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Clans, nations, pirates alliances and diplomacy


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What we got now

- We can add a clan in our friend list. We don't know if this clan add us in return on his own frienlist. The ones i put on friendlist can enter the portbattle the clan lead in defense or offense


Why it's a problem

- We don't see if the clan we add add us on friendlist leading to strange situation where you are ready to help a clan that forget to add you.
- We are unable to add clan from different nations in the friendlist. Sometimes, as the map is huge, all the clan from a nation are not playing on the same area. A geographic alliances would be far more interesting than a nation alliances.

Why adding different nation's clan in friendlist

- It will allow all the nations to field PB with 25 player if necessary
- It will be alliance lead between people who like eachothers. It may change with the population of the clan chaning leading more flexibility that the alliances we got before
- It can be just for a few times to help this or this nation to capture this or this port. It will create anew kind of gameplay that we can named "Mercenary".

1) Port battle
The map is huge, player are not so many. Most are cluster on different port. If your nation is tiny, everyone is on the same place. More your territory is big, more you get a risk to cluster the nation and not be able to field PB with 25 players. allowing the clans on border on the frontier to make friends with others nation on border of their frontier will help the population to reach the golden number of 25 to be able to play the game entirely.

2) Flexibility
The alliances we got with the vote were really heavy and almost impossible to change once forged. Into this clan friendlist, you just have to add a different clan in the list or to remove him. It may be great for owner on the clan and diplomat to recieven an email to warn them but it's really easy to do and undo giving flexibility into the pact. Your clan is on the center on his own alliance. If you are in clan A and you put clan B in frien list, you are not allie with clan C. You have to add clan C in friend list and clan C has to accept. It will not be a domino alliances like before freezing everything.
My alliance is MY alliances, not the ones my allies or my nations but the one my clan personnaly want to build. It will not be 1 2 or 3 alliances but as many allainces as there is clan.

3)Mercenary

With mercenary, any clan can play RvR whichone is their number. Atm, if you are in a wrong nation, your clan of 5 veteran is useless. llow them to be hired for their services and they will have fun every day PvPing and rvring with thoses who pay them. Paying them will belance the things allowings the ones who need them more to hire them to capture ports or territory

 

How it works, the nation, the pirate?

A) Port Battle

1) Problem that may occure

Clan A from nation 1 is friend with clan B from nation 2. B attack port a from nation 1 owned by C Clan. If clan A join, what is happening?  Clan A from nation 1 is attacking clan C from nation 1?

2) Solutions

The nation is upper the clan on port battle. It's the main difference with pirates. A clan whatever his alliance has to be unable to join a PB against his own nation. In the other hand, the clan has tu be unable to defend his allies against an attack from his own nation. In not any case, a player from Nation A can attack port of Nation A. If not any case a player of nation A is able to defend a port from nation B attack by nation A.

Pirates are not limited in this gameplay. Pirates can help nationals forces to attack pirates ports or they can defend against pirates.

B ) Open sea
To make it simple, the easier thing would be to reserve  battle group to people of your clan friend list whatever are their nation. The player keep their own flag but as mark as : "in command from Nation A". A player like that can be attack by nation A (to not let alt group alt and make them invincible) but all the frist battle group may be oppose to second battle group meaning in Open sea, Clan alliance is upper nation

 

C) Changing nation, pirates gameplay and forged paper

The pirates as said as to get this opportunity to seel themself to join PB whoever is in whoever is group in front of them, national or pirates. It's the perfect nation to join for small group of hardcoreplayer wanted to pvp every day or for group of player that are tired of their nation. As said in PB your nation is stronger than your alliances so you can't play against your nation in RvR. Pirates can.
When aplayer want to change nation, he switch to pirates. On the pirate admiralty, Forged paper can be bought (1000CM each?). It's a playerlink article that can't be sold or moved. It will allow player to change nation if they want it by switching to pirates first and then second nation. it's far more RP than what we got now with player switching from nation to nation.
They will have to prepare it before or to play as pirates for a times allowing them to meet new people and maybe finnaly change their mind or their gameplay. Everyone will be able to play pirates and to leave pirates nation with this forged paper byable in pirate admiralty. No clan will be able to switch withouth thiking about it. Player will have to decide for themself about the opportunity or not to switch and they will have to farm a bit for that.
Example: You are french, you sunk a french ship making you a pirate. You then have to show your future nation you are ready to become a loyal national so you sunk ships (and french onesà to collect CM allowing you to buy a "letre de marques" making you a true national.

This system of forged paper is more RP, will lead maybe less player to change nation when a nation is falling, will make everyone able to switch if they want it and give pirate something special, the ability to be the key for the balance. You may buy them for your nation for a certain time if you pay them in CM to cover the cost of CM and they may return back to piracy after their mission. Their choice, your wallet.

 

 

 

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