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Found 3 results

  1. Percival Merewether

    Rethinking Nations, Clans and Pirates

    Like many others, I feel that it may be time to re-think the balance between nations and clans to increase PvP and get a more realistic, yet fun take on pirates, piracy and privateering. The following suggestion is long, but I will try to maintain an easy overview, so you’ll be able to skip through most of it and get the general gist of the idea. Similar suggestions have already been posted by Redii and Vazco – I recommend reading them too. Nations (For the history-buffs): We are many players who would like to keep nations in-game. I believe that the removal of nations will have a huge effect on the player numbers since the player-base is split 50/50 between gamers and history-buffs. We have to return to the original nations and remove the new ones… Poland, Prussia and Russia have no place in the Caribbean in this timeframe. Life for a non-clan national player will look like this: Features: Safe from internal conflicts . Can PvP versus other nations and is NOT safe from foreign PvPers (Unless in safe-zone). Cannot initiate RvR. Can only join PBs against foreign nations (If allowed by attacking PvP-clan). Cannot own ports. National Clans (For the gamers): A player who decides to join or create a clan can choose between the following types of clans: Features: PvE-Clans (For Safe-zone players + crafters/traders needing a community): Safe from internal conflicts. Can PvP versus other nations and is NOT safe from foreign PvPers (Unless in safe-zone). Cannot initiate RvR. Can only join PBs against foreign nations (If allowed by attacking PvP-clan). Can change clan status to PvP-Clan. Cannot own ports. Merchant flag to distinguish them in battle PvP-Clans (For RvRers): Can declare wars and fight internally against other PvP-Clans. Can initiate RvR against other PvP-Clans from all nations including their own. Cannot change clan status to PvE-Clan. Ability to own and manage ports like today. Pirate flag when attacking an enemy clan from same nation (Like smugglers flag). Officers can grant letters of Marque (See Pirates). No safe-zone protection. Pirates (For the Solo-players): Pirate players will have the same features as national players apart from the following: Features: No safe-zones. Operates out of free-ports. Complete open PvP, pirate vs pirate is possible.. no mercy. Cannot own ports. Cannot initiate RvR. Letters of Marque to participate in PvP and RvR alongside Nations. Can form clans/communities with no special features A special feature is the introduction of Letters of Marque – it will allow pirates to sail under a national flag and participate in RvR/PvP as mercenaries. Letters of Marque will be granted to the pirate by a national PvP-clan officer and will last until server-maintenance. A holder of a Letter of Marque will be under the protection of the clan that granted it and thus functions as a clan-member until it expires (without tag and chat). This means that the pirate can still be attacked by clans hostile towards the clan that granted the letter but will be unable to attack national players from the nation protecting him. A text displaying the words “Letter of Marque” will be visible where smugglers flag is today, the pirate will be allowed to dock at any national port but unable to use the shop. Kind Regards, Percival Merewether EDIT: Updated with @Slim Jimmersons suggestions.
  2. Anne Wildcat

    The Trader Raider's Map

    So, I planned to move my outposts around a bit so when no one else was on I could do some trader raiding. It was a little frustrating using the in game map to see where the gold, silver, and copper producing ports were so I took a screen shot of the map and created my own. Thought I would share it even though it is not very useful. Yellow means gold, white is silver, and brown is copper.
  3. Decoy

    Surrendering Cargo

    Right now, people who are obviously going to lose a piracy encounter have no incentive to cooperate with their assailants in order to spare themselves anything. Either they escape, or they lose it all. I think it would be beneficial if there was a way to negotiate a surrender so that the fleeing party has the option (if they so chose) to dump some or all of their cargo in order to preserve their ship. It would save pirates a lot of unnecessary hassle and it would save traders...their ship.
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