships and troops you must destroy most of the defenders to gain access Influence meter: In short it is what a port thinks of other nations.To lower the meter a nation must conduct raiding operation.Also to take the port the influence meter must be low to start a port battle for pirates it has to be close to zero.Pirates have the daunting task of getting the influence meter very low, reason being pirates never could keep many territories and keep order but at the same time this is a game and nerfing the pirates to a point that makes it un-playable is not fair the mind set of the influence meter is to prevent one nation from steam rolling another nation. You could say an end goal or a reason to have ports is for a nation to have is the most influence in the Caribbean each port world have influence points that could add up not sure how many would be needed to be called winner or how long it would last but it gives purpose to taking ports. Port battle timers : should have a set time/day and can only be attack once per week if a nation attacks a port ,that nation also must defend it (counter attack from the nation that just lost it ) before the new owner can change the timer/ day in there favor (they should have 24 hour to defend with the original timer/ day) . Port battle : I believe forts are in the works but the main point i have with this is marine landing. On top of destroying tower/forts and the defending fleet the attacker must have troop ship to land marines into the fort (if still alive) and town. granted someone may say if you destroy the defending fleet and tower/fort what is the point and having a troop ship my point is you have to destroy the garrison in the town if there is one. Also the color or the marines upgrade that is in the game now would give the quality of training for marines and price for recruitment Sailing races in naval action "Regattas" :in short you start at one point and race to another with the fastest time you can race with other player or try to beat a certain time that someone else has. you cant have any guns on your ships and cannot be attack. this is something to have fun and test build of your ships/ skills. Also just like having a conquest flag/ calling a port battle you can host a regatta and anyone who attends it will have a race flag above there ship anyone from any nation can join. Food and Water: With this point you can safely assume its it meant for sailing long voyages which it is but also for your port as well. to produce food building can only be built at certain ports two big ones are regional capitals and your nation capital and then some in between . (to note food building at regional and nation capital can have all the assorted food types while the other port can only have what that port produces). to note this is towards feeding garrisons in ports Pardons should only be granted by lord protectors and any nation can give them except pirates . The ideas are ways that i think would make this game have that immersive feel to it .its not to give one nation advantage but to challenge every player. . It also give reason to take ports. At the moment ports have no meaning or reason to take, its mostly bragging rights. Also some player strictly focus on crafting and trading which adding the ability to supply ports gives incentives to players who only want to focus on trading aspects of the game.
  13. Dear Devs, I like and love the game in its status. Because of its working progress, I want to give you my feedback. I play Pirate. In every game, where a Pirate system is able to be played, i love to do so. And yes, I joined Pirates in NA aswell. But I didnt know, that they are a Nation - which is a totaly wrong understanding of what pirate was in the 16th to 18th century. If someone had told me before, that I can choose the "Nation" Pirate, I were joined france frist, scam all the Clans and players, kill some friendly mates and become pirate then. Because this is, what pirates did in those centuires. They never fight to own a harbour. They fight harbours to own more stuff. So here are my points: 1) Pirates shouldnt be able to own Ports. They only should be able to "raid" them for getting stuff out of it. Only 1-3 Hideouts which are only shown on Pirates map, should be owned by pirates. Not more not less. Because being a pirate is kind of a political statement. ATM Pirates are "friendly" to each other because they have to. This is FAAAAAAr away of beeing authentic. So here is the Idea: No Port Capture or battle for owned ports. 2) Be a Pirate : When I capture a ship from e.g. the Great Britains, I will steal the Flag and sail under my new fake flag. As long as i dont attack anyone - to get somethings like a criminal timer and be detected as "fake" Great Britain - i should be able to use every port / facility / chat or more from the Nation, i fake to sail for. Only when i get criminal flagged and or get killed, the flag should be gone. 3) Pirates should not be able to craft ships. They can dock at every harbour (fake flag at Point 2 explains why) and they can buy ships there or get into "deals" with clans of any nations to get ships. Also they should focus in raiding fleeds and capture ships. But Pirates should be able to upgrade or optimize their ships. e.g. enhance Speed and crew, better boarding abilities for fast travel Boardings at 6kn or something similar. Pirate ships should be a very scary thing in open world fights. And i dont mean, that they should be tanky or overpowered. They only need to have things, which nation ships dont have. 4) Turning into "Pirate" should be a penalty for players. So they should be thrown out of their "safed" life in a 150 member clan into a deep community of ugly, angry and beard people who kill each other for no reason, when the rum rations ran out. Learn how to sail, steal, fake flag, keeping morales up and get away with slaves / captured ships should be horrible hard for a normal player. But this should be all, what pirates should be able to do. Sitting in MT to craft things is dumb. No Pirate of our history books ever sit in a port and craft a plank for a ship. They all raid a port and take those ready build ships and the wife of the guy who crafted it. 5) Give pirates some capturing advantage but for. eg. let them be attacked from npc's aswell, when they get a criminal timer. Those timer should be there for 1-2 hours. 6) A Pirate need to learn everything new. Sailing Routes, noone know and all stuff like that. So take away the teleport to capitol function for Pirates. IMPORTANT: Pirates shouldnt be a Nation as they are atm. They should not have any friends in their own "Pirate faction" expect their Clan or ally mates. They should be able to fake flag. They should not be those pve focused Trader / Crafter / Labor hour seller as atm. Take all of the pirates harbours. Give them Hideouts. I saw so many pirates sailing around, who are no pirates and acting like Nation People... Organize political Port capturing Situations shouldnt be able... The Pirates atm are by far not authentic. Everyone who dont see this, should go back in the history lesson (no offense) Added Ideas by other players: From Hethwill: A successful raid by pirates should blast a city morale ( citizens are simply left to their own designs with the feeling their overlords cannot save them ) and turn it unaligned for a full maintenance cycle [ 1 full day after maintenance the port gets blocked to all actions, no entering the port ], and then returns to nation control as normal.
  14. 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.
  15. Hello all, Just a few things i was wanting some input from the player base. First off I personally feel like the entire game is headed down the same path as Pot BS. With that said the developers seem to be trying to make a certain group or player base happy, and not focusing on the game mechanics as a whole to make everyone equally happy. Lets take a look at port battles, who can organize in just a few short minutes and then only have 2 mins to join after that. Nothing like that even makes any sense. You would think that the developers would want to see a fair fight for that port in general but instead all you see is this one sided battle that get blockaded by the bigger force leaving but a 25 ship battle vs 5 towers. Is this even a fair mechanic? Every nation is left out of their own ability to participate in defending this entirely. DEVELOPERS rework this please! There should be a count down with a 24 hour timer so all the time zones can coordinate to defend properly. and the defenders should have the ability to teleport directly to the battle to defend since you are not giving us any other means to get there. The mechanic as it stands is the bigger force gets there prior to the flag being pulled and blockades it then pulls the flag with an equally sizable force and a screening fleet. How are we even suppose to get to the battle? this leaves the bigger nation the ability to take as many ports as they want. There is ZERO balance to the port battle system and it needs to be reworked seeing how this is the only way we are able to even craft ships period is through conquered ports and trading between them. How is a nation suppose to even exist when u make it so easy for the biggest nation to sweep and mop up the all the smaller nations. Maybe make it more and more expensive to pull flags after you conquer so many ports? That would slow them down enough to let the beaten up nation regroup at least a little bit. But this last min 45 min flag timer has got to go, you are leaving no room for all the time zones nation wide to participate and make arrangements, It would be nice to "accumulate points" either from sinking traders, or players to initiate your intentions to raid that port. Once there is enough chaos in that area they can start the conquest and have a 24 hour period to begin. that would slow the conquest of the map down considerably and make these port battles actually worth something besides a 100 xp and 2k gold power house sweep for these overpowered nations. Port battles are a huge deal, you are stripping a nation from their property, people live in these cities operate business' and live life, is it really realistic that a port can change hands 10 times in a week? Really now this is not a realistic concept that should be embraced by our development staff. Again, make port battle a great feat!!!! Make people want to be there, Make it a worthy spectacle and let others who cant join be able to spectate!!!! that would give the game alot more meaning in my opinion. What do yo all think?
  16. Hello captains, idea is to have government orders, generated by game, to ship certain goods to Europe. Luxury resources located in Western part of the map (Central America, Gulf of Mexico) would need to be obtained, captured from Natives, crafted put on ships and escorted to Eastern border of the map. Once completed, all participant of escort would be rewarded. Mechanics: - cargo has to be shipped by players within specified time limit; - we're talking big here, 6+ cargo ships would be required as minimum + escort ships - part of the cargo can be lost to complete quest but for lower reward (you get 100000 tons of cargo, you can lose 35% of that on your way to Eastern border) - goods are only available in Western part of map, that would encourage all the nations to expand, fight for these lands or make alliances; - goods cannot be send in free ports, have to be shipped by player ships - such large convoys of ships can be spotted by other nations or Pirates and captured by organized parties; - large enough payment in gold or in form of high quality modules/ships to encourage large shipments of good at such long distances; - missions can be done only every few days; - goods captured by other nations cannot be sold on local market or traded to other nations, but shipped to Europe ir required by that nations capitol; - only pirates can sell captured goods on black market; - pirates cannot run these missions, but see point above; What are your thoughts?
  17. What about civil wars?

    I'm just curious, the only faction in game that can have a civil war is pirates. What happens if, let's say, Brits want a civil war? I guess they will have to turn pirate?
  18. I know that if you attack your own nation twice and they do not have contraband that you will become a pirate. I like this and it makes sense.... Now my question is can a Pirate fight on the side of a nation enough times to earn a pardon and allow him to join that nation. It just makes sense that if a Pirate does enough to get on the good side of a nation that he would be offered way to join that nation. Allowing him to give up his Pirate ways? Just wondering if this can be done.
  19. Which Nation To Join?

    So I played Pirates of the Burning Sea for a good bit (don't judge me) - and in that game I went France as they still had decent numbers but weren't the go-to faction. I rolled French in this game but realized very quickly that it is mostly French players (which is awesome), however as an American my French is not great. I didn't want to go US because it was listed as easy and I find our Naval history pre-ww2 to be rather boring. Basically I'm looking for a solid community, enough players I can understand and not the easy mode. I've thought about Dutch but the Russian player base turns me off, as I have no hope of speaking Russian or Ukranian in the near future. Any ideas?
  20. I am putting this subject up because the grind is not that great and doesn't show much reward for doing your job. So, here is an idea to make you be tempted as a Captain. Pirates-Naval Boarding: When a pirate boards a vessel he gets double or triples his exp for boarding a Player or AI why because that is exactly what they did in the past. They try to avoid naval combat from other nations just for the plunder, supplies, and a ship. But, if desperate they will take the risk for naval combat. They target, observed, warning shots and scare tactics, board, take care of the crew and the prize! That's the life of a Pirate!! All other Nations is up to you, but I saying sinking any vessel I know this is a good idea and also stops those bunglers that think pirates are over powered! Why because we want you to stop moving and board you!!
  21. Naval Action - Archives of War

    W.I.P. history on Naval Action will be coming when EA hits. Preparing at the moment, maybe ill get some pre-EA pilot posts but nothing worth looking at. Read this topic for additional info http://forum.game-labs.net/index.php?/topic/7975-is-there-a-way-to-curb-these-english-devils/ .
  22. Just a couple of ideas about diplomacy and politics. Diplomacy and politics I was just thinking that any player could join any faction at any time, by removing the nations flag and raising a neutral flag, and going to the nations non capturable port. And then join the nation. When you join a nation you could make votings about war , peace, and alliances. If the majority of the player agrees to the votes it will go through and last maybe a couple of hours untill a new vote is agreed. If nations agrees too have peace and one of nation attacks the other even though they had peace they will instantly become at war, When nations are at war they ships cant visit the enermys ports without getting attack by players and AI. If the nation also have an alliances with another nations they will also become at war with the nation that attack but can just vote about removing the alliances and stay out of it. Trade Any nation have AI trade ships and players trade ships salling around to port and selling stuff, making money for themself and taxes for the nation. (the trades only sail to the ports they are not at war with) So the more capturable port nation have, the more trade ships the nation have, and the more taxes the nation will get, taxes will get spread out between the nations players. You can also stay neutral ( by neutral, i mean stand alone ship, not apart of any nation) and get all the stuff you sell for yourself without paying taxes to any nation, but of course wont be protected by factions Ship can also trade on mid ocean if one ship is going to Port royal where iron price is low but wine is high, and another is going to willemstad where iron is high in value. They can trade gods, so both ship make more money (maybe ship having a little map of gods prices for eitch port that keeps chaing depending on the demand and sales) Piracy When you have the neutral flag raise (you arnt a part of a nation) and can raise the pirat flag. when you raise the pirat flag you cant take it down for 20 minutters, to prevent player just lowing it when they see a ship that to big for them to raid. Of course you cant just wait till you close to a little ship then raise it, but the small ship can still be lucky and get help form a bigger ship. Any nations can attack pirats. and pirats cant go to nation ports, they can go to pirat ports or wait til they can raise the neutral flag, then go to nation ports again. For pirat to steal ships cargo, they can either ship them and pick up the loot form the water (much of the loot will go lost) or board them (where no of the loot will go lost) So the poor man whos getting robbed can choose either to stop and give them the cargo and keep his ship, or try to run away, risking losing his ship and cargo. I think these few things could make some space for some really interesting gameplay, that make being part of a nation feel like someting bigger, and working more with your nations members. using tactis as pirat, and much more I hope your like some of the ideas
  23. I was wondering which flag will neutral players fly?
  24. Should Danmark-Norge and Sverige be Neutral Nations?
  25. 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.