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Found 106 results

  1. With the current RvR rules after a successful port defense the there is only a 24 hour break before the attackers can build hostility again, this leads to a couple of issues. Firstly if you are a new defender of a port you do not get any reward for defending the port and have to wait till the end of the week to get your victory mark. But in this time there could potentially be two more port battles and if you are not present at them or are unlucky enough not to get a place in the port battle defense group you lose out on your victory mark because either the port is lost or you were not on the latest defense group if the port was retained. Secondly with only a 24 hour cooldown before hostility can be gained again it just leads to a repetitive grind to keep a port till either the attacking side or the defending side give up because people are burned out and cannot be bothered showing up anymore. It becomes similar to the days of port battle flags where a single port could be attacked night after night which led to burnout and people getting tired of the game. In reality after failing to capture a port it would take some time before a new attack could be mounted, so I would suggest that there be a maximum of 1 port battle per week per port (there are enough ports on the map that RvR would still be active), that way after a successful attack or defense the winners get a break to enjoy the port and receive their rewards and have time to rebuild their forces. It also stops people getting burnt out attacking or defending the same port over and over every couple of days. If it is felt that a week is too long then at least award the winners of the port battle a reward of victory mark immediately, but still increase the cooldown time after a successful defense to the same as after a successful attack.
  2. We are recruiting, We operate mainly from Kingston Port Royale. We do Fleet missions, OW PvE and PvP, Port Battles, Trade Runs, Craft Ships. We have many experienced players willing to share knowledge, helping you to level up. If you have mature nature, looking to have some fun in a respectful manner and without pressure, you can knock our door, You are welcome. Now please read below; BCC POLICY: Dear Captains, There is only one rule in BCC: Teamspeak. We ask you to join our Teamspeak and be polite. We are mostly adults and we treat all of you same way and we expect you to treat other players with respect. We have a few thing to offer: We will build all ships for clan mates. You have to deliver only the ship permit. We deliver all consumables: rum, hull and rig repairs. We will help you to level up. We are willing to help you as much as possible with all other issues if you may need it. What you may offer us if you like: Join us on teamspeak on voice378.ismett.de and talk to us. Help improving our clan. Supplying resources. Help to craft by supplying hours and craft components. Join port battles and do PvP. nation teamspeak: voice378.ismett.de website: https://bccnavalaction.wordpress.com/ forum: http://bccnavalaction.freeforums.net/ application: http://bccnavalaction.freeforums.net/board/7/application bcc discord: BCC (British Captain's Club) https://discord.gg/EkKgPMF BONUS Training Tutorials and Guides: https://bccnavalaction.freeforums.net/board/20/naval-action-guides
  3. Sovereign

    More places like Kidd's Island...

    I love the idea of the hidden pirate island and would like to see more of it but in smaller size. Credit to @Banished Privateer and many others before him who suggested this and I would like to bring it to general attention again. These hidden mini treasure islands would be a great place to start raids from and should have limited dock aswell as warehouse space. Those hideouts could also be on islands and coasts already in game but hidden from sight in some bay, so only people who have been there or know about it can tell where it is... There could also be a black market for smugglers and more. Here are small islands that are already in game but there is nothing to be discovered and it would make ideal spots for those hidden mini ports. @admin This would give more content and life to the beautiful OW, driving more captains out to discover.
  4. Hello! My view on premium ship So lately these Le Requins have been appearing more and more in deep water pbs. They are quite useful for grabbing empty circles, killing mortar brigs and harassing players who guard/hold circles. Right now the Requin is extremely fast, rides low in the water so its hard to hit at a distance, not the easiest ship to demast imo and has very low BR. So bang for the buck it is awsome. You can shot down a Le Requin to under 50% internal structure and even take out one mast, but if your not in an upwind position or in a upwind capable ship, they are very hard to finish off. Those ships often just limp away upwind, repair and then it's the same story all very again. As long as they stay at long distance (3-400+ meters) they are basically unsinkable in my experience. It's much of the same for the Hercules, it is OP compared to the BR it requires to enter. Do you want a large frigate or 2 small fast super Shallow-Frigates? So they are starting to enter deep water pbs also, but at least they sink much easier than the Le Requin. Then consider that if your team are in control of a circle, you don't get points any points when an enemy is present in that circle or "riding the edge". The "Wack a mole" strategy Half a year ago I was part of an attack on a shallow water port, where our opponent used this "Whack a mole" strategy. 60 min into the PB we had destroyd the defenders main fleet, but they still had 3 Prince de Neufchatel and a fast Mercury. And they used those ships to harass our players who where holding circles and we could not gain points fast enough to win whne those shitty ships keept joining the circle at an upwind position. When ever we got them low, they just sailed upwind and repaired. In one circle when 1 ship left, another join at the opposite corner.. So it was basicly a 30 minutes of "whack a mole", and we lost. I fear we now are going to see more of this strategy. In a 2500BR port you can in theory fit 33x Le Requins.. Now you can't fit that but imagine fighting 25 Le Requins with a conventional pb fleet. It's not my idea of fun, and it is defenitly not why I joined grinding the pb! I'm not going to suggest fleet setups here, but it is easy to get room for 5-10 Le Requins and still have some high BR ships for kiting. And you may not kill all that much with such a fleet setup, because your defending you don't need to. All you need to do is run while you do all you can to deny the attackers points. 2-3 Le Requin can easily do drive by shoting at 15,5 kn while they sail in and out of the circles for 1,5 hour, most efficient way to counter Le Requins is by bringing Le Requins.. And to pull the wack a mole stratigy of you don't need mroe than 5-6 Le Requins, 350 - 420BR. So you still have 2080 - 2150BR to make a good running/kiting fleet for defending a port.. Latest pbs with premium ships (finger pointing) 11.06.18 we had 2 pbs. And I'm a gentleman, so I'm not going to name anyone, because I have pictures! So from my extremely partial view: the defenders where basically just avoiding combat with their main fleet, while they had several premium ships to harass the attackers players in the circles and there by denying attacker points in the process. As you all can see we also use the premium ships, but it is necessary now to be compatible in RvR. Little Cayman: 2. PB at Cayman Brac: They brought even more premium ships, but we came better prepared this time! SOLUTION Solution is pretty clear imo, this point blocking with lower BR in the circle must end! Entire reason for 3 circles was to force defender to stay and defend their port. And this was not an issue in the beginning of the 3 circle system.. So we need the older version of the 3 circle system back! The team with highest BR in the circle should capture it and as long as they have the highest BR in the circle or the circle is unchallenged it should generate points. Only way to block point generation from a circle should be by capturing it. This is simple and efficient because it forces teams into decisive battles in and around these circles.. Le Requins in Shallow water pbs As long as the Le Requin can enter shallow water port battles, I will try my best to avoid them.
  5. It is well known that we have 2 kind of taxes: 100k for owning a port and 500k for setting a timer. A total of 600k. The result is a costly fee that very few clans can afford or are willing to make the requested daily grind. As a consequence, more and more ports turn into neutral (and some keep this status for weeks now (despite its strategical location)), people care less about ports, more empty PBs and RVR dies miserably. My proposal is something in between devs´s idea of taxes and the situation we had before (no taxes): Make taxes related to the BR of ports. Deep Water ports: _Low BR ports (2500-3000). Ports thought for small clans. A tax of 200k (instead of 600k). _Medium BR ports (5000). Ports thought for medium size clans. A tax of 400k (instead of 600k). _High BR ports (8000-12000). Ports thought for big clans. The current tax of 600k. Shallow water ports: _1100 BR ports. A tax of 300k (instead of 600k). _2500 BR ports. the curent tax of 600k. This way we can standardize almost everything aroud the BR of the ports: required hostility, taxes and logical owners. Discuss. Important note: RvR still need tweaks in other important areas to be fully appealing. IMO, this is a step forward to revive conquest.
  6. [HAVOC] is recruiting [HAVOC] is a clan which focuses on PvP and RvR in the dutch nation. Message rediii ingame if you are interested in the challenge to make the dutch nation great again. Language = English Requirements: Teamspeak necessary don't be a asshole willing to learn a lot play in a team No need to write more. Since I'm away on friday and saturday recruitment will start on 01.04.2018 (no joke). Old post: ____ Hey! I decided to give my best and let a current underdog nation stand up from it’s current form and get shit done again. (hint: not sweden) A new clan will be created, a new system used. Crafters are needed, ships are needed, Officers to pass knowledge of pvp and captains are needed. A plan is in the works with all of it’s infrastructure to organise the clan and, if the nation lacks a system, to organise the nation. A new power will rise up. Are you up for the challenge? What is needed? Everyone! Target is to have a constant group of 10 guys doing rvr and pvp activities A lot of ships will be lost. A lot of ressources burned trough. A lot of pvp will be going on. You are a rvr/pvp player, a trader or a crafter then prepare yourself for a nation change. The targetnation will be announced today evening. Let’s make a minor power to a major one together. How to change nation? You need the forger DLC for naval action from steam Get your assets to freetowns like aves, la tortue, la mona or tumbado How can I prepare? Set up outposts: (For the nationchange and pvp activities) Shroud Cay Aves La Mona La Tortue
  7. There is currently an exploit with hostility missions bear with me while I explain. A fleet of 10 ships usually first rates jumps into a mission. and then a smaller ship/fleet of trash ships pulls another hostility mission directly on top of the first mission. This will then hide the first battle with the 10 first rates. forcing the defenders to attack the smaller fleet which will troll/tag at max range will ball shot while the 10 first rates continue doing hostility. the only way to have access to the 10 first rates is to jump in the smaller mission and then leave the battle at which point the first mission with 10 first rates will become available to join. Defending against enemy hostility is already hard enough and requires flawless logistics and scouting and spys in order to catch it before the port battle is set. This exploit which has been used against WO/BLANC by British, USA and most recently Russia is Total BS and a way of trying to set the port battle without having to actually fight pvp. Such exploiting is to be expected from Christendom as he will do anything to avoid a fight. However, I didn't really expect Captian reverse's crew to do something like that but now we know. This bug has a simple fix. make it so that both hostility missions can be seen and give the defenders the choice of which one to join. Or implement a mechanic that wont allow 2 hostility missions in the exact same place. This is a major exploit and should be addressed as soon as possible. I do believe that should only require some changing of numbers so that you wont have to divert any main attention away from Port UI.
  8. First i want to congratulate the devs for the new changes. Most of them are nice and improve the quality of life in the game and this shows in the increase of player numbers. Having said that, there are, imo, systemic flaws that needs to be addressed before the game can be recomended to others. 1. Reinforced zone or Safe zone, imo is neither, yeah some ship spawn when u are attacked, but anyone who has done this knows how easy it is to kill the target despite reinforcement. This creates a lot of grief. Has to be addressed! 2. Boarding game, again, imo, boarding game is a joke. U can no longer have this the way it is now. The game costs 35€ and a ship can, some time take up to tree days to craft and all gets lost on a text game that looks from the year 1974. I understand that is a placeholder its just no longer acceptable. Has to be addressed! 3. PvP patrol zone, this can be the perfect place to get pvp, quick. The thing is, what u get is a ganking experience. If u are lucky, u get to gank someone or if u are unlucky, u get ganked, so question is: Do you feel lucky, punk? The fixes are multiple, most of them are easy plus the comunity asks for this to happen, yet, nothing. In the end it will happen like last time. The comunity asks for tweaks in the battle br and devs will completely remove the patrol blaming that players stoped comming to patrol mission. Has to be addressed! Well this is what needs to be fixed fast, imo. If this tree things get fixed then this game becomes a glorious game that i will recomend to everybody i know. But then, as it was pointed out, the game will still have a problem with his veterans which are tired of doing the same stuff. So a lot more ingame content is required both for pvp and pve players. I wish to apologise in advance if i ofended anyone, it was not my intention, and allso english is not my first language, so be nice.😉 With regards, Jack
  9. [7UP] has raised the Spanish flag and is recruiting! If you are 18+ years, own a headset and use Teamspeak, feel free to join us and try us out! We are an international English speaking clan with focus on RvR, but also enjoy one or the other PvP session. We are mostly European players, but chances are good you find us active any time. [7UP] has been active in Naval Action for years and has a very experienced leadership. We support the Real Acuerdo and keep friendly relationships with other clans in several nations. We have a solid number of very experienced veterans in our clan, but we welcome players of any experience level. If you are new to the game and want to find out all sorts of tricks and maneuvers, we are happy to do a training session with you or you simply join our PvP and RvR activities and learn while sailing with our fleet! We fight a lot and that inevitably means that we also sink a lot. Although we hope that our enemies sink more often than we do, we do not worry about losing a ship. [7UP] runs a shipline providing all clan members with the ships they need, big or small. No fuzz, no prerequisite, just team effort. If you are looking for good battles, plenty of fun with good teamwork, then PM @van Veen here, contact [7UP] in game chat or join the [7UP] channel on spanish Teamspeak on navalaction.ts3srv.com
  10. Lars Kjaer

    Danish-Norwegian privateers

    Clan DNP is recruiting Denmark-Norway is as always recruiting new members. We in Denmark-Norway have a lot of diversity to offer - trading and PvE'ing for the casual player, fun and engaging PvP for the more combatitive player and as always RvR for those who wish to promote the glory of our nation to the rest of the carribean.. You name it and we either have the clan or the activity for you.. DNP is a clan of RvR, PvP and from time to time PvE.. Our original focus was on PvP and this is still where the hearth resides.. We have however taken RvR to hearth in order to safeguard our nation on behalf of the free commerce and the casual players.. We seek new members willing to exchange broadsides with the enemy and to promote the interests of our nation in an engaging contest with the rest of the Caribbean.. We're an easygoing fun loving clan that in general doesn't place huge demands on our members.. Recent events do force me however to reiterate a few guidelines.. We honor our agreements at all times - even when they turn out to be against our best interests.. Our word is binding.. We fight our enemies in the hills, the beaches and on the seas. We do not waiver, we do not surrender. We conduct ourselves in a manner befitting a member of the most honorable faction in the Caribbean and we will continue to do so. We do not cry when outnumbered, we make the best of it. We ask no quarter, as we give no quarter.. Recent events has forced me to reiterate these principles by which we sail, and any member conducting themselves in a dishonorable way is ofcourse liable to disciplinary measures at all times, from a public flogging to a private beheading. Regards Lars Kjaer, Captain of his majesty's privateers port of Christiansted, 1765
  11. [SNOW] is now recruiting GB PvPers. You must be 18+ to apply. No mutes (we have one and that's more than enough). Discord & TS. We speaky English kind of well (except @The Last Templar who can't even spell colour properly) and we can be found all over the globe. Focus is on raiding with the odd PB... Experience is ideal as we only grant membership to players able and willing to kill other players.* *that doesn't include other GB players as tempting as that is sometimes If you're interested in PvP don't hesitate to drop us a line. It's an excellent opportunity to make snow puns for example, "you stand snow chance of escaping" or "it's snow problem sir!" Share your favourites with the rest of the gang on our Discord which has a dedicated channel just for puns! You MUST have passed the final exam of the tutorial to be considered. Contact @Gregory Rainsborough @William Wade @The Last Templar @Carlos_Condell @Tom Farseer @dark arisen or just jump onto our Discord, the link is below. https://discord.gg/9J8YHBt All members of SNOW have access to the clan warehouse which is located in KPR. The only requirement for using it is that you update the GoogleDocs spreadsheet so that we can keep track of everything. Dean Martin was kind enough to record our official theme tune which can be found below Bing Crosby had a crack at is as well. As did Michael Buble! (I had no idea who he was either until I googled "Let It Snow") May you have a sunny day 'cus it looks like it might snow in the Caribbean!
  12. The past month has seen a large decline in port battles and those groups who take the time and effort to create them. It seems every time I hear of someone saying "we should take X port" the immediate response is "will you grind it?" That may be acceptable and the effort required bring hostility to 100% allows both sides to engage in a fight whether that be to defend it, or the opportunity to kill players to make the PB happen faster through the hostility mechanic. I personally hear more folks dislike the current RvR mechanic and wish for change. I propose we drop Hostility missions and rework the old Flag mechanic to create something better. -------------------------------------------------- What I would keep 1. Time windows - the ability to leave it open, or to create a specific time window to defend in 2. Maintenance - I would adjust prices of maintenance, but still keep it. I would propose lowering the Time maintenance to 400k (so the maintenance is 500k and not 600k with a timer) 3. BR limits ------------------------------------------------- New Flag System: 1. Similar to the way Hostility works now, You must purchase the Flag a day before the intended port battle. You MUST purchase the flag within the port's time window as well. In order to Purchase a Flag, you must be the Leader, or Diplomat role within the clan. when the Flag is purchased, it is an item (like a book) and it is put into your personal warehouse in the port you are at, at the time of purchase. The flag can be place into the clan warehouse in order to allow Officers of the clan to gain access to it. A clan can only have ONE (can be adjusted) flag active at a time. I believe this does a few things. A. The moment you Purchase the flag, is the same time the Port Battle happens on the next day (24hrs from purchase) B. the limitation of who is allowed to purchase a Flag stops abuse of random flag purchasing. The limitation of Flag's active in a clan stops abuse of a clan activating tons of flags. C. Flag acting as an item makes it so it must be in a ships hold at the time of the port battle happening 2. The Flag itself makes the following happen: A. The "flag holder" must create a "Battle Group" in order to enter the Port Battle. B. The Flag is an Item that is "used" like a Book. You can ONLY use the flag after creating a Battle Group. you can ONLY use the flag on the DAY OF the Port Battle C. Only those players in the Battle Group made by the Flag bearer are able to enter the Port Battle. 3. If the Flag is destroyed (the player's ship is sunk) anytime BEFORE the Port Battle, the Port Battle is immediately cancelled and Whenever the PB would have happened, the defenders gain a 24 hour rest period (as it is now when a groups fails to take a port). 3A. If the Flag has been "used" and the Flag owner had created a Battle Group. the Battle Group is considered "the flag." This means Anyone in the Battle Group can Enter the Port Battle, This also means that in order for the Defenders to stop the attackers from entering the Port Battle, they must Defeat all enemy players in the Battle Group. This stops the "kamikaze" effect of killing the flag owner before the battle and forces the Defenders to make a real attempt at denying the enemy from entering (all of them). the defender is able to still kill the flag before the Port Battle. But the attacker can use the flag to still allow their battle group to enter. 4. Flags Cost Gold/Currency (for new patch) to create based on the Port's Battle Rating Limit. I don't know what the basis would be for price apart from BR limit. my initial thought is the following: 1,000 gold/currency per 1 BR. So a 2,400 Deep Water BR port's flag would cost 2.4 million. Side note - Shallow Water port flag cost would be reduced by 50% (so 500 gold/currency per 1 BR). ---------------------------------------------------- A port Battle works the same way it would now, you must achieve 1,000 points to win or last throughout the whole battle time (for defenders). If the FLAG bearer dies in a screen (OW) battle that just ensures the attackers are UNABLE to enter the port battle (Although I feel we could change this to something more agreeable if folks don't like this). ---------------------------------------------------- ABUSE CASES? Groups create multiple clans to create multiple flags --- Yeah ok, I don't really care. since Clans have a limited "friendly clan list" I don't see this getting bad or negatively affecting anything. Those who try and multi-flip will always try. Those who multi-flip can't win in a contested port battle so they will lose the port eventually anyway. Alt abuse? --- I don't see it. ----------------------------------------------------- Downsides? The one I can see is that since there are no more Hostility missions, you cannot "Stop" someone from trying to make a Port Battle happen on your port. But in the end, you can Screen the enemy out or win the Port Battle the next day anyway. EDIT all Underlined areas are Edited
  13. Capn Rocko

    Port Ownership Controls

    I think Admin already mentioned this somewhere but I hope more controls are given to port owners (clans) to limit alts and other clans from using ports. This is more important for ports that control valued resources such as Little Harbor or Cartagena. When you look at the contracts in these ports you see players (that are obviously alts) who drive up the prices and take resources out of the nation. I think doing this will result in more RvR and let the port owners better dictate the allocation and resell cost of these resources. Also, it would make for fun politics in bigger nations where clans do not get along with each other
  14. So it doesnt get lost in "spam". I think making safezones realy safe and providing a working, accessible pvp zone should be the way to go. Tl;dr version: Make safezone reqly safe. Game grows with pve players until pvp players have fun. pvp players then destroy pve player fun. game shrinks again with that. Close holes between safezones by making safezones double the size and reintroduce the bug again that safezones get cut from other port zones (example philippsburg) - Fix pvp event RoE with 1.5BR rule and decrease BR limits (for low pop) - Fix RvR (described suggestions in other post) Bonus would be default freeport outposts. Then the map realy shrinks Long post: that must come from someone who isnt going to pvp events. Because the RoE in these events is utter rubbish. Also tbey spawn all over the map so sometimes you dont have a outpost close. And then you lose a ship you towed and you dont have a ship anymore. What to do now? People wouldnt camp capitals anymore or less often withbmore fights elsewhere becquse at caps you just get ganked but getting ganked is often better than sailing around 4 hours without getting a fight. Last time I was online in NA we sailed to KPR because you cant expect anfight elsewhere. We sat at KPR for 2 hours while we played something else to fight 25 ppl and get killed. In my oppinion NA depends heavy on population. The bigger the pop the more the game is a pvp/rvr game. The smaller the pop the more it is a pve game. That is mostly because the map is so big. Right now NA is a pve game. When pop is bigger again it will be a pvp game. And that might be the problem of NA btw. The game grows with pve players to a certain point where pvp players are very attracted. Then pve players leave because they get "ganked" all the time. I think safezones should be realy safe. Make safezone AI hunt enemy players in that zone. All battles close instantly. When tagging a enemy player while you are in the safezone a message should appear "you are about to attack a enemy player. Are you sure?" to avoid mistakes by noobs thinking its AI. Make safezones pve only to avoid the playerleak with a certain population. Also the size of the safezones should be changed and the mechanic tweaked. Remember when safezones got cut away by other portzones? We need that back because right now philippsburg, Roseau and other towns are entirely reachable with the safezone. So in my oppinion: Make safezone 100% bigger to close gaps in between safe ports (double the size) AND introduce the bug again that safezones get cut by other portzones. Making the travel to philippsburg or other realy close capitalports/not safezone ports more dangerous. AND change pvp event RoE AND maybe even introduce default freeport outposts (you dont have to open outposts in freeports. Everyone suould have them as default) to avoid hours of basic cutter sailing)
  15. Just fix it already @Ink, @admin this has beend mentioned countless times by now. Current example Spain grinding San Marcos & Las Sabinas in 1st rates. They cannot be stopped because no GB deep water port closeby and why the hell can you still grind shallow ports with 1st rates? This picturce shows Spanish hostility fleet in 1st rates at San Marcos yesterday with Brits deliberately trying to delay them: Surely it can be coded that shallow water port hostility missions can only be entered in 7th and 6th rates (maybe exclude Hercules from hostility, idk). An alternative suggestion would be to increase the shallow area around those ports, so that the defender does not wait outside the mission in deep water ships to intercept the attacker. This would also bring somewhat more diversity into open world pvp than the usual 1st rate battles happeneing everywhere by now.
  16. Suggestion: Step 1: Introducing a new starting nation like "North South Company". The starting nation gets an own "Carezone" that makes seal clubbing and other forms of ganking impossible Crafting in the new starting nation only up to lvl 2 shipyard no clans in the new starting nation are allowed can and can be attacked in ow no RVR for this nation Step 2: creating a clan lets the creator pick what nation flag the clan should fly. (A few might remember the flag choice in NAL that only had cosmetic effects to the flag on your ship but did not effect what player side you end up) Every clan is at war with every clan (like in NAL the flag is just cosmetic 2 clans that picked the spanish flag will be able to fight each other for each of them the enemy will fly pirate, US or whatever just like in NAL) A clan can have up to 2 friendly clans. (makes an alliance of 3 clans) to become a friendly clan following rules apply combined clan member strength can not exceed 250 members (might be lowered for low population) Benefits of a friendly clan access to ports of friendly clans Only able to join battles on friendly side if friendly clan is involved Able to join pb of friendly clans Details: ROE: Only able to join battles on friendly side if friendly clan is involved Friendly clans get dragged into battle if they are together in the circle (just like same nation would be) Able to join pb of friendly clans All clans can fight each other except they are friendly to each other Starting nation is hostile to every clan Joining an ongoing battle is possible on every side except a friendly clan is involved. No info is giving who is fighting who except friendly clan is involved Battles show: Side 1 = 300BR vs Side 2 = 500BR (no friendly clan involved) Side 1 = 300 BR vs ESEL =500BR (if friendly clan ESEL is involved) RVR: RvR is not allowed for the new starting nation (but cant lose ports) Every clan can attack a port of an other clan except they are friendly to each other Ports can be set as "Clan" (only access by own clan or smuggler), "Friendly" (only access by them + friendly clans + smuggler) or "open for all" (access for everyone) Starting Nation: all new accounts start in that nation can build shipyards up to lvl 2 ship crafting has no chance of rng ship inbuilds or more then 3 mod slots can not RvR no clans within the starting nation are allowed players of starting nation can not be sunk in their carezone by pvp cannot have outposts outside their carezone Clan: Leaving a Clan puts a player into a 7 day cooldown till he can create or join an other clan Leaving a clan add the player back to the starting nation Rework of forged papers: forged papers let you change your player name every 30 days + reduces not able to join clan cooldown to 0 once every 30 days 😉 Pros: RvR pressure = limited ports and limited friends more targets to fight clan based gameplay nations dont matter anymore meaningful RVR ports matter small scale RVR = easy access freetowns, open for all ports become trading hubs possible to introduce more nations like Portugal for example alts for access to eco become less important due to restricted members and access to port easy nation hopping Cons: nations dont matter anymore RvR pressure 250 member rofl stomper to meaningful no historical interpretation
  17. To mimic catastrophic change of authority upon a colony, I suggest that a Port goes under the following when it is conquered. 1. all ships being sold in the port are removed from the lists. They are not "stolen", they simply removed. Original owner can retrieve them. Kind of a "ship impounded" situation. 2. all Contracts are automatically removed from the lists with correspondent partial item quantities being "fulfilled". Example, a contract for 1000 Bananas that is yet at 300 out of 1000 will be removed from the lists and the contractor will be informed his contract has been partially fulfilled with the 300 units. These must be claimed, same as a fulfilled contract. Pros - new owners of the port hostile trade "take over" - more fierce defence of clan holdings Cons - ship business away from Safe Zones and Free Ports
  18. Teutonic

    A Re-take to Regional Bonuses

    In the days where we fought over 1 port to control an entire region, where the "Strong Hull" regions were similar, if not better than the Cartaghena we have now. While I disliked the overpowering nature of some regional bonuses in the past I can't help but think that we lost a great opportunity to expand on it with the current RvR structure we have now. I am not saying we bring back all those regional bonuses because we now have them in the form of rare resources, and I believe that is alright for what it's worth. I'm thinking more along the lines of economical improvements and incentives to both get out of the safe zones and create a reason to capture and hold multiple ports that we may otherwise not care about. I'd rather give the carrot that's on the stick than hit someone with a stick. I would love to expand, improve, or change the following proposals I have in order to enhance RvR, crafting/trading and to bring more life to regions outside the safe zone. Find a purpose to actually using it instead of the "buy goods and bringing them back to our respective nation capitals" (nothing wrong with doing that though). Regional bonuses Could be the following: I created the Poll for a quick view of suggestions I made, I go in more detail here. These bonuses would ONLY go into effect after a Nation controls all ports in a region (after downtime) and would be given instantly (clan does not need to manage it) the next day. If a Nation was to lose a port in the region, the Bonuses would be lost after downtime. 1. Port Maintenance reductions for the nation (clan port holders) when holding all ports in a region. Simply put, if the nation owns all the ports within a region, the port owners get a reduction in maintenance costs. Could be 25%, could be 10% - the number can very. Clans and a Nation could find reason to work together to hold a regions ports that may otherwise be considered "useless" as they now may hold strategic value. Consequently this may increase RvR and Port Battle fighting as a clan or nation can disrupt this bonus by holding one port in the region. So it becomes a hotspot for conflict. 2. further increase in labor reduction/resource production bonuses. the bonuses a clan can give (at the expense of higher maintenance) for ports they own to make their labor hours be more efficient as well as resources produced more (or faster) is really awesome, and I know of some people who do take advantage of these perks for ports outside the safezone. Possibly increasing this bonus even more when a Nation holds the whole region of ports could further point to giving better rewards for the risk (risk of having assets get locked by enemies when the port is taken away). So if the bonus is 20% increase trade and 40% reduction in labor hour cost. The regional bonus could increase both by another 10%, making it 30% and 50% respectively. again, numbers could change if needed. if a clan does not have those bonuses active in the port, the regional bonus would just give them a 10% and 10% bonus respectively. 3. increase chances for better ship crafting (purple and gold ships more likely to be crafted). Holding a Region should grant Crafters the ability to take advantage of the region's resources and manpower in order to construct powerful vessels. giving nations and clans another reason to capture the whole region. This bonus could be guaranteed or just a better chance to get the good ships. Again, an enemy nation or opposing clan could disrupt this bonus by taking just 1 port in a region. 4. increase in chances for better ship trims (like very fast, very cramped, very agile etc) as well as a way to "force" a ship trim possibly. This goes in line with #3 as well and pretty much the same thing. Possibly allowing Crafters to regulate what trims on what ships, or just having a higher chance for better trims. I know there are quite a few more that other folks could add, or on the opposite end, a few reasons for why this may be a bad idea. I'd love to hear either side of the argument
  19. vazco

    RvR fix - meaningful ports

    One of the issues we have now is that ports are useless - once you capture a port, you proffit of it for 1-2 days, until alts which sat there change nation. A solution to this issue, and a few others, is for a clan to have monopoly for buying part of resources from the port. Example shown below: In this case, smuggler of every nation can bid for 250 resources daily, Prussians can bid for 750 (their 500 plus 250 that smugglers can access), and clan can bid for 1k (their 250, plus 500 of prussia and 250 of smugglers). This will create different prices for nation, clan and smugglers, giving advantage to clan. It would probably set prices for clan at 150, for nation at 540 and for smugglers at 2740. It also fixes a few other issues and creates a few benefits: weaker nations are not completely locked out of strategic resources. We avoid snowballing effect, which made eg. Commonwealth die (due to lack of PvP marks for 1st rates, needed for training people to start winning in battle to get PvP marks) alts are no longer critical - they give you only a bit of advantage. This gives chance to new players, who don't have alts. it creates additional traffic around those ports (as without alt you can't teleport there)
  20. Hethwill

    not Hostility, rather Stability

    Change name from Hostility to Stability Invert meter - e.g. Stability in El Dorado dropped to 10% Review factor needed to drop Stability to 0% - now 1.0, change to 0.5 - to accommodate all playstyles Include port demand/supply in the Stability formula Details for each topic as needed 3 - Sum of all parts being better. Still possible to completely drop Stability to zero just with combat missions -or- by trade alone. Reduce Hostility Missions factor to accommodate with Trade Stability. Full cycle of X missions, drops by 100%. Reduce factor per mission. Full trade achieved ( supply and demand of NPC traders in town ), Stability drops/raises by 100%. 4- Simple ( and complicated ). Read... Port nation owner traders supply town with daily demand of products. Stability rises. "Population" is happy. They got access to the items they need. Port nation owner traders buys port npc produce - Stability rises. "Population" gets a influx of money. They are happy. Nation dedicated traders have a indirect impact on keeping the "empire" stable and "population" happy. Enemy smuggler supplies town with daily demand of products. Stability drops. "Population" starts to trust foreign power traders. They got access to the items they need. Enemy smuggler buys port npc produce - Stability drops. "Population" is happy with the influx of foreign cash more than own nation. Now to the Pros and Cons, the most complex part. Pros - direct daily influence on the empire stability (RvR) by non combatants - players more interested in the trader careers - as they also increase their personal fortune by being trader moguls - increase importance of trade in the game world to mimic age of sail - "The Spice must flow" factor. - opportunity to award marks to traders by amount of Stability secured by supplying goods ( only supply, not purchase ) in similar proportion to what combatants get with damage/kills in Hostility missions - trade vs privateering Cons - in some cases a overextended period to drop Stability ( raise Hostility ), mainly in the big ports where supply/demand items are expensive. ( can also be a pro ) - different favorite playstyle - pvp, pve, trade - may have to coexist towards the same "national" goal. - trade vs privateering Further clarifications Just to clarify some details which have been asked in private: - Each port has a quantity for offer and demands a quantity, for several products. So it is visible to any player. A port that demands 100 Wine, will only count 100 Wine delivered towards the effect, any surplus can be sold to port but counts for naught. Quota has been met already. - Same with offer. Port NPC offer ( across the entire day ) is 1245 Cider, it will only count 1245 towards the effect. Even if a player brings 2000 units to sell there, the NPC produce is what counts. Players cannot spam. Note: Only products that cannot be produced by players via buildings count.
  21. rediii

    RvR Suggestions

    Hey, I thought I put some work into that and collect/suggest different changes to RvR to make it interesting and not a pain again. Hostilitymissions and how they should change The portbattle itself and the reward and why it should feature a instant reward Ports and their Management The port costs and timers The use of ports and connection to crafting Hostilitymissions and how they should change Hostilitymissions are good right now when it comes to distance to port, defenderadvantage etc. What is bad about them is that they take a shit ton of time. In short there is a table I made: 1st rate BR 560 Time for 1 mission 25 1st rate sank = 3% Right now Suggestion Port BR Hostility 1 mission Normal Groupsize in PB Needed Hostility Missions needed for PB group Time needed in minutes Needed Hostility Missions needed for PB group Missions at same time Time needed in minutes 2640 4480 8 18667 4,17 125 8000 1,79 0,8 55,80 5380 5600 14 ? ? ? 18000 2,30 1,4 57,40 10560 5600 21 ? ? ? 28000 2,38 2,1 59,52 So in my oppinion it should take 1 hour for a portbattlegroup to flip a port. Within 1 hour it is possible for a defender to defend the port. A big group can probably instaflip ports again but only the lower BR ports. 2. The portbattle itself and the reward and why it should feature a instant reward Doing a portbattle should give a instant reward to reward players instantly for being active in the game (and winning). However this should not be Victorymarks but it should be chests. Different chests should get into the game, not weighting much where you can loot stuff. These chests should be dependend on how much BR you sank in the PB. BR levels: 2000 BR sank Chest with Gold 4000 BR sank Chest with Gold and frigatenote maybe 8000 BR sank Chest with Gold and 4th/3rd rate note 12000 BR sank Chest with Gold and 2nd rate note 16000 BR sank Chest with Gold and Victorymark, 1st rate note and Paint This means 5 different chests with different levels of loot from. (Devs probably know better what should be inside the chests) Why BR sank? To fight a bit against damagefarming or organized prtbattles etc. For good rewards you need to sink a lot of ships. The best chests will only be available if a lot of ships sank. Rewards should go to both sides of the battle. The winner already gets the port itself. 3. Ports and their management Ports lack some management options right now. You should be able to not only give up a port but to transfer ownership to another clan You should be able to get a few of the ressouces that this port drops only for your clan Or you should be able to lock it for your clan and friendly clans for a payment of 500.000 gold a day Also a specialization of the port would be nice. Trading (more tradinggoods) Crafting (bonus to RNG look below) Labor (Reduced labor hour costs) 4. Port costs and timers Are fine right now in my oppinion. Timer cost a lot and that goes both ways. It’s fine. 5. The use of ports and connection to crafting Right now a lot of ports don’t give you anything so in my oppinion new modifiers to craftingRNG should be added. Right now there are a lot of refits that only drop from capping AI ships. They should be tied to ports that have no meaning right now. (And they should be nerfed, Pirate rig and carta) Also the port should be able to specialize in something. The owning clan should be able to set a specialization of shipbuilding (Fast, sturdy, Crew) Both only give a bigger chance than crafting in the safezone. There should not be a chance higher than 30% for both specializations so safezone crafting is still efficient aswell. Why? To not make it necessary to own them for portbattles or something else. I think these changes would benefit the current RvR a lot while not making it necessary to play RvR. edit 12.04.2018 6. Let changing a timer take 2 maintenances Right now you can change a timer if you know your enemy is preparing for a attack the next day. This shouldn't be possible that fast. Better: Timerchange happens on monday with VM mark giveaway. If you cap a port you can set a timer next maintenance 7. Different paints for different nations Only a bit connected to RvR but it allways bothers me that every ship looks the same and only the flag is different. In my oppinion every nation should have a different default paintjob making battles far more immersive in my oppinion. Bernadottes post of a statisfaction system of ports connected to hostility needed etc. for a port: 8. more taxes Repairing in port should go to the clan owning the port Crafting (the gold you pay) should go to the clan owning the port 9. Hostilitypoll
  22. King of Crowns

    PORT TIMERS

    So we have had a month now with these timers and something unexpected has happened. The outstanding cost for the port timers has had some unexpected effects on the game. 1. inflation is being controlled now, and gold is valuable again. 2. traders and econ guys within the clan have now become some of the most important members of your clan. 3. traders and econ guys now have a reason to make as much money as they can. 4. more port battles are available to US time zone players. So perhaps the cost for the timers is a really good thing in the long term of the game. I hate loosing the ports that we couldn't be there to defend and WO lost more ports than any other clan since this mechanic was put into place, but these positive features make it okay IMO. I do thing the current victory mark mechanic is unsatisfactory and is a major reason why there has been less PBS. perhaps this will change if we have that new pvp/vic mark store added to create more of a demand for victory marks. paints would prolly do the trick to make more PBS happen.
  23. Lars Kjaer

    Monopoly

    Suggestion: Port owners should be able to reserve a certain limited amount of dropped goods - in particularly trading good - for their clan at a fixed price. My suggestion would be 20% or something similar - payed up front by the clan the day before. Why? - Make RvR matter for the clans - It's fair that the clan that pays the timer/maintenance to get some sort of advantage. - Monopolies were commonly used in the timeperiod as a means of organizing the suplies of a colony. Basically merchants were charged with the maintenance of a colony (for European goods) and in return had a monopoly on traded goods from the colony.
  24. Capt Aerobane

    RvR, Solo Players, Ports and Pirates.

    As I see it there is a big problem dividing the player base and degrading gameplay quality for all involved, especially those involved in RvR. That problem is the conflict of interest between solo players and clan members. We want to make ports and RVR meaningful. However any advantage or benefit given to a clan member for owning a port inherently gives them an advantage of a solo player who can’t capture ports, and in our current system clan members and solo players play alongside each other in direct competition. My solution is to stop beating around the bush and separate solos/non-clan players and clan players while still allowing cooperation between them. While I recognize that RvR is somewhat on hold while the UI and other mechanics are worked out, it is important to continue civil discussions of what a good system is and if we don’t put out our suggestions/desires we can’t complain if we don’t get what we want. Also spoilers are confusing, privateers is kinda hidden inside pirates. Even if changes aren’t going to happen in the short term, we need to talk and find decide what changes we want when they do start happening. I also recognize that there have been a lot of threads on this subject but considering the size and complexity of this suggestion I feel deserves its own topic, and considering how it includes pirates, privateers, clans, and big changes to RvR, ports, open world AI, etc it doesn’t quite fit with those topics either. It carries similar elements to topics proposed by numerous other people, including Banished Privateers merchant ships, and I know Christendom has campaigned for giving clans a lot more control over their ports. Basically, this is an idea or model designed to work as a compromise that improves gameplay for all players making for more interesting RvR and, as opposed to the very one-sided suggestions frequently thrown around, introduce gameplay styles/niches that fit solo players as well. At the very least, this is an interesting thought experiment. It would make alts basically useless, or at least easy to catch and stop, it would give clans a real reason to take/protect ports, and it would make inter clan relationships more important as they will depend on each other. Aside from that it would give solo players more interesting stuff to do and add pirates as a more realistic portrayal into the game. Not to mention no more derpy ass “flipping” Here we go. First of all, separate players into separate character types. National players (all in clans) They fight for their clan and to a lesser extent the nation, clans have total control over their ports (to be explained.) This also encompasses traders (vital to clans) Pirates: Ditch “pirate nation” it offers no unique game-play. New more realistic pirates, semi perma death, extreme risk extreme freedom. Infamy based progression system, reward for nationals for sinking a pirate is tied to their infamy + rewards posted by clans. (clans can see who is raiding their shipping and damaging their town (to be explained) Privateers (pirate who has taken letter of marque from a nation or national who has no clan. Privateers have no official clan affiliation, but cooperate and work with clans to help one or more nations and contribute to RvR in ways to be explained below) Rework towns, clans, RVR, and open world AI. Basically, because non-clan affiliated players have a niche (privateering and piracy) clans can get total control over their captured towns. This control includes entry rights, IE what clans or privateers are allowed entry. It also includes who can use clan amenities like repairing, the port’s market, docking ships, placing contracts, and docking fees as Christendom suggested. They can also decide who can build or craft ships there, importantly whether privateers can enter. Also of note there could be two types of entry allowance/denial. Players/clans could be permanently whitelisted or given temporary entry permits. For instance, if a clan tasked a trader from another clan with bringing in a shipment of goods but they aren’t comfortable giving that clan permanent access, they offer him a temporary whitelist. Another option would be replacing the “enter X” button with a “request entry to X” button. If a player is whitelisted, they enter like normal. If not, clan officers would receive a request and can grant, ignore, or openly deny said request. (possible different officer positions with different tasks such as economy, port security, merchant defense, admiral, etc.) They also control economic factors for their ports. Ports don’t just sit there, they are integral to open world trading and they are reliant on it. They provide their clan with income, but this income is not fixed nor guaranteed. A clan’s income comes from trade with other clans, or taxes on that trade. The best example I can think of on the spot is mount and blade “prosperity.” All ports consume basic supplies like food supplies, iron, woods, etc. However, ports also have special needs and abilities just like currently. Mines, forests, farmland, or industrial capability, special industries, etc. They also need all the resources to supply and operate those industries. These demands must be fulfilled by traders, AI or player. Towns could automatically generate and send AI ships to supply the town, by purchasing those goods from towns that produce them and clans can micro manage this to the extent they want. These ships would replace current open world AI, which is just there for boring, no risk grinding as is. Resources like food supplies and iron will be available nearby and can be done with AI with high success, but more rare resources like gunpowder or rare wood types require long trading runs during which and AI would be almost certain to be intercepted by pirates, privateers, or hostile clans/nations. An AI supply ship would, upon being hailed in the OW, reveal its starting point and destination, allowing clans and privateers to target their attacks to weaken enemy ports. These missions would be done by player traders, often with clan escorts. Ports could supply themselves with some food supplies by fishing, (interesting way to add fishing vessels to the game) but these fishing fleets would be vulnerable if unprotected. (another thing for pirates to do besides raiding merchants and possibly smuggling contraband) The fights to protect and attack shipping would lead to pvp. In many cases it may be more important to ensure the escape of the merchant vessel or secure its demise than to keep your ship. Captains will be less likely to flee these battles, and if they do this will still be a victory for the attacking clan even if they sink no enemy players: They got the enemy shipping and weakened their infrastructure. Clans would be able to make trade deals with other clans to ensure steady supply of resources and prevent backstabbing and scumbaggery. (If a nearby clan was bribed by “foreign interest groups” to suddenly pull the plug on resources for a different clan without any warning it could seriously screw over that clan. Mutually agreed upon trade agreements that can’t be backed out of without warning would stabilize trade and increase prosperity (kinda like in real life.) Town prosperity, income, and defensive strength would be tied to these economic factors, and taxes. A town that gets 100% of supplies it needs while safely selling 100% of its produce with a low tax rate will have a high prosperity (1 to 100 or whatever scale is used). Ports with higher prosperity: · Provide higher income to the clan Are harder to take. The current open world AI really wouldn’t be missed. Totally rework pirates and add privateers. What I, a largely solo player, would be most excited about! Pirates as is are just another nation… one of 11? 10? A lot. Anyway, they are nothing unique. This at the same time as there are two problems: Lack of gameplay niches for solo players and complete lack of representation of actual pirates: outlaws and privateers which were important at that time. So important that controlling them was a key reason for the construction of the US navy’s six original frigates including the famous USS constitution. In fact, the charter to build these frigates included a clause immedidately scrapping the ships’ construction should the threat of piracy be eliminated through a peace treaty with the barbary states. (If Wikipedia is to be believed) Here is how pirates could work.
  25. Trino

    Improve RvR

    People complaining about port ownership is not important enough, so nobody needs/wants to attack ports. Problem is, that VMs, the reward for taking part in Portbattles, are much to common. Even i have a weekly VM-pension because i took part in capturing a neutral port weeks ago. Solution: give one VM per day and port directly in the clanwarehouse of the owning clan. Make 1st rates cost 3 VMs and 2nd rates 1 VM. Keep the possibility to buy VMs for PvP Marks (with the new Patrol Mission really everyone can earn pvp marks). Side effect: 3rd rate will become the workhorse, bigger ships become outstanding...
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