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Found 97 results

  1. 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.
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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)
  7. 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.
  8. [SNOW] is now recruiting GB PvPers. There aren't many of you but it's easier to write out a post here than message you all individually. You must be 18+ to apply. No mutes (we have one and that's more than enough). Discord & TS. The decision was made to merge and consolidate the PvPers in GB (it had absolutely nothing to do with the fact that the name RSC was annoying). 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 learning we may take you on board if you're keen and active so don't hesitate to drop us a line if you're interested. It's an excellent opportunity to make snow puns to the enemy, 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 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, another member of SNOW or just jump onto our Discord for more details. 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!
  9. [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
  10. 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
  11. [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.ts3.lu
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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...
  17. AeRoTR

    Custom PVP Missions

    I think patrol missions proved that many more people willing to PVP. So in these missions, we can see shop bought ships, as well as many special crafted, expansive ships. Everyone can compete, and more or less, there is some reward. What if we can pull custom PVP missions from admirality. Example, I am a Prussian. I pick my mission from admirality for some price, cm, gold etc. I select a port, may be KPR. I select my parameters, 3x3 ships , up to 5th rates or 1500 BR vs 1500 BR or 1000 BR vs 1500 BR (for %50 more reward?), or even I add a reward, 50 pvp marks / 100 cm / 500k gold. These all can be selected, some increasing reward multiplier. Reward is what you get from a normal pvp battle. A mission is created just outside KPR and announced for British, I can select to enter with my group or wait for random guys from my nation. At the preset time Prussians and Brits meet at mission zone and join the mission. If mission pickers do not show in 15 min. they are defeated, it costs them the mission picking price. Attackers approaching mission zone has invisibilty and can not attack others at this time only join mission. After battle ends, attackers has more invisibility than regular time. This can give good pvp guys a good content, other than already coming to noob capitals and waiting for pvp, looking for noobs tagging npc, etc. It will prevent ganking, revenge fleets etc. Ships have to sail to mission, they have to carry repairs, most of ow pvp requirements needed, but both sides willing to fight. So what do you think, can this proposal with future improvements work?
  18. Gregory Rainsborough

    Clan/Warehouse Management

    There is one thing in particular I've noticed in this game, or at least in GB and that is the propensity for players to opt to enter into small and medium sized clans. Now, their independence isn't the problem until you consider the long term and RvR implications of this trend and I believe it could be solved in a fairly simple way. So a bit of a history lesson from my experience and what it boils down to is a decision made early on in the game which is to either 'expand warehouse' or create a clan and get a clan warehouse. When I first started the game I joined a clan and clan taxes were paid and we carebeared merrily at Belize. The problem of course was that they were a bunch of commies and wanted everyone to jointly build ships etc, and because of the system in place for warehouse management it meant that they were forced to deny my request to be promoted to officer so that I could use the clan warehouse. This of course led to a choice, stay in the clan and not use the warehouse and pay a ridiculous sum to expand the warehouse or create a clan and get the clan warehouse for a fraction of the cost. In addition to that it has all the search function etc... Now the difference between myself and other new players to the game is this, I started playing from day one in a clan and they did not meaning that they just opt to create a one man clan and that's where many of them seem to stay. This small problem creates several problems as far as I see it. Firstly, a skill deficit. Players who play in isolation of others are rarely good players; they cannot PvP competently meaning they cannot compete with players who can tap into the pool of experience you can find in larger clans. I would like to think that I'm somewhat competent in my favourite ship, the snow, whereas there are others in my clan who excel in 5th rates. We teach other and learn from each other which allows people to gain experience more quickly thus allowing them to create content (that dreaded word) for the whole community. Secondly, a lack of co-ordination negatively impacting RvR. Players outside of large clans find it harder to get involved with RvR and particularly in GB where you can throw a stone and hey presto there's another different clan. This is due to the lack of communication methods built into the game. Clan chat, nation chat and global means that for port battles, the primary focus for discussion will be in clan chat as we're not idiots and know that alts and people with loose lips are on nation chat. If they're not able to talk to those who are organising it means that there is less chance of them attending port battles which obviously means less port battle players which means less content. Thirdly, the game incentivises disunity. The point of the game is to have fun, if someone wants to keep players long term in their clan, they expect to have access to the clan warehouse, on the other hand, those in charge don't want to micromanage their clan warehouse. Clan owners are here to have fun, not spend time micromanaging the contents of a clan warehouse. The problem is that everyone wants the benefit of a clan warehouse, but no-one can be arsed to take responsibility for managing it. It's easier to do that in a one man clan which then negatively Potential solutions. Compartmentalised warehouse (similar to Star Trek Online) - Allow clans to create an 'extension' so that individual players may effectively create their own area in the warehouse that they can use, similar to the main function, the main compartment is then used for all interclan stuff. Hell, you could always let members "rent" slots in the clan warehouse. A log - Create a log so you can see who takes what out and who puts what in. A minimum in the clan bank - Allow the clan leader to set a minimum for the clan so that members can't take out money below that limit. Let's say I put 20 mill is the limit. No-one but I and taxman can make it go below that level. Allow clan leaders to give partial access to members to the warehouse without promoting them to officer.
  19. Intrepido

    The dying RVR

    While pvp is being promoted lately with the patrol zones, RVR suffered a major step backwards. In my opinion, right now, rvr is a non rewarding system. I´ll explain, you risk your (expensive) ships in an action that dont give you any inmediate reward (before, one year ago, it was different (blue screen of rewards)). Also, after you conquer the port, each day you have to pay from 100-600k, which most of the times makes you lose money (only a few ports in the entire server are really profitable). The map, as we see it now, is a heir of several mechanics applied to the server after the map wipe. But, imo, we would have a quite different map, far more uninsteresting, if we continue with this system. Also, it is not very rewarding when you have to do a hostility mission (usually quite boring due to npc) that takes you some time and give you basic upgrades. I mean, if you force me to do something which is not very amusing, at least give me something in compensation. Many people think we shouldnt grind pve to have rvr but the return to the flag system would create the same issues we had in the past. We need proposals to revive RvR. Proposals that sorted out alts because many people have second accounts that provide them everything. This is why I insist on inmediate rewards after the port battles and inside hostility fleets, not in owning the port. Discuss.
  20. Batman

    Cannot join hostility mission

    Earlier Spain raised hostility at Congrios. A few of us tried to reinforce the defenders in a hostility mission, but @Mr Pellew and myself were unable to join a mission, because the join button didn't appear (We weren't in that battle before). I took a screenshot, but forgot to make an F11 because we were in a hurry to get to another hostility mission closeby, which we could join.
  21. Lars Kjaer

    Edinorogs

    Either remove them or make them craftable.
  22. Capt Jubal Early

    Port BR suggestion

    So @Kutai came up with a great idea the other day to promote smaller clan RVR that levels playing field a bit. Posting because he's to lazy This might have been suggested before because it seems slightly to obvious as an idea. Let me know yours thoughts. So the idea: Limit port battle BR to the member size of the clan that's defending it. Some sort of arbitrary number that determines if its a 5200 br or a 7200 br port etc. For example, If clan X has 20 members limit deep water to 2500. 40 members limit port BR to 4000ish etc etc you get the point. Currently the predefined BR limits are actually turning people away from port battles. That mixed with the timers makes what seems like a choice of hundreds of ports to attack more like a choice of 2 or 3 for a smaller clan. Of course smaller clans will look to group up with other clans to take bigger ports but then there's the question of "can we defend it now" ? Typically no "so why even bother trying"? Essentially as it stands small groups of players are unlikely to partake in large RVR events because there's no incentive for them to other than to support a larger clans attacks/defends. It would be nice to see small clans getting a foot hold on the map and honing there RVR skills on there own then cooperating to take the bigger ports off the powerhouse clans in the future Benefits/drawbacks I can think of. Benefits: Small clans can partake in RVR easier Small clans can defend there ports effectively Promotes alliance and internal nation team work to take on bigger foes (bigger clans) Removes the large clans active player bias (IE can always field a big fleet) Drawbacks: Big clans might be able to multiflip easier (although there's a hard limit on nation port attacks) Could possibly be exploited. Multi clans rather than one big one. (not sure what you can do with that, maybe some sort of reward incentive to be in a big clan, less tax at nation cap or some such) Now as a fairly big clan we wouldn't benefit from such a idea but it would be really nice to see the small but hardened clans getting a stake on the game rather than it being limited to the big boys. Let us know your thoughts. Happy hunting.
  23. Landsman

    Port / City visuals

    Showerthought time... what is the logic of architectural styles between nations? Swedes, Danes and Dutch have this North-eastern european style and Russia, Prussia and Poland this mediterranean(?) style... why? Also I'd like to see more diversity in architecture in general as seen on some very old teasers but that is never going to happen I guess... What happened to this? .... fort upgrade for increased maintenance cost, please?? Nice visuals and another gold sink to help the inflation? No? Ok... This one actually is from NA too... probably scratched? .... Improving visuals of OW even further would have been pretty nice.
  24. Lars Kjaer

    Killing the Swede

    Captains log, 3rd of March, 1765 Port of Christiansted Aboard his majestys ship "Tudefjæset", 74-guns and 684 crew compliment The swedes intercepted a Danish-Norwegian invasion fleet down at the french port of Carriacou. The Danish-Norwegian admiralty had charged us to go out and find frenchmen and failing that - capture the port of Carriacou. We set sails from Christiansted early in the afternoon on the 28th of February 1765, the danish-norwegian squadron was comprised of eight 2nd rates, 88 guns and mostly 840 crew compliments. We sailed with decent winds for the french port and arrived early in the evening, just after the 3rd bell. We started off-loading troops and supplies for the invasion fleet when suddenly we were set upon by a fleet of swedish first rates! 9 first rates, 2 second rates and some minor frigates and 3rd rates turned the point to the south of Carriacou island and was on an intercept course. Captains in the danish-norwegian fleet was not overly concerned, Denmark-Norway and Sweden had signed a non-RvR agreement just a few weeks before and as we we're attempting to capture a foothold in french waters we thought nothing of the swedish fleet. The bastards set upon us whilst we were completely unprepared! Most of the stores were either in boats en route to the shores with more than two hundred marines already set ashore. The swedish fleet tore through us, their superior firepower quickly bleeding the danish-norwegian 2nd rates and after a short bloody slaughter there was danish ships burning left and right. https://imgur.com/a/jY3jd The night became a complete and utter disaster for the danish-norwegian navy that hadn't lost so many ships to davy jones in quite a while. It did show however that the slithering swedes were not to be trusted and that actions have to be taken against them. The King of Denmark-Norway and the danish admiralty has now decided to wage a continous privateer war against the swedish kungliga marine and we danish-norwegian privateers are acking for revenge! These past 4 days has seen seven swedish first rates getting cought out in the open, half of them sunk and the rest returned to Christiansted as prizes from the raids in swedish homewaters. Along with the first rates we've managed to sink over a half a dozen smaller ships and this campaign of retribution is just getting started! This campaign it is said will continue untill the swedish menace is covering on their knees asking for both forgiveness and peace! The squadron has just returned to Christiansted after raining holy vengeance upon the swedish snakes.. __________________________________________________________________________________________________________________________________________________________________________________________________ Elsewhere in the carribean the danish-norwegian port of Misteriosa was attacked by the dutch. Most likely in retaliation of danish-norwegian seizure of dutch territories to the south. The dutch fleet joined with the wind against them and the battle was very quickly decided in favor of the danish-norwegian navy. The dutch had joined in 74's, seven to be exact S of the island and a renommee to the north. The danish-norwegian fleet commander sent a ship to the north to intercept and capture or sink the dutch renommee.. the rest of the danish-norwegian navy sailed S towards the main battlefleet of the dutch. The battle was engaged shortly after the 20 min mark, the danish-norwegian navy joined the battle with 64-gun third rates and the danish-norwegian commander ordered the fleet to put the ships along side that of the enemy and shoot them to pieces with more broadsides being weighed in on a few select targets at a time. After losing their 2nd Bellona class third rate the dutch fleet disengaged and went SE for the safety of dutch waters. The danish-norwegian fleet commander however was intend not to let the dutch slip past the danish-norwegian navy and set the fleet on an intercept course. The dutch fleet was cought a bit off the coast SE of Misteriosa and the battle turned into a messy brawl. My ship was entangled with multiple enemy third rates and both broadsides were firing left and right. The "Beskøjten" that has served me so faithfully since the great hurricane, luckily managed to push through the dutch ship of the lines and in the end the dutch lost all hands, all ships and their fleet joined davy jones. We did send one captain on his way back to Willemstad in a lynx to tell the story for their nations admiralty! https://imgur.com/a/UIck9 Regards Lars Kjaer, Captain of the danish-norwegian privateers Port of Christiansted 4th of march 1765
  25. Pretty simple one. Last night we had a mighty screening fleet between Danes and Pirates to defend North Inlet. With current mechanics we were unable to effectively team up and pull the Russian fleet as by default we were split into two battle groups meaning we didn't have enough BR to pull. Felt pretty gamey and lame as we had more than enough across the two factions. Possible implementation: -Friendly clans cross faction would allow cross faction battle groups. This would require a UI update to friendly clans as its terrible in current form and needs a search function. This could also stop the ability to pull the other factions clans members while they are friendly. (would be handy) -Just straight up make it so we can invite other factions members to groups. I see no reason why different nations couldn't team up like this in certain situations. FYI Pirates and Danes are not allied Enemy of my enemy is my friend and all that.
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