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Found 56 results

  1. Hello NA Community We are West India Trading Company a new Creat Clan in the Nation of the Great Britain. We are searching for Players they wanna do PvP/PvE/Crafting/Trading in a Family Clan. We are based in Trinidad and when we grow up i think we make another Base in KPR. What we are looking for Ts3 + Headset 18+ Ambition Rank and Ship doesnt matter What we offer: Ts3 Server Familiar Clan Active Leaders Helpin each Other If ur Interested contact Laempi, Yinyangpanda or Lord Iron Ingame, or leave me a Message in Forum or Poste. Have a nice evening.
  2. Guten Tag liebe NA Community Wir die neu gegründete Gilde "West Indian Trading Company (WICO)" möchte sich hier kurz vorstellen. Über WICO: Wir sind eine neu gegründete Gilde auf der seite der Briten, unsere Orientierung gilt allen Aspekten des Spiels ( PvP, PvE, Crafting, Trading). Momentan bestehen wir noch aus wenigen Mitgliedern, jedoch haben wir später auch vor bei den PortBattles mitzumischen. Beheimatet sind wir auf dem PvP EU Server. Deshalb suchen wir Mitglieder Wir suchen: Briten 18+ Headset mit Ts3 Ehrgeiz Rank und Schiff egal Was wir bieten: Ts3 Server Aktive Gildenleitung Unterstützung innerhalb der Gilde Später auch Events Bei Interesse bitte einfach Ingame bei: Laempi melden oder hier im Forum. Lg West India Trading Company (WICO)
  3. After the wipe, neither the shop quantities and prices nor the ship building materials details seem to be accurate on navalactioncraft.com. Does anyone know when/if the site is going to mate with the latest API ?
  4. Whydah Gally (commonly known simply as Whydah or Whidah,), pronounced "wi-duh", was a fully rigged galley ship that was originally built as a passenger, cargo, and slave ship, owned by Lawrence (Laurins) Prince. On the return leg of its maiden voyage of the triangular trade, it began a new role in the Golden Age of Piracy, when it was captured by the pirate Captain Samuel "Black Sam" Bellamy, and was refitted as his flagship. She was armed with 28 guns, and could sail at a top speed of 13 Knots! Bellamy sailed the Whydah up the coast of Colonial America, capturing ships as he went. On April 26, 1717, the Whydah was caught in a violent storm and wrecked. Only two of Bellamy's crew survived, along with seven others who were on a sloop captured by Bellamy earlier that day. Six of the nine survivors were hanged, two who had been forced into piracy were freed, and one Indian crewman was sold into slavery. Whydah and her treasure eluded discovery for over 260 years until 1984, when the wreck was found – buried between 10 and 50 feet of sand, under water depths of 16 to 30 feet deep, spread four miles parallel to the Cape's coast. With the discovery of the ship's bell in 1985 and a small brass placard in 2013, both inscribed with the ship's name and maiden voyage date, Whydah is the only fully authenticated Golden Age pirate shipwreck ever. Dimensions Tons burthen: 300 tons Length: 110 ft (34 m) Propulsion: Sail & oar Sail plan: fully rigged, 3 masts Speed: 13 knots (24 km/h; 15 mph) Complement: 150 men at launch; went down with 145 men & 1 boy (incl. 6 prisoners) Armament: AT LAUNCH: 18 Active Guns PIRATE UPGRADE: 28 Active Guns Here is a drawing of the Whydah. A scale model of Whydah. Another scale model of Whydah, with a different paint scheme. I think that Naval Action should have at least one Pirate Ship in the game. She is fast, at 13 Knots, has good cargo carrying capabilities, and is sufficiently armed, with 28 guns. In other words, she is the perfect Pirate Ship, or a perfect trade ship. This is THE best documented Pirate Ship, and therefore a good contender for a Pirate Ship in game. I know the Le Gros Ventre, and Indiaman are similar to this ship, and since the Whydah would probably be in the trading ship category, it is really up to the community to decide whether to upvote this ship or not. I think she could be a nice addition, tell me in the comments what you guys think.
  5. Slaves

    Please introduce one of the most important import items in the carribean - slaves. I know this may be politically incorrect but facts are facts. Pirates, smuglers and legitimate traders all made fortunes dealing with their fellow man and to neglect and ignore this aspect of the history of all carribean powers would be to diminish the sufferings of those traded and frankly to ignore an aspect of human nature that I for one believe we should acknowledge and learn from. That humans are both willing and capable of enslaving their fellow man in the name of profit. Let the individual players conscience dictate their morals ingame - let's see how many would turn down a sizable profit. And introduce a new fleet type - Slaveships + escorts that can be looted for this precious commodity.
  6. Hello Admins, I was buying labour hours in Kingston/Port Royal to let them materials craft. I provided the resources and agreed to pay for 1900lh 50.000gold. Gold would be provided after the crafting is done. I gave him the resources, 400Lignum Vitae, 180 White Oak log and 600 Oak logs to craft 1000Blocks, 300 White Oak Frame Parts and 1000 oak Planks. After I gave him the resources, he disappered. I tried it for more than half an hour but to no prevail. The name of the player was Phill Mcrakken I would preciate it if my materials are handed back or if the guy is severely punished for beeing a fraud. Picture is provided, I tried to write to him several times but with no answer (picture does only show a 10min periode, i tried it more than half an hour and the following day). Date: 14.06.17(23.30pm)-15.06.17(00.20am)
  7. I sold roughly 1.2 million gold worth of Versailles Terricotta from Jacmel to Willemstad and the game didn't update my gold. I restarted the game but I still got nothing. Is there a way I could get my 852,362 gold back?
  8. Торговая карта

    Народ, знает кто-нибудь, есть где-нибудь карта на которой отмечено какой город какие ресурсы продает/покупает, ВСЕ, с/без цены поф(про trader tools в курсе, но перебирать товары по поиску слишком бесполезная рутина)? А то блокнотик заканчивается=)
  9. TRADE SHIPS

    these trade ships have to slowed down. lgv can only be caught by surprise/santa Cecilia if its built only for chasing traders and then it can no longer fight anything except traders. INDIANMENS can only be caught by 5th rates that are made of fir. You have done so much to help the carebears in this game its troubling. AI fleets and fortresses everywhere only do one thing..... DENY PVP. traders need to be escorted or work together. AND on top of they they have AI ships in their fleet that can chain you down while chasing. This means you get about 5% of all traders you spot on open sea if they see you in open world and are not totally afk. I'm sure that there will be a flood of players respond and say do better. but this is just insanely stupid to catch a trade ship in a frig being this difficult.
  10. "REAL" TRADE BETWEEN PLAYERS

    I am wondering myself for a while, why we cannot trade with players from another nations in this game, in some kind of TRADE MARKET. Now it is always possible to "SEND TO CHAT" something that you HAVE, signaling you would like to sell it, usually the buyer would contact you per PM, meet at Free Port, trade. So far so good. Now if the GLOBAL chat is gone, this possibility is not given anymore, but that is not the main reason. Well someone would say " you can set a CONTRACT" in any Free Port, if you want to sell something or buy, and that is true..Here is my problem. I DO NOT WANT TO SELL ONLY FOR MONEY, I WANT GOODS OR MATERIALS. I think we should be able to CHOOSE not only WHAT are we selling, or BUYING, but also what are we OFFERING.No matter if selling or buying. So instead of OFFERING money when buying, i would be able to OFFER what ever i want. An example: OFFER 100 Repair Kits for 500 Silver, OFFER 500 Gold for 50 000 Money, BUYING 50 Medium Carriages for 500 Compass Wood. And so on and so on...... Everyone can offer what he wants,demanding what he wants, for the price he THINKS it might be "reasonable". Placing Contract would still cost a bit of money, a Contract would expire after 1 Week. To provide meaningless sailing,hoping to find what might be good for you, it would be helpful if the GAME/DEVELOPERS could provide us a window, similar to DELIVERY MISSIONS, where we would be able to SEE the contracts, and in which Free Port are they placed. All you have to do is sail away and get your stuff:) But be aware of the enemies Well, i think that would provide a lot of sailing,escorting, PeeWeePeeing, and allow us to have a chance for "REAL" TRADE Thank you for reading.
  11. Part of a balanced MMO is more than just PvP. Other forms of Player-to-player interaction are also required, including cooperation. One of the professed purposes of the upcoming wipe is to bring about a new economy, putting behind us - hopefully - the utterly broken one that we’ve been living with for a year, which allowed us to test every other aspect of the game. Creating this new and working MMO-economy is surely no small task. I am not a trader in this game. I trade and craft mainly to support other activities, and to sustain my clan. Yet I see that for PvP and the open world to have a sustainable environment as well as a proper balance, trading gameplay needs to be developed, and those players who choose to focus on it need to be encouraged. The old economy we have on the live server drove traders away a long time ago. There was no challenge, no unique gameplay, and no supply and demand - only endless supply. The new economy that we are testing on the testbed forces a "division of labour» so to say. Everyone cannot do everything anymore. With new production levels, travel times, and the partial removal of teleports, you can no longer collect every resource, and craft every ship yourself. PvP-players in each nation will depend on the traders and crafters of their respective nation or clan. If well balanced, this looks very promising, yet there are a few issues presumably yet to be solved about this part of the game. Like how do we prevent people from each sitting on a heap of their particular valuable, looking enviously on the heap of somebody else, yet not willing to trade away any of their own production? How do we unite the players who are lacking a resource, with a supplier? And how do we prevent clans from organising an economy internally, while leaving the rest of the nation, and solo-players to their own meagre devices? On the latter issue, you could dismiss it entirely, and say that if the clans are not contributing to the national economy, then that is a national problem of having selfish clans. However on the former issue, I believe we need more trade tools, and some mechanisms that encourage player-to-player interaction, even out of OW in port. -We should be able to put up buy contracts for ships. You request wood type, trim and refit, and the crafter fulfills the order. -If not already implemented, we need to be able to put buy contracts for the refit items. -There should be ways to acquire Marks outside of PvP and RvR. Crafters, haulers and traders should be able to gain marks from these activities. Interactions with players from your own nation, besides PvP or PvE, should have the potential to generate marks. Being a dedicated crafter/trader, who does PvP only secondarily, will be unsustainable once all ships in high demand will require copious amounts of marks for crafters to make them. They need to be able to take payment that includes coverage of the Marks used in crafting. To make this simpler, Marks could be an item that you can buy from NPCs for gold. The Marks are an infinite resource anyway - its production limited only by how many NPCs we can find and kill. And if the economy is properly balanced so as not to flood the market with gold, then having Marks be an item that you can purchase from NPCs for a steep price would not be a problem. In fact it could help the economy, by taking gold out (giving it to NPC) and putting only a quantity of an infinitely regenerating resource into the economy. Secondly it would be worth exploring to encourage trade between players and nudging players to put their surpluses on the market for others to get access to, by rewarding trading with Marks. As an example, when you put a quantity of an item on the market with a contract, once that contract is emptied, you are rewarded with a relative number of Marks. And when you sell someone a ship that you crafted, or fulfull someone elses’ contracts, you likewise get marks. Without some mechanics to ensure its integrity, this system would be very exploitable of course, by players trading back and forth between each other. However, you could put limits on it or other measures to prevent abuse, as well as increase the tax on contracts - to then accept that some marks may be generated by players, but in exchange for a money sink. Thirdly, crafters could get derivative marks, in addition to XP, for kills done with ships that they crafted. So if the player who purchased your ship kills a connie and get 3 marks, then you, as the crafter, are rewarded with maybe 1 Mark.
  12. Trading weights spreadsheet

    I use this spreadsheet to organize my trading. Transportation whether Harbor Freight Fast (Delivery) or Harbor Freight Slow (Ship) depends on weight. This helps to combine and round up shipments. I have seven home ports labeled (A-G) from which I choose my Missions which I check daily. I put in the numbers, find total weights using two columns on left labeled “T wt” and ” #” that automatically calculate weight. I then look for compatible transportation and ports, put in orders and start making rounds with my ships while other orders are in transit. I made it to fit a single paper sheet. In the afternoon I train for battles and later in evening I finish up when Harbor Freight Express makes deliveries. My goal is to improve so I can beat up on the cowardly Pee Rats who have taken my ships, sailors, and cargo. There may be mistakes in this spreadsheet. Please share as you like. I love all the varied challenges this game provides while recognizing it isn’t for everyone. It’s a shame there is so much rancor. My nome de nave “Captain Blackie” is in honor of my Celestial Navigation teacher from Portland Oregon from late 1980’s. He loved the So Pacific, was tired of crashing wooden boats on reefs and built a steel boat in his backyard in Oregon City. Towed it to Willamette River and I have never heard from him since. If anyone knows of him or how to contact him please let me know. Here is a small part of spreadsheet. T wt # A B C D E F G H I 0 0 American Cotton 3.60 x 0 0 Arabian Coffee 1.86 115.2 2 Arctic Fox Pelts 57.60 x x 0 0 Assam Tea 1.34 x 0 0 Black Ironwood 108.80 0 0 Burgundian Wine 8.00 400 100 Cape Coast Honey 4.00 X goodslistsheetsbase.xls
  13. We currently have a maximum of five contracts per player, and are all flooded with dozens and dozens of stacks of materials or goods which we'd like to sell, but don't want to waste a contract on. For example, I'd sell tobacco and sugar and live oak and gold and rum and iron and planks and oak logs and fir logs and bermuda cedar logs and bermuda cedar frame parts and carriages and cables and hemp and tar... But I only have five contracts, so I can only sell five at a time, or buy five at a time, which is very prohibitive for my ability to engage in trade. Unless I can put bids out for every material I need, or to sell every material I have, I'm really only using the market at a limited efficiency. And with the diminished active player base, this is severely impairing our ability to use the market. I propose the limit on contracts be moved to twenty-five, fifty, or even (with a Merchant perk) one hundred. Contract limits didn't prevent price fixing and gouging, and I'd even think contributed to it, since it limits how many price signals can go out into the marketplace. We need a free flow of information about who wants to sell or buy what in order to have a functional economy.
  14. Basically a thread for everything you cant buy on market. -Blueprints -Custom build to order ships -Crafting hours -Your soul Post what you have or what you want! - Make sure to post what server you are on - Remember to comment if your name in game differs from here.
  15. Visual Overflow in Shop (Harbor)

    Good Morning In the shop (Harbor) we have, since the last Big Patch much of new goods. If theres a Capital with Lots of them .. it's easy to loose the overview.. what is in .. and what is usefull. If there is a different between Trading Goods and Raw Materials (that, what is used for building / crafting )its easyer to get that what you are searching.
  16. All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards..
  17. Crafting/Trading/PvP'ing

    EDIT: Think I made this thread in the wrong forum so pls delete the inappropriate one (mods that is?) All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards.. EDIT2: And reduce amounts of forts/their sizes and remove AI battlefleets with BRs above 1k
  18. Where did the PvP go?

    Well.. Today I took my ship to Port Royal/Kingston... Right into the harbor... sat there... took a screenshot of the pretty environs.... And left in my Renomee... Later I sailed from Coquibacoa to La Orchilla... Took the time and opportunity to sit in the harbor of Willemstadt... Took a screenshot of the pretty depopulated environs... And left in my endymion... All nice and all.. taking my warships to other nations capitols, going right into their harbors and fishing in their waters and finding no-one there.. I'm a dane mind you.. playing for Denmark-Norway... And I've never experienced such a demotivating hunting trip as to be able to sail right into enemy capitols harbours (did it twice btw) and finding no-one who cared to raise a challenge.. Dastardly dutch! Where did thou go? Bloody britts!! Where art thou?! The only faction I found a player presence in was the pirates.... And they ran faster than my Renomee - They were however polite enough to tell me that their ships were made of fir and therefore no match for my Renomee... And that the ships today are so hard to come by that they wouldn't risk them in battle.. If any1 know where the dutch are - please let me know.... If any1 know where the brits went - please tell... If anyone say they has seen someone playing for the US - you must be lying.. For I have found no-one..
  19. I made these charts to flesh out the resources in game. There are a large set of basic goods that would be found in every port. Then there is a list of items that are only found in their respective national ports. These items are either produced there (very cheap) or brought there to be dispersed from other locations (cheap) that that nation owns. This way French players will always be able to provide French Glass at a much cheaper price than other nations, but their ports will need Iberian Dried Pork, which the Spanish will profit from as well, and so on. This will drive more historical trading and give national players a reason to use their home ports and to make meaningful and long distance trade runs, not just the most profitable short run. It will rely on permanent production/consumption settings that don't reset with maintenance. I researched these items across the inter webs, some of them I already knew about, this book was a good read as well "Daily Life in the Age of Sail", as well as wiki articles on the economic history of some nations. If you know of a quintessential national item that was heavily traded in this era, let me know and I can add it to the list. I counted the spaces in the port UI and there isn't room for hundreds of items, however, it will have a limit. A rare common item is comparable in price to a plentiful fine item, the quality and availability will both affect price. Universal British, Spanish, French Danish Swedish, Dutch American
  20. I'm curious if there are any strategy and tactics guides to avoiding PvP when you're trying to move things between ports. I fear this game in its incomplete state is going to send me straight back to Eve, so much to learn there in terms of a rich pvp strategy. I get a grace period where if I hit full sails and max point of wind I can get pretty far out but I imagine that this is where people are waiting. Then there are reinforcements and local port protection but can pirates overwhelm them? How to avoid port camps? How to run the blockade? Both in and out. How to avoid getting chased down? What to do if snared to get out of it. How to disengage from capture. etc.
  21. Transfer cargo

    Will be nice to have a "transfer all cargo to warehouse" button. It is annoying to select one by one of the goods to drag to warehouse, while is much easier do it with just one click.
  22. While i sailing the pacific coast (will post pictures soon in another post), researched some fish species that can populate Pacific Ocean around the area of map and found: * Blue Mackerel * Hagfish * Bignose Shark * Bigeye Trevally * Blackfin seabass * Bludger * Blue Trevally * Bluefin Trevally * California Sheephead * Cocinero * Coho Salmon * Galapagos Shark * Giant Oceanic Manta Ray (same already in game) * Goblin Shark * Golden Trevally These different species can be implemented when Pacific officially opens, and maybe some kind of iteration with ports at Caribbean: fishes catched in one ocean can reach high values in the ports of the other side of land. So, if you catch a galapagos shark you can sell it at high values on the ports of Caribbean, as the same with fishes catched there and sold in Pacific. It is a interesting way to iteration between that places. Another idea is implement new types of wood more frequent at pacific coast (Maple, Cedar) to craft ships in Caribbean. It is just a "raw" idea to make iteration viable between the 2 places to increase trading.
  23. Smugglers perks

    Some ideas to perks to smugglers: 1) Master of disguise: you can use the flag of any nation, but lose the benefit of dont be attacked by ships of the same nation you sailing; 2 points 2) Black market operator: + 20% income when selling goods to ports of enemy nations and +10% income when selling to your nation ports; 2 points 3) Professional barter: -10% of goods prices in any ports; 1 point 4) Smuggler runner: + 1 knot in OW, +0,5 knots in battle ; 5 points also can be considered: 5) Stealth ship: turn the smuggler ship in a fake NPC (with no player name tag at all) turning the vessel exactly as you see one NPC trader in OW (8 points).
  24. For me pirates attacking each can be an exploit. The way i understand it is that Pirates are considered a nation of their own, and nationals attacking each other is penalized. The reason I find pirates attacking each other as an exploit, is because in certain circumstances, it can be used as an escape mechanism. I also find it unfair that pirates can attack each other without penalty, and is a privilege that is not extended to people of different nations. For other nations, it is only achievable (without penalty) via duels. The poll is to determine how you feel about the current pirate v pirate battle mechanisms and when (or if) they should be allowed.
  25. Convoy battles

    I just had a brilliant idea that would make players engage in pvp battles that's not port battles or screening fleets. A convoy of NPC trading ships sail from port A to port B. This will come with an announcement in the OW like when a conquest flag is bought. Enemy nations can intercept them and capture them for a great deal of resources and materials. (Line-ship constructions worth of cargo). If the convoy reaches its destination safely there will be upgrade and money rewards for protecting ships. As well as a huge abundance of resources in said port. (Crafters rejoice!) Cheers Fry.
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