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Pirates specific features before release


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Hey all,

It might be time, before final release, to suggest the final role of Pirates in NA.

My guesses would go for:

- PVP Marks feature only available for Pirates.

- Pirate player can craft up to 3rd rates max. (larger rates only by captures, no trading allowed for these ships).

- Pirates cannot capture/hold ports larger than 7200BR. (Hostility missions must be reworked by Dev's)

  •               When ports are captured by Pirates, all existing assets (from other factions) are totaly wiped off, their values are shared in gold between PB attackers (PB's XP proportion). 
  •               Every remaining ships docked into those ports are shared between PB attackers (PB's XP proportion).
  •               No cool down after capture, the port becomes immediately Pirate.
  •               When a Faction loose a port from Pirates, the penalty points must be doubled.
  •               When a Faction capture a port from Pirates, the bonus points must be doubled.

- Pirate ports are free from tax mechanics.

- Pirate player has got several "boarding knowledges" from a start.

In summary, Pirate must be Feared as best PvP'ers & boarding specialist, they cannot be considered as regular navy that can conquest any ports, they must make gold mostly from wars, their raids on ports must damage other faction economies. Pirates must be considered as a plague from every other Factions.

In case "Diplomacy" between factions would be implemented again, Pirates should be out of it.

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- Forged paper disapear from everyone, only pirate can buy them against CM on their admiralty shop. All players wanted to change nation will have to swtich to pirate first and then change nation.

- Pirates can be add in clan friend (merceary) whatever is your nation if you have a deal with them

- Pirates get 3 to 5 knowledge on pirates ships (niagara/gros ventre refit/Requin (xebec)/Pirate frigates)

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14 hours ago, Celtiberofrog said:

Pirate player can craft up to 3rd rates max.

Why 3rd rates? Might aswell go all the way and limit to 5th rates. This would also balance all the perks and advantages you suggest. Otherwise you might aswell not give any restriction at all...

14 hours ago, Celtiberofrog said:

Pirate must be Feared as best PvP'ers & boarding specialist

If you want to add this as a bonus for pirates to be the PvP faction, that's cool... but it isn't really historically accurate, if that is what you're thinking... Pirates were feared for their recklessness, mercilessness and pure brutality and not for their actual skill. They were more a bunch of filthy thieves than some elite squad. Their ship and crews were often in bad shape and not well disciplined ( as you can imagine ), with many of them being freed slaves and ordinary seamen. They were effective at capturing undercrewed trading ships and not taking on adequately supplied and trained soldiers on actual warships.

Modern day Somali pirates vs navy warships is more reflecting of the situation of pirates vs navy back in those days, than you might think...

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23 hours ago, Slim Jimmerson said:

Normal pirates should be people who attack their own nation, like punishment for attacking neutral players in your nation if/when clan wars are added.

Then there are privateers who work for themselves. Hired guns.

Privateers, Pirates, and Buccaneers were not hired guns.... or people who attacked their own nation.

Privateers were nothing more than PMCs (private military contractors), or in the case of modern history, Dunkirk rescue flotilla, was privateers, mostly civilian vessels going on a military mission to rescue soldiers from a combat zone.  

In the 19th century Privateers were contracted pirates....  They were given letters of marque to attack the shipping of enemy nations for a prize fee. 

But by the 19th century most pirates and privateers were a thing of the past.   Outside of the United States very few major nations used them in the early 1800s.   Early 1700s the British Royal government made a huge use of them... but that is almost 100 years before this game. 

Honestly there should be two options for the major nations (US excluded).  Merchant career or Naval Career.  

If you want to be a pirate, there should be NO pirate ports, you should only operate out of free ports, neutral ports or ports set to all.   You should not be able to build a level 3 shipyard.   Or a cannon foundry. 

Pirates did not have it easy... not by a day in site. 

The US, Prussia, Russia, and Poland should have special rules allowing a third career option, privateer.  

The three career options should be.

Merchant - No military vessels,  but has access to trade ships, shipyards, cannon foundries, workshops, and all buildings for resources.

Naval officer- Access to military ships of any rating, NO access to any resource buildings, but has access to shipyards and cannon foundries and workshops.

Privateer-  Access to military ships up to 4th rate in class.  Has access to shipyards up to 2nd level, but no cannon foundries, or workshops, but can get resource buildings.

Pirate- No access to any shipyard over level 2, cannot have resource buildings, cannon foundries, or workshops.   Cannot own ports, has to operate out of neutral or free ports.  

 

 

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5 hours ago, The Red Duke said:

Kind of a sidenote but...

... the three new nations are PvP nations with one unique feature - no capitals, no zones.

Wouldn't Pirates actually benefit from being a PvP nation ?

It would, but now that's not enough to justify the existence of a "pirate nation" among historical nations. We're not foolin' anyone, the rats are Nation+ with no identity. Yes make them PVP type like the ruskers, but they need actual mechanics. No limit this, or cut the pie this way.

That's why I think the best route is to make the pirate a part of a reputation system. If you want to be a pirate you can attack your own, be a pirate and you can come back to your nation after paying a bounty or rep increasing over time. It'd be basically having the new PVP style pirate nation but without them being tied together as an actual nation like in RVR for instance. (Pirates expand pockets, not borders) but pirate players could still come together to raid pillage and plunder to their hearts content.

Then we have Privateer as kind of the neutral nation, who can pay to work for any nation that will take them under, becoming a part of the nation but not tied to it. Good start for a noobie looking to dip their toes into PVP/light RVR. But also good for vets who, guided by their moral compass, can act as auxiliary for the underpopped nations, and in general the freedom of not being locked fighting for a single flag.

But idk, these are just some ideas.  I'm sure the devs have something spicy inbound for the pirates.

 

 

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UNtill we get a Ransom function in the Battle instance Pirates are not pirates... 

I suggested this before... Someone gets caught by a Pirate.. they can over to ransom their ship and cargo.. If excepted in the BI the pirate gets the gold or cargo offered.. as SOON as the transfer is complete they both are dropped into OW.. No one that was in the BI can engage the other for 60 min...

 

2nd thing is a Pirate Loot Leader board...     It would list the in game gold value off all Ransom collected and all ships and cargo captured.. Capturing Ships would gain small PvP award... Sinking Warships would gain PvP sinking Cargo ships would NOT. Pirates were about Gold and sinking cargo ships means one less ship to ransom again next month

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