Jump to content
Game-Labs Forum
koltes

Pirate Dens around the map

Recommended Posts

 

41 minutes ago, Cetric de Cornusiac said:

Delete pirate 'nation' altogether, as there never was one. Pirates are individuals fighting for profit and maybe grouping with others, that makes a clan. So Pirates can offer what some have been demanding for all nations in this forum: a clan based conflict and not RvR. All 'other' nations of course stay nations.
No thanks. There are people like myself who just like their Black flag. I've played this game for quite sometime and as far as I remember it was NOT pirates who demanded pirates to be different... like you said - take away from them this and that. But this post is not to poke anyone and start an old argument. You just controverting yourself. On one hand you are saying "delete" the nation (I read make them same as everyone else). But we ARE the same as everyone else. On the other hand you are saying make them different - take their ability to sail anything bigger than 4th rate.
 

And seeing Pirates move around in fleets the size of a national navy is just ridiculous. Impede them in crew command, so they can barely use a 4th rate.
That maybe so, but don't you think that right now pirates ARE just another cut/paste nation like everyone else? If you are going to remove their ability to compete (which is what you are essentially doing by suggesting to strip them from sailing SOLs) then you have to balance them out and make competitive against other player factions somehow. I know for a fact that there are lots of players in pirate nation who likes their 1st rates. Stripping those players from those ships will greatly upset them and rightfully so. My suggestion to remove pirates ability to capture ports (which is the main purpose of 1st rate in the first place) should make most of national players happy as this will remove pirates from RvR without taking pirates ability to sail 1st rates. They can still use them to screen or to level and do missions. Not doing RvR would greatly cripple pirate faction as then we cant even hunt properly without having Free Towns and can't have production going. This is just a simple question about logistics. Giving pirates the hideouts sorts this out in a good balanced manner without making them OP. Not sure whats there to be opposed of.
 

Other mechanics, like the proposed dens and secret hideouts, are given to them as unique feature in compensation of the lost status and battle ships of a real nation. I think that will bring them even more players...
Isn't that a good thing? 

 

27 minutes ago, Cetric de Cornusiac said:

That fits into the clan structure picture, doesn't it? Those loose groups never had a full size battle ship fleet, crew came and went with their plans and success, low grade of organization, people deciding to become Pirates have to face legal problems outside of these groups and thus have to think twice before joining Pirates  -- all that must be the major difference to a real nation.

You are correct, however while implying the negative consequences for being a pirate you are not giving an incentives that made people to made a decision to become a pirate in the first place. If there wouldn't be any benefits to them to become a pirate and risk their lives taking criminal path then there would never be any pirates in the history all together.

Ideally NA should make pirates what they were - solo privateers  or pirates who COULD get hired by a nation to join their side in a struggle against other nation. I have long ago proposed to remove Pirate nationality. All pirates were of some nationality like British, Spanish, French etc. But they were an outlaw faction according to their way of living not their nationality. Thus, would remove pirate nation altogether, Instead you would have KPR that have their "British" pirates. You would have French pirates who lived on La Tortue and so on. Then pirates could do what they like (outlaws attack all nations and privateers attack only those nations that allowed by their letter of marque). There you have it. On one hand there is no pirate nation. On the other you have pirates who are able to join PB and fight along side nation as "hired" privateers. Everyone happy. This has been proposed many times, but for some reason not considered or put aside as low priority. At the low cost of development and little time involved it would have had a great "return on investment". But ok, maybe too hard too complicated. Thats why OP was about making a very simple adjustment that literally requires very little coding and time investment and that gives pirates ability to do what they like doing - hunting, while surviving the current game play mechanic that in reality does everything to prevent them from hunting.

 

Edited by koltes

Share this post


Link to post
Share on other sites

Make pirates pirates - a dangerous path but potentially a rewarding one. The thing is you make them to cool and you drain the population away from the nations so you'd have to make nations 'cool' too. Why would I want to play any nation when I could just rent my services to whoever and get more PvP that way, there wouldn't be anyone left to rent my services :)

Share this post


Link to post
Share on other sites
14 minutes ago, koltes said:

however while implying the negative consequences for being a pirate you are not giving an incentives that made people to made a decision to become a pirate in the first place.

Independence...  being the only ones capable of founding secret hideouts on the map... having no diplomatic ties to observe as we nationals have to... hit-and-run fun and seeking wealth and fortune...

All this will make people flock to a Pirate clan, it will be a totally different play style. And I think this is more than sufficient in benefits as to accept the restrictions on crew / ship size.

Edited by Cetric de Cornusiac
  • Like 1

Share this post


Link to post
Share on other sites
Just now, Cetric de Cornusiac said:

Independence...  being the only ones capable of founding secret hideouts on the map... having no diplomatic ties to observe as we nationals have to...

All this will make people flock to a Pirate clan, it will be a totally different play style. And I don't think this is more than sufficient in benefits as to accept the restrictions on crew / ship size.

Its also more of a high risk gameplay.  Some will love this while the more risk-adverse will stay with the security of the nation structure.

  • Like 2

Share this post


Link to post
Share on other sites
17 minutes ago, koltes said:

Thus, would remove pirate nation altogether, Instead you would have KPR that have their "British" pirates. You would have French pirates who lived on La Tortue and so on.

This what you describe is just one form of piracy. The legalized one in the service of a nation, with a "letter of marque". Basically that is the privateer career. He gets his booty or a large share as long as he is attacking only the nations his king wants to see attacked. Piracy employed by his nation.

The moment he strikes someone else, the privateer status is lost and he is an ordinary pirate again, who knows no allegiance to any side (or just temporary for some 'deal').

The moment when we don't speak about privateers but full pirates, the nationality or origin does not play any role. On the contrary: as a criminal awaiting death sentence once caught his way back to his country is impossible without granted pardon, he has to seek a fortune with another nation where nobody will know him (so he hopes).

Share this post


Link to post
Share on other sites

We could give another purpose to Pirate clans as a sort of mercenaries (if they chose so). Nations can hire a clan for supporting them on a given goal, for example as screen group at a PB. Or for raiding the waters of a specified enemy. In a table somewhere on your map window you could check the status for Pirate clans (not a Pirate 'nation', as it would be dissolved and turned into a loose clan structure system) and see, for whom they are under contract at the moment - turning them into a privateer clan for the time the contract works, with right to enter ports of the nation they work with and get ships equipped and repaired there. After contract is expired, they turn into general Pirate clan again and can be hired by someone else.

Lots of dynamics this way....

Edited by Cetric de Cornusiac
  • Like 1

Share this post


Link to post
Share on other sites

Forged Papers already can lend your "letter of marque" for a period of 30 days already. Captain will be bound to service for that period. Then he can switch back.

And most importantly... do not lose anything.

  • Like 2

Share this post


Link to post
Share on other sites
16 hours ago, Hethwill said:

Forged Papers already can lend your "letter of marque" for a period of 30 days already. Captain will be bound to service for that period. Then he can switch back.

And most importantly... do not lose anything.

lol I was not aware of that. So Forged Papers no longer allows to swap nation permanently? Is it a temporary switch?

Share this post


Link to post
Share on other sites
3 hours ago, koltes said:

lol I was not aware of that. So Forged Papers no longer allows to swap nation permanently? Is it a temporary switch?

I think you misinterpreted.

You can change nation every 30 days and without losing assets.

That gives you liberty of acting like you'd be under a letter of marque for 30 days, right ?

Share this post


Link to post
Share on other sites

I would appreciate pirate dens.

Including capabilities for nations to attack there for sacking (getting dollars and pieces of eight), or ravaging (destroy or capture ships) or looting (get back upgrades).

This function could also be added to other ports, including uncapturable capitals.

Edited by Eleazar de Damas
  • Like 1

Share this post


Link to post
Share on other sites
On 5/18/2018 at 10:59 AM, Hethwill said:

I think you misinterpreted.

You can change nation every 30 days and without losing assets.

That gives you liberty of acting like you'd be under a letter of marque for 30 days, right ?

I regard a letter of marque mechanism as something different from "changing nationality every 30 days".

More like a contract thing.

And only for pirates.

They can chose lifestyle and jobs. Either stay plain pirate and attack anyone (from their secret hideouts), or offer themselves or their clan as contract mercenaries to nations, which hire them for an appointed period and negotiated price. Only then they are privateers with letter of marque. Contract ends and they lose status as privateer for that nation which took them under contract, they return to the plain piracy mode.

This has nothing to do with the DLC changing the nation. In my concept pirates would not become "french" or british" or else but still be pirates, just on temporary truce with the nation which hired their clan and working for that nation.

Edited by Cetric de Cornusiac

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×