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  1. 85 points
    HRE abandons Cartagena. We think HAVOC has clearly won the Port Battle and we respect that achievement. Rediii, the next time you and your clan attack Cartagena we will not defend it. We respect the rules of fair play and reward your victory over Cartagena, even if the server crashed 2 tickets before the end. Thanks for the nice fight
  2. 84 points
    Good news Captains Port management feature is under development and will be deployed to live servers next big patch. Infrastructure development All clans big and small will be able to improve their controlled ports and invest into infrastructure expanding resource development. With enough investments the need for hauling will be completely removed from a clan, creating a cluster city which allows production of all resources (with the exception of rare woods) Shipbuilding improvements Clans will be able to improve shipbuilding in their ports making better ships, faster ships, stronger ships tweaking the port perks to their liking Fortifications improvements Clans and their friends will be able to develop fortifications to protect their holdings All current fortifications on map will be removed For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.
  3. 69 points
    Hello Captains This is an advance warning on the turbulent 1-2 months ahead of us. In the next patch we will introduce significant changes to trading, damage model, mission distribution, port importance to clans, and ROE. As we are getting closer and closer to the release candidate the game will require several wipes (acc resets) during this pre-release preparation in areas most affected by the changes. First wipe will happen next week (from 4th to 8th March) The following things will be completely reset/wiped in the first wipe Victory marks: all victory marks will be removed, spend them on ships Ship permits: all ship permits will be removed, spend them on ships Reals: all reals above 50,000 will be removed Crafting resources: All crafting resources will be removed (like iron ore, oak etc.) Trading resources – all trading resources will be removed (like Sevilla Muskets) All contracts will be wiped Tutorial rewards will most likely be reset: you will be able to pass the tutorial and get the rewards again What remains unaffected All seaworthy assets: ships, cannons, upgrades, books, or unopened chests will NOT be affected or removed. All investments in buildings, dock space and warehousing upgrades or outposts will NOT be affected or removed Ship crafting XP and Combat XP will NOT be affected. The main goal of the wipe is to test the new economy, trading and updated resource prices and labor hours (lh for crafting ships will be lowered). Additional pre-release resets/wipes if needed will be announced in the future in news on Steam and on game forums. We understand that it causes a lot of inconvenience to a lot of you. We arranging with valve to add the Early Access bonus ship Pandora to all early access buyers as Free DLC that will be redeemable once every 24 hours. It will take time but will definitely happen in March.
  4. 59 points
    Captains. Here is the update on the development plans for the next months. Port UI optimization will be deployed in 1-2 weeks the annoying redraw for all icons will significantly improve. Battle UI will be refreshed and updated within next couple of months. Some information on enemy actions will be removed from boarding to discourage last click action. Flags DLC Flags DLC will be introduced within next couple of days (from today 29th November) based on when Valve approves the page Localization Game code was fully prepared for the localization Localization (translation) will start next week. Once it finishes it will feature the following languages German Chinese French Spanish Russian Korean Japanese Localization file will also feature custom language for the community translations into other languages. Players can change the custom file themselves or download community files New player operations Welcome to the Caribbean operation for the new players Replaced with player tips PVP/PVE missions We have decided against lobby based content as a result all PVP tournaments and challenges will happen in the open world New challenges will be introduced Solo patrols Group events PVP hunt missions will be added Conquest missions Ports will give out capture missions for nearby ports or counties Economic sabotage and financing local resistance might get added too. Trading and economic PVP Trading will be improved and pricing will be affected by distance from source. Goods local for Trinidad island will be extremely valuable in the Bermudas or Charleston. and vice versa. Cities will produce more goods if supplied by basic resources from local county cities e.g. Brining grain or maize to a certain county capital will help it to spawn more white oak or copper e.g. Bringing combat reports to capitals will eventually bring more graduates from europe to serve as gunnery officers Every area (county, island) will feature unique goods only present in this region. Players will be able to maximize profit by hauling goods away from these regions. Trading and crafting missions Delivery missions Crafting missions (for guns, repairs, ships) Postal services Passenger transport Port development (new feature) Resource investments Shipbuilding bonuses Fortifications Additional PVE combat improvements AI improvements for NPCs Elite NPCs Bot routes in the open world will improve NPC chasing abilities improvements + NPC aggression in the open world (when AI is confident it can catch and the target and give it some action). Captains will have to plan the movement around clusters of enemy ships (players or non players). National NPCs will also try to support weaker side in uneven battles if they are around.
  5. 57 points
    Despite multiple topics about it in this forum, not enough of us realises just how bad the current crafting and currency situation is in the game. Because ships have not been wiped, and because most clans are now indifferent to RvR, the enormous hurdles now placed on crafting almost any ships is hidden. But REDS has been recruiting new players, as well as old and returning players, in recent times. Players who in both cases do not have tons of ships stored. And while we are able to cover their need of ships from our storage, it gives us a glimpse at just how expensive it now is to produce even frigates. Because of permits. And woods. If DLCs are reportedly such a boost to PvP on the server because they are fast and easy to bring and to replace, why is the opposite principle now seemingly applied to all crafting of ships? Why does surprise need an extremely expensive permit, and why does the Niagara need one that only drops randomly from chests? Because Russia still organises infrequent RvR in order to get good screening- and possible PB-fights, and because almost exclusively I am the one who initiates and organises this, I get another insight into the destructive nature of the current permit situation. One of the guiding principles I use when planning Port Battles is avoiding the use of DLC-ships in my setups. @Captain Reverse, does the same, but I do not know his specific reasons for choosing to do so except to demonstrate that it is possible. My reason, however, is that while most players in my clan and that I play with, have some or all of the DLCs, I firmly believe that the game should be playable even without DLCs, and that buying them should be an individual decision and not something that myself or my clan should push on players by making it impossible for them to participate when they do not have DLCs. By using DLC-ships in my setups, I would ensure that anyone who does not own DLCs knows that there is that much fewer places in the Port Battles where there might be room for them. The huge problem that has arisen for every one of the last few port battles, is that with the changes to permits, choices are severely limited. The Surprise is a good alternative to Hercules in both Deep and Shallow port battles. But with the price for the Surprise Permit, if I did not craft them and hand them out myself, most players would not be able to afford the ship for the port battle, let alone have a Surprise that they could grind to open up slots on it. Worse, by far in this regard, is the Le Requin. It is a difficult ship to begin with, to replace, being so specialised to kite and contest circles. In the past there was two non-DLC counters to Le Requin in RvR. But the Prince de Neufchatel and the Niagara now have permits that are ONLY obtainable through random drops from chests. This means that only the most hardcore PvE-players are likely to have disposable permits for the ship to use in RvR, let alone for getting the slots and experience needed to use the Niagara or Prince effectively. This means that we are left with the only option of using DLC-ships. Even the Pandora will be a ship used in port battles that any players who joined the game after release will not be able to bring. And these are the smallest ships. The ships needing the least crew. The only roles which new recruits can be put into to participate with the rest of us, except they cannot, because they may not have bought the DLCs yet and they have no Niagara to use. DLCs in all Port Battles might work for hardcore clans, who recruit only hardcore players, and whose players all have the DLCs. But for those clans who try to expand this game, to bring up, train, and introduce more players to the endgame content, it is not sustainable, when the first thing new players always learn is that if they do not buy DLCs they cannot participate. This is not just «Pay2Win». This is blocking off basic aspects of this game behind a paywall. Without changes being done to permits, so that all non-DLC ships are available to all of us to choose from, and easily replaceable and craftable, for RvR. RvR will be DLC-only and normal players coming after release, who are not like the hardcore powergamers that have stuck with us throughout the ups and downs of development, will not be able to play and enjoy this otherwise great game. This is not just about DLCs, and not just about Niagara and Prince de Neufchatel. For all ships of all classes, that are hidden behind a RNG-drop permit or an exorbitantly expensive permit, the side that is lucky in RNG and can afford to use the most suitable ships in the most suitable roles for a port, will have an advantage to win that port battle.
  6. 49 points
    Captains Patch is being deployed today. Main feature of the patch - Port investments. This is a group feature. Solo players must find a group of friends to use it or join a clan. Imaged - dutch players deciding if they want Caracas to have a +5% speed bonus for shipbuilding or +10% thickness or BOTH Investments. Clan alliances can now expand production of resources in ports Clan alliances can now expand shipbuilding in ports Clan alliances can now improve defenses in ports Investments will drop their level after you lose the port, multiple losses of ports will lose all investments (to remove port trading) Forts destroyed in port battles will have to be rebuilt Clans will be able to decide who can access the facilities and build them Once you build the facility you will be able to use it even if you are kicked from clan or alliance (provided you are in the same nation). Other nations WILL NOT use the facilities and investment benefits Ship building bonuses are created by clan alliance only if they build ships in their city. Other captains (who are not part of the alliance are not going to be able to hire artisans trained by clans). Due to limited investment points some cities will have to specialize – in the first iteration there are going to be 2 types of towns Resource base Shipbuilding base Or a mix of two There is a limited number of ports that can build amazing ships with all the possible bonuses. Nations will have to fight for them. This is a first iteration of the feature so expect bugs and problems Map wipe All forts on map were removed (they can be rebuilt by clans) Map was reset Lord protectors were reset, National leaderboards were reset Hostility mission changes Hostility now can be gained only using missions. OW hostility points are no longer granted to avoid exploits. Hostility generation in missions will feel much faster Defense timer cost is 250k Reals per day (might go up even more) County capital and capitals give missions to capture 2 nearest county capitals Free towns give missions for 2 nearest county capitals Once you taken the county capital you can take its regional cities. Marsh Harbor also gives an option to take Treasure Island, Treasure island capital gives an option to capture Bermuda. Other changes Forts were buffed BR limits for ports have changed Largest towns (55 investment points) have 25000 BR limit All other county capitals have 20000 BR limit Regional towns have 10,000 BR limit Shallow capitals 3000 BR limit Shallow towns 2000 BR limit Lord protectors are no longer have tiered rewards for VMs you get what you hold (but not more than 15VMs per week – lets see how it goes and maybe increase this limit later) Hostility points for port battle creation have changed County Capital deep – 10000 pts Regional town deep – 4500 pts County Capital shallow – 2500 pts Regional town shallow – 1000 pts Peace server changes Historical peaceful map applied (this will change bot routes and bot nationalities) Admiralty can now be used in ALL peaceful cities Peaceful outposts and buildings can now be built in all cities Peaceful PVE missions can now be taken in all cities too Top class ships on the PVE can still be built in towns that are capturable on War server. Other changes Combat medals are now only granted for mission and patrol completion. Improved FPS performance in instances and port battles Added additional item descriptions Bots now use universal ranks to help judge their difficulty easier Added an option to make more books and upgrades in production run Added inverted mouse to options Added tooltips to clan warehouse Permit prices and requirements rebalanced New ship notes added to admiralty Pandora lost ability to use stern carronades due to placement of ports Epic chest now drops in Epic events a lot more often Grape damage distance slightly increased Grape min damage from raking slightly increased Port name changes and other minor beautifications Some ports have their name changed or improved. Spanish town (a city of striking contrasts) is now a capital of the Virgin islands Sisal is now a capital of Merida Some counties were rebalanced. Fixed bugs Fixed bug that did not build 5/5 ships in some ports that became capturable recently. Apologies for the inconvenience. Fixed bug that was visually showing wrong ammo type (for example ball was flying instead of chain or vice versa) in instances for new players who just joined instance or relogged in into instance Fixed stationary bots in OW Fixed bug that cut your speed if you switched to a fleet ship Fixed bug that did not update your map if you switched from Peace to war server after AFK kick Multiple other bugs fixed Enjoy. Hotfix 25th April 2019 Hostility missions now have a deadline and have to be done until maintenance (after maintenance they will disappear from quest log). This is done to remove the possibility of keeping old missions for the future attacks on the ports. Fixed the bug that did not let you sell the ship if you had books in knowledge slots Fixed the bug blocking the sharing of the captured ship in the instance (by setting it free for all) Temporarily increased the limit of missions from the county capitals and free towns to 3 from 2 Increased the limit of port battles against the nation from 3 to 5 Changed BR of shallow water ports to lower 2500 for shallow capitals 1500 for regional towns in shallows Nassau limit is set for 3000 Mantua is now neutral and capturable (giving capturable city crafting bonuses) Hotfix 2nd May 7 New port investments added allowing production of rare woods in clan controlled ports Rare woods clan delivery missions rebalanced (prices lowered) Peace server: admiralty prices for rare woods rebalanced (prices lowered) Peace server: some free towns converted back to neutral towns to allow production of resources (Atwood, Cayo Romano, Barcos, Cayman Brac, La Navasse, Hat Island, La Désirade, Carriacou, La Orchila, Coquibacoa, Concepción, Bonacca, Bensalem, Santa Ana, Tamiagua, Calcasieu, Saint-Malo, Cayo del Anclote, Las Tortugas, Cayo Biscayno, Saint Marys, Salinas, Little River) Building costs and costs of upgrades rebalanced (and increased)
  7. 49 points
    Captains Large update will be deployed within a week (optimistic) or two. New exciting feature on port investments is going to be introduced into the game. Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals. Hostility missions for regional towns will only be available from the County Capital of that region (example below). County capital of the region will allow taking hostility missions for ANY regional port of that county. Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Example To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia You first have to conquer County Capital in Virgin Islands Then you can take a mission from Virgin Islands county capital for San Juan and conquer it Then from San Juan you can take missions for regional towns in San Juan county Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. PS other issues regarding forts To the concerns raised by @Anolytic in this topic Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. …………….. Again will repeat. All this features will require a map wipe More information will be added to this post based on your questions in this thread.
  8. 49 points
    Captains. The day of days has come - and we are getting close and closer to release. Patch will be deployed today on 31st of October. This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one. Contents It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes New bugs and loopholes - please report issues in designated topics or in this topic Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization Economy has moved to historical currencies reals - silver dollars doubloons - double escudos - gold goins pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons denomination has been applied to all prices (approximately 25 to 1) please report if we missed something in this area 2000 doubloons will be issued to all captains as a timed redeemable for 14 days. Currency conversions Old gold is now reals and were converted at a rate of 25 old gold to 1 real. Combat marks were converted to reals at 20 reals for 1 combat mark PvP marks a were converted to Doubloons at rate 1 to 1 Resources were converted at rates indicated before Partial resource wipe was announced on May 4. Holds contents have been updated for combat ships traders sealed bottles chests all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts Ship capture rules updated Previously you could not capture imported ships and could not capture 1-4th rates on the PVP server New rule is the following (mostly concerns the War (caribbean) server You cannot take non captureable ships to the open world but you can use them in the instance this means you can capture all ships for sailing in the current battle instance once you exit the instance non capturable ships will be taken over by the admiralty (with hold) Please make sure you dont exit in the imported ship or non capturable ship to the open world if you have valuable things in the hold To receive a reward for that ship sink it in the instance transferring to a capturable ship New missions Hunt and search and destroy - to find and destroy ships in the open world Weekly challenges kill missions (former combat orders) now have difficulty levels and increased rewards bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only. Mission class and difficulty now depend on ports Starting ports have lower level missions and easier missions Insurance has been added to all crafted ships you must fight bravely and do not give up the ship (sink) to receive insurance Tow to port now only works if you are really stuck in the open world Economy has been streamlined redundant materials removed (conversion tables - https://docs.google.com/spreadsheets/d/1wskSxkK0nJXCQ-Z-DxJcVFXu_ztPKo0huf4SUHbKQ24/edit#gid=1524048379) resources weights and prices changed building production limits have been greatly increased for lvl 3 buildings e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch. as a result euro traders permits were removed from the caribbean for testing prices for buildings were adjusted based on complexity of production current buildings were closed and wiped for all players (costs to reopen was added to redeemables) new buildings introduced Forge building is required to craft naval ordnance Academy building is required to craft crew-related upgrades outposts now charge for passenger transportation Admiralty prices updated book prices for high level ships generally increased (because of ample supply of doubloons from activities) ship notes prices now correspond to the alternative of crafting that ship (a lot higher) Max BR limit for shallow port battle is now 110 (which makes Prince the highest BR ship that can enter port battles) Known issues Сhallenge events will start on Monday (light, frigate, lineships) Economy and prices are new and might require several iterations to stabilize and tune Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11. Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions) http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/ Next steps We plan to stabilize the patch in several iterations and continue work on localization in parallel Next big patch will focus on localization. Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own). Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news. We wanted to deliver the update during maintenance and not wait until the evening. Hotfix 1st November Patrol rewards updated Gold doubloons can only be transferred to money chest in port (transfer cannot be done in OW) Clan leaderboard visibility fixed and shows to everyone (not only people who are in clans) - leaderboard still only based on port battles (will be fixed later) Tow prices (sending ships to other ports) updated and denominated (by 25) Old NPC ship on sale (at old prices) were removed from stores. Hotfix 2nd November Fixed the bug that did not let access the looted cargo from NPC trader ships Fixed the bug in the assist formula (assists now give proper reals - not inflated reals) Search and destroy and Hunt missions in shallow water ports are now only for 7th and 6th rates (no longer they give hunts for 1st rates) Fixed the server exception bug that did not sometimes failed to track hunt missions kills and did not register port battle results participants of 5 port battles that failed to register will receive compensation into redeemables Fixed the doubloon icon in shops Increased doubloon rewards for patrols Hotfix 6th November Bug with 6th and 7th rate missions fixed - they now appear in the mission list in Capitals Safe PvP doubloon rewards for kills slightly increased in line with overall rewards Christian - Danish 2nd rate delivered to all captains who have fulfilled he testbed testing requirements. Check you redeemables. Hotfix 9th of November PvP rewards that drop into holds are significantly increased Shipbuilding woods NPC deliveries slightly adjusted - they deliver woods a bit more often now. Shooting skill book changed from % of muskets to musket accuracy All upgrades in the fire arms upgrades category slightly rebalanced (accuracy slightly lowered) % of muskets for crew decreased. Firearms upgrades will still remain strong - musket fire during boarding using advanced firearms will inflict significant losses Hotfix 14th of November Friendly fire damage against NPC ships is turned off (including fleet NPC ships) Limit on re-taking kill missions for 6-7 rate ships is turned off Amount of kill missions is increased in nation Capitals 1-4 rate NPC ships no longer visit uncapturable ports (excluding Free towns). Respawn time of NPC trader ships is corrected Players no longer need to have reals in wallet to teleport "Max" button collects all resources now Upgrades are removed from the Trader Tool list Economic tunes: Profit of selling trading resources is slightly increased Players can sell more upgrades to NPC shops NPC price of upgrades is lowered Insurance payment is lowered to remove insurance scamming
  9. 47 points
    Captains. Secondary security zones for France, Spain and Britain will be abandoned and will become capturable in one of the next patches, as they did not have any influence on the goals they were supposed to achieve. We are very sorry for the inconvinience that this change might cause. Please take necessary precautions and move ships resources away if you do not plan to defend those areas.
  10. 42 points
    We pondered and will focus on unfinished things
  11. 41 points
    1. Why are we forced the confirm the reward of patrolzone events if we get the reward at maintenance anyway? Just autoconfirm at maintenance 2. Why dont we see hardcaps ingame? 3. Why dont we see portbattles when pressing "m" without going trough 5 or so clicks? (Mark them on the map with a red cross or something like that) 4. In the port UI, when buying a ship, select all rates, rather than just one at a time. 5. I know it's been asked for before, but I would really like to click on an enemy player in OW and message him, just like we do with friendlies. Maybe give him the option to refuse contact. 5a. I would like to see a diplomacy mechanic again ... included the possibility to identify allied nation ships and captains at OW and chat with them. Enemy Players should be shown as enemy players but conversation should also be possible. 5b I think the OW should have anonymous comms between hostiles. IE you can message them but it doesn't say their name or anything just a chat room with "anonymous" and you. That way you can still communicate without being identified if you want. 6. Buy contracts for ships 7. The old boarding game (I can not believe that I say this) untill a new one is created that does not feel like boarding with an Imperial Star Destroyer. I have to set the screen bigger because I am a little older and all I can see is this boarding screen I personally dislike. 8. I wish everything that NA-map did was in the game. 9. Ability to switch ships in OW when using Fleets. 10. Remove the additional "Yes" clicks in port when buying/selling items and when adding crew to ship. Make only the 1 "yes" click like when clicking repair. 11. Give us the ability again to delete outposts that currently have ships docked. 12. Clan Docks 13. Global Trade Chat 14. Cities that are properly sized. (Buildings are 3 or 4 times of shipsize, doors are as big as a 1st rate) 15. When claiming a completed sales contract, remove the message "You lose all fees", as it has no economic effect and only causes confusion 16. Show the point where your ship would stuck on the beach (in battle) (Map) 17. Keep "details" checked in battlemap 18. ALL AI traders should be loaded to capacity. Real traders didn't sail around in half-empty ships 19. Hostility missions against fortified ports should spawn right beside these towers and forts. If they get destroyed during the instance, they reappear afterwards, like the do now and thus if host mission is successful, towers and forts are still there when PB takes place. 20. Start all battles with "fire from bow" and convergence on water. 21. Crafting straight from the clan warehouse, so we don't have to withdraw every single resource type... 21. A new rank for crafters in a clan which have access to clan warehouse but cant invite/kick people 22. A fireship perk that only allows you to light a fuse and guarantee that your ship will explode. (add mods are what should dictate the strength of the blast) 23. This is far too easy to exploit. But I'd add changing all Combat Medal missions to be satisfied with assists or kills. For those of us who are generally sailing non-primary DPS ships PvP kill missions are a real drag. In general though, I'd go back to awarding combat medals for OW assists and kills. The new system of no rewards for OW PvP is stupid and discourages PvP in general. 24. Adding UI to know how many Repairs you repair actions will use up (goes along with knowing your total repair bonus) on your ship info. 25. Able to Create a Port Battle calculator in-game and USE IT for a Battle Group Creation! 26. Able to Better Compare Cannons, ships, goods - the UI is still too "big" and overlaps each other. I always feel cluttered and with I could resize every window to my liking. 27. The ability to change the colors of Battle Swords to your own liking. I hate the White swords and would love to change them to a color I can better see while sailing. 28. Change portownership (clan) by trade (within one nation) 29. Add "Show Port on Map" when choosing Cargo/Passenger Delivery missions 30. Add warning sound when tagged 31. Add pop up tab when hovering mouse over "Perks" in Fleet menu (F- in open world) Feel free to contribute to the list
  12. 41 points
    all good points will be done. Only rare ships (that we want to be rare like Christian, Endymion or Niagara or Santisima) should stay with permits. The permits as sinks are detrimental and counterproductive. There must be good counters freely available like Agamemnon vs Rattvisan
  13. 41 points
    Captains. MEGA Patch is being deployed today on 28th February! Contents of the patch. Localization has been officially added. You can change the language of the game in the options menu. Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community. Battle UI Battle UI has been freshened up. All Battle UI has been moved to one technology set (slightly increasing FPS in battles) Boarding is no longer showing enemy commands. Boarding UI might need another pass of improvements based on your general feedback. You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides. All buttons have received informational tooltips, which you can read by putting your mouse over the buttons Combat model Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes. Damage model has been adjusted. Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns) Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time. Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have). Additional tunings to NPC combat will be applied soon. Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs) Additional improvements to speeds and turning will be deployed next week. PVP and ROE changes (rules of engagement) To increase number of PVP opportunities the following change has been made. Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold) if you want to get help stay closer to friendly entry points. If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle. Overall goal is to give more pvp opportunities to captains Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards. Port importance for clans and rare resource spawns Changes to rare woods spawns and access Rare woods resources now only have limited trading spawns in the Carribean. Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted) These rare woods now can be received by clans using delivery missions Сlans and clans on their allies list have access to these missions Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu. Protected areas Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize) Additional improvements of the protected areas will be done next patch Trading Trading will be more available Resources spawn distribution is now better and ability to place contracts on trading goods removed. Additional regional goods added Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money This of course means that short distance routes will no longer make too much money Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods Missions PVP hunt missions added Solo PVP patrol zone added In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately. Passenger delivery missions added Letter delivery missions added Clan delivery missions added Mission rewards increased Better PVE – More accessible PVE NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later) Missions are now based on regions (less on port type) For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate. Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions. Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses. Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard) warning - group missions enemies and rewards are not tuned properly. but feel free to try them. Other changes Sextant perk is now provided automatically by default to all new accounts Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting) Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players UI scaling options added to the game Additional flags added to DLC for some nations 1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons. Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed. Labor hours will be adjusted too in the next hot fix (did not get in this patch). NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times. Discuss.
  14. 39 points
    Captains. Patch was deployed today 17th of December 2018 New content and experimental changes. Sextant perk 2 points (price might change) perk will allow to determine your position at sea Shallow water based on draught of ships (experimental change) All ships below 4m draught will be allowed into shallow waters and shallow water battles This includes Cerberus Renommee Pandora Surprise (L Unite) Hercules and LRQ will be allowed into shallow port battles. Please make necessary preparations if needed. The game code has been almost completely prepared for localization. Localization/Tranlsation has started into main promised languages. Custom language file added for those who want to translate the game into any language for themselves or community or those who are not satisfied with our main english version To use the custom file for your version of the translation: Open folder Languages (currently Langs) Copy the file named _English.csv Paste and rename it to another name Translate or edit that file to the language you want Save it in the standard CSV format if you open it in the Excel (file uses UTF-8) Name of that file will be available in the general section of options in the drop down menu File will be working properly after game has been restarted. WARNING - This feature is for advanced users only. If in doubt - do not touch and do not save. If you screwed up the custom file and something does not work: delete the file you created. And restart the game. WARNING 2 - currently the file has some language IDs mixed up. Will be fixed in a couple of days. Fixes Important: Fixed the annoying redraw of all icons when dragging items between holds and warehouse. This will significantly increase the speed of item management if you have a lot of items in holds and warehouses. Fixed annoying blinking of expand button Clan leaderboards should now work properly and show statistics for the last 7 days (without weekly reset) Fixed the bug that does not allow to build buildings if doubloons are in money chest Fixed the bug that did not reset the exit timer when using grape against crew Fixed rare crash of client during teleports Fixed bug that closed port trade chat after sinking in the open world Fixed visual bugs of DLC flags on Essex Fixed bug that allowed the NPC fleet to reappear on the open world at the place of previous attack (if you sank any ship besides the flagship) Fixed the bug that hotkey did not work if you had tooltip active (when mouseover) Fixed the bug that did not let players pick rewards for previous challenge on the day new challenge starts Improvements Multiple minor fixes on the Port UI. Added new shallow patrol zone Deadman's Cay (+1 shallow patrol) New icons added to most trading goods New warning symbol D (damaged) under LEAVE PORT button to show that your or your fleet ship needs to be repaired. Added indication to Hunt and S&D missions to show 3 nearest regions where your targets can be found Improved performance of port UI Reduced FPS drops when opening windows. Improved the performance of drag and drop - holds and warehouses no longer hide behind other windows if drag and drop is in progress Barter resources are now spawned during the day (not immediately after maintenance) Loot from sealed bottles has been generally improved. Added 5th rate S&D missions in common non capital ports Hotfix 20th December Added FPS limiter in port UI (in graphical settings). This will help to reduce overloading of CPU and Video cards in ports. Hotfix 11th January Boading muskets bonuses and percentages was significantly lowered. (for example total firepower (resulting from accuracy and %) on Redoutable musket was lowered from 933% to 260%) Chests now appear more often in Hunt and Search and Destroy missions Victory marks cannot now be purchased for doubloons on the War Server (they still can be purchased in the admiralty on the Peace server in the PVE Exchange tab)
  15. 37 points
    Dear Devs I know these are not the best times in the world to make a topic like this but until I get an argument that crushes mine I cannot and will not stop fighting for what I believe is the only way to save this game. I will be blunt. You have dug yourself a grave with DLC ships being noncraftable. The issue you have created is that you cannot ever sell a dlc ship again unless it is balanced in the combat instance. If you release a ship like the Rattvisan and it is nerfed by design very few will buy the ship. If you make the Rattvisen balanced to other 4th rates like the aggy it will become overpowered in the economy because it doesn't need to be crafted. There are many players that are disappointed that you changed your mine about ship of the line dlcs. Personally I love the idea of ship of the line but unless they become craftable you are breaking your own game mechanics. When the community asked for a sandbox you said yes. When the community asked to be able to craft ships and you said yes. When you released 30 ships instead of the 10 ships that were promised noone thanked you for the extra ships. NOONE made a steam violation tread saying you released 20 more ships than promised. They did however go completely insane when you decided to release 1 4th rate as DLC. I know the world is not fair but some of us do know what you have done for us and we are grateful. So grateful to have a sailing game that is one of a kind with NO competition. Not many developers can say that about their games. This is however the problem. You spent years trying to make sandbox work in a very very difficult genre. No developer has ever done this before in a sailing game and you took the risks. The idea about your instanced battles in an open world is genius if you ask me. The 20min timers not :p I just don't understand why you are trowing all that hard work away with the completely broken DLC ships. DLC ships by design go against everything that crafting and eco is about. I know there are many players that dislike eco including myself but the game is eco focused. At its core trading and shipbuilding are just as important as the combat model. DLC ships bypassing crafting is a major issue that needs to be reverted or it will become such a major problem that you will have way bigger issues down the line. I want 1st rates as dlc. I want 2nd rates and 3rd rates as DLC. If all DLC ships are craftable it can work. It doesn't matter what you "promised" What matters to me and the majority of the community(I hope community agree) is that the game works. We want an economy that works. We want DLC that work. Both of these things can exist together but you are the only ones that have the power to make it work. First step in solving an issue is accepting there is one admin. You need to accept that DLC ships are gamebreaking. They break the fundamental core mechanics of Naval Action sandbox. That is Crafting and Trading. I implore you to change your mind. I do not know how many players like the current DLC model but liking has nothing to do with it. Game mechanics are MORE IMPORTANT than anyones convenience. By craftable i mean you get a ship permit when you redeem. (No free DLC ships!.)
  16. 37 points
    My post is below, but for those who will avoid reading anything longer than a paragraph, here is the short version of my proposal: Limit wood type choices when building Lineships (4th-1st rates) to only allow the heavier wood types: sabicu, white oak, caguairan and live oak. --------------------------- I have observed with interest the discussions about the combat model we are now testing on the testbed. I haven't gotten around to testing it myself yet, but I have gradually grown more positive as I've read admin's elaborations on his thinking on the matter. But there is one issue that, like many others, I foresee: speed-built ships-of-the-line cruising around the open world, able to run away from all other SOLs, and devastatingly deadly against every frigate, and at the same time with the ability to catch them. Should this really be a thing? If the new combat model prevents frigates from messing with SOLs, should SOLs still be able to interfere with frigate-combat? I seem to remember having seen some historical evidence that SOLs would not fire upon frigates in a fight, unless the frigate opened fire on the SOL first. So even in battles like the Trafalgar, frigates would fight frigates and SOLs would fight SOLs. If a frigate did fire at a ship-of-the-line the latter could return fire, and it would be devastating. Another question I have is: Why ever would a navy build a lineship, as expensive as they were, that would be unable to fight in formation against other lineships? What navy would waste their treasury on building a "fir/fir" Victory, that could hunt down frigates, but would be useless in the Battle of Trafalgar, or Battle of the Nile, when they could probably build five frigates to patrol waters against enemy frigates for the same price, allowing them to cover greater areas, be less vulnerable to ships needing replacement or were lost. Historically, ships did not last infinitely in service like they do in-game unless sunk. So my question is: Should we be able to build "light" lineships? My suggestion, though I put it out there without taking much time to ponder it myself first, is this: What if we limited possible wood type choices for Lineships to only the heavier woods? What navy has use for fir, bermuda, mahogany or even teak lineships? I would also take oak out of the question, because it can be farmed and doesn't have to be bought from the market. So that leaves us with sabicu, white oak, caguairan and live oak. Those, in my opinion, should be the only options when building ships from 4th rates and up. Frigates however, should have the option to use cheaper/faster wood types - for diversity and tactical choice.
  17. 37 points
    Hello Captains. Testbed will open next week and everyone will be invited to help us have a preliminary test of the forthcoming patch. The main goal will be to test Battle UI update, but captains will also be able to check out new trading and delivery missions (and localization). Captains who will fulfill the testbed requirements will receive rewards (Santa Cecilia and Paint chests). More information will follow.
  18. 37 points
    Merry Christmas and Happy New Year. Captains. Admiralty wishes you wealth, health and happiness in the 2019. Please accept the following gifts in the redeemables. Kiritimati Masts made from the strongest trees found in the famous Christmas island. Edinorog guns that will make your opponents fear your ship. Rare Christmas gift – Danish 2nd rate Christian. Redeemables must be claimed before 25th of January 2019. Attached - player made video of Christian by Captain Anolytic.
  19. 36 points
    Permits will be updated next patch. Do not spend marks or VMs on permits meanwhile. The following changes will be applied Only 10 ships will remain rare (we want them to be rare and precious), some performance stats for those vessels will be improved (especially rattles, niagara and constitution) Santisima Christian Bellona Constitution Endymion Renommee Rattlesnake Rattlesnake heavy Niagara All other vessels will lose permit requirements and will be crafteable Rare permits will be added to Gold and Silver chests so you can have a chance to earn them in PVE activities. PvP Admiral chest and Captain chest will have a 100% drop chance for one of the rare permits Admiral chest: line ships + 4th rates Captain chest: lightships frigates + 4th rates In addition to that (long overdue) the following ship notes will be added to the admiralty for combat medals for captains who wish to get those ships by in game means. (Prices are not final and might get adapted). Rattvisan - 300 cm L'Hermione - 200 cm Hercules - 150 cm Le Requin - 150 cm
  20. 35 points
    Captains Patch 32 will be deployed today. Monday 20th May. Warning: 2 New ranks and updated crew requirements might affect your ability to sail the ships you sailed before, and recently reached that rank. Contents include Added the ability to destroy the investments made by the alliance of clans (available only to the clan alliance leader) Added Elite NPCs that occasionally appear on the map - The flagship of the elite fleet often drop elite ship notes comparable to ships crafted in fully invested ports (their loot tables will be expanded over time to have additional interesting things to be captured) this means you can get notes for 1st rates as well, provided you kill them Assists now counts for PVP Hunt missions Changed successful port defense cool down and attack cool down to 2 days. (previously defense cool down was 1 day and attack was 2 days) Added ship paint preview button that can show you how your ship will look like, if you have the same ship selected in port 2 New ranks added (Vice admiral and Admiral) Crew requirements re-balanced (XP thresholds are not final) and some ranks have their crew limits increased or decreased Here are the changes on the high level leadership limits Commodore - 700 Rear Admiral - 900 Vice Admiral - 1200 Admiral - 1500 Thresholds for new ranks are not final and might be updated once more before release, as additional rank of Admiral of the Fleet might be introduced, but we have not made this decision yet. Changed the hostility missions point attribution. Any kills for attacker only count to the mission taker clan (clan attacking the port). Any kills on the defensive side only counts to the port owner. Significant nerfs to mortar brig perks, accuracy and reload time were applied. Additional changes will be done by the next patch. Bugs Fixed bugs with the port investment features Fixed bugs that allowed you to sail with incomplete gun deck Fixed Hold optimization in instance Fixed names for forts and towers in the commander tablet (in case umlauts are present) Fixed the bug when forts and towers shoot your allies in instance Fixed the invisible walls that stop players to sail to north or east to places without any chance to return Whats next. Finalization of translation for all new features Final update on upgrades, port bonuses, limits to investments Final update on battle and kill XP based on final damage model Final update on economy and battle rewards and loot tables Stabilization of the release candidate and launch Hotfix 21 May Pirate ranks updated List of final ranks Thief Rascal Scoundrel Rogue Mutineer Rover Brigand Plunderer Raider Scourge Terror Curse NPC ships no longer can be sank by circles of death in patrols (closing a potential exploit loophole) Additional port investments bugs fixed Several UI bugs fixed
  21. 35 points
    Hello Captains Here is the information on the trading update patch. Every region will provide trading opportunities in unique resources specific to the region. For example resources unique for the Hispaniola region will only be available in Hispaniola. Trading prices will depend on distance from the source. The further from the destination you take the resource the bigger profit will be (even on the basic goods) Local goods become important part of the economy. Trading hubs will provide more trading or crafting resources if supplied by local goods. For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. Common European goods will be introduced and will provide modestly profitable trading opportunities based on distance (horses, porcelain etc.) Rare more expensive European goods will spawn as usual and will provide good profits at medium distances and great profits if you sell them at distance hubs. The main difference with the old system are: More immersion and realism in creation of the trade routes and triangular trades. You will be able to find a working trade route and exploit it for your advantage. Resources will not feel random anymore - if you want a particular crafting good you can increase its output by supplying the port. Want pearls? - they are always in San Juan. Distance based pricing. No more extremely profitable 5 min routes. More influence on conquest. Hubs will matter more for taxes and control over resources.
  22. 33 points
    On the issue raised by @HachiRoku @Anolytic and many other captains. There was a proposal on this forum (i think it was @OjK but can be mistaken) Proposal was this: sell the permit that the player then will craft (unique ship but still participating in the economy). Initially thought a great idea. Evolution of imported (DLC) ships thinking was this. Premium ships was announced when we did not even think about the open world (in 2014) Premium ships were initially thought as unique status items, a more beautiful alternative. Some ships introduced over time were not crafteable (Wasa, Hermione) to give us the option to add them to premium roster without taking away crafteable ships. First experiments were ran with Hercules and LRQ (it wa good to do it in early access as many things were discovered and learnt as a result) Now many players say that DLC ships reduce the role of the economy, and that there should be deep and interesting MMO economy. But let's get this straight. Crafting was introduced last, and is a least cooked feature, as all focus was always on combat model, rvr and ROE (lately PVE). Hauling was somewhat forced onto players because some time ago we wanted everyone to be the target. And here is the main discovery. Players do not buy DLC ships for uniqueness. They do not buy them because they are stronger or weaker than others (there is always a better crafted ship, sometimes 5/5 crafted ship). Rattvisan is definitely not the best 4th rate. They do buy them to support developers (thank you everyone for support) And they buy them to avoid participation in the exciting economy (mainly hauling). Trading goods is rewarding and has both risk AND profit. Hauling goods for crafting is boring, not exciting, is risky but gives you no real rewards (you make a ship that you will soon lose anyway). Thats why making permit based DLC ships is not going to achieve anything. Thats not what customers want. Now. Here is the rug change that will tie the room together. Port investments will remove hauling requirements for basic resources for all players who play with friends or have friendly clans in the nation. Clans (and you can have a small clan and capture a distant port to use it) will invest into production of all basic resources in their port defenses to protect it shipbuilding to improve ships built in this region. By doing so - player will get ALL basic resources in one location, completely removing hauling requirements out of the picture. Saving time and getting ships by just spending LH and cooperating together to get rare woods if needed. Clan can decide if they want these investments to be available to them only, to friends or to everyone who can build in this port. As a result. Clans who developed the port will be able to get ships with one click. Enemy clans who do not want to spend time developing ports can try to capture the port from the enemies (why build if you can cap). There will be a lot less time wasted on hauling and more fighting.
  23. 32 points
    Captains NPC positioning changes next with Port UI patch. Feel free to use this information for changing locations for your future activities. One Port - One Flag. NPC fleets will carry the flag of the port they are assigned to. Dutch ports will send out Dutch traders, Dutch combat patrols, Dutch fleets to sea. Sail along them to get extra protection when trading or returning to base. Of course traders and NPC patrols will venture to enemy areas, but expect to see mostly Dutch ships if you are sailing through Dutch coasts. Regions Matter To help players find their perfect hunting spot, to help with search and destroy missions and to provide natural chokepoints and meeting places for players certain classes of NPC ships/fleets will now prefer to sail specific regions. For example: Yucatan Region, Hispaniola, and Lower Antilles will mostly have 1-3 st rates ship of the line sailing solo or in fleets. Missions currently avoid this requirement. Kill Missions will continue provide targets based on mission not on region.
  24. 31 points
    It is my view that such arguments are best made with visual aids. So I was going to make a video showing the difference between port bonuses and no bonuses in surprises. However @dron (<3) put a stop to that by sinking both test ships… And I haven’t gotten around to making a new test. But the argument is already raging about the portbattle of Les Cayes, in the wrong topic. So I thought I’d redirect that discussion here and sprinkle it with a few facts. And these recent port battles will have to do as demonstration. Here is my ship from Les Cayes PB: Anybody want to trade? The fact is that for each of the battles of Nassau and Les Cayes I constructed 8 new ships with port-bonuses (only one was better than blue). That is, less than a 3rd of each of our fleets was new ships with bonuses. So, did they decide the outcome of the battles? In Nassau it’s a clear NO. In Les Cayes, the answer is both yes and no. Without them we might have lost some ships, but the brawl was still decidedly in our favour. But let’s discuss the particulars of the battle elsewhere. The fact is the stats on ships with port-bonuses are very high compared to those without them. Just looking at the stats it’s like having a ship with 10 upgrade slots and all elite upgrades. Just to highlight a few stats, the 5% speed boost of Sailing Bonus 4, or 10% armour thickness AND HP of Hull Bonus 4. Port-bonuses seem like a good idea for content in principle. But they need to be nerfed. And they need to be accessible to all, dependent on effort, not nationality. I know that port-bonuses will be changed next week. But I don’t think that it is enough. No ports should have more potential for greater ship-building than others. But the full potential of a regions should only be realised through the development of dependent ports in the county. Making other ports on the map more valuable than now. Notice how some nations have not even bothered to take the ports around their county capitals yet. If we want to have some special ports that are extra attractive for conquest like now, make it through convenience and profit. Give them more profitable trade-goods and make it so that ship-building in those ports require less hauling of resources and less logistics than in other ports. Right now a few nations can take all of the 55-point ports and monopolise the production of OP ships. Skewing the balance of PvP and RvR alike. People ask for something to fight for. But I remember in 2016 when there was no exclusive resources and we all fought more than any other time just for dots on the map and our names on the Lord Protector list. And I also remember other times in the game, and how troves of players, even entire clans, left nations or left the game over the loss of these pixels which suddenly had become more than just pixels, but prerequisites for gameplay on even terms. We should not go back to the times when RvR was about the destruction of communities rather than fun fights. If you loose one crafting-port, you should be able to set up your facilities in another one until you can get the first one back.
  25. 31 points
    @admin Please let Players place contracts in Ports to buy Ships like we already can do with Ressoruces and other Goods. I craft Ships whenever i can. And Currently i have to announce the Ship in Global Chat or hope taht anyine stumbles over it i the Freeport Shop. If the Players can Place a Contract with the Ship they want, including Woods, Upgrades, Guns and the Prize they are willing to pay in Reals or even Doubloons (Or even PVP and Victory Marks) it woud allow crafters to build exactly taht Ship. Right now i might build a Ship nobody cares about. And since some Ships need Permits, it a hughe waste of time to build a Indefatigable with the Wrong type of Woods. Wich is alway a matter of Opinion. This woud skyrocket PvP and Crafting, because Players woud be able to Pay , for example, in PvP Marks and Reals, allow Crafter to get PvP Marks without spending too much with PvP (If they dont want to)
  26. 30 points
    Hello Admirals and Generals! We would like to share with you few screenshots from upcoming new game - Ultimate Admiral: Age of Sail. They are WIP(work in progress), but they help us to introduce you what the game will be.
  27. 30 points
    Captains. Patch will be deployed next week with Elite NPCs fleets that players will be able to find and hunt in the open world that will not only give interesting challenges in combat but also will give options for active PVE players to get (not often) ships with bonuses similar to clan based RVR bonuses XP calculations update Income rebalance (where combat will return to be main money making activity) Port points updates - top ports will have to specialize - the maximum number of maxed bonuses (lvl4 bonuses) will be reduced already made investments will remain until the next map wipe. Important: We are aware that buildings prices are high, but high level manufacturing should be expensive to set up - We will improve sources to make money for those who are not interested in trading and long distance trading only and want to make money by fighting (players or NPCs). We could not deploy it this week unfortunately
  28. 30 points
    You still dont get it. The problems arent getting the basic ressources such as coal, fir, oak... The problems are trying to get the good woods (teak, live oak, white oak, sabicu, caguairan), the time to grind those doubloons (insane amount) and the risk of hauling those woods to the crafting point. DLCs are a matter of an instant click selecting the woods you desire. Crafting a teak-white Wappen requires effort and time (now much worse due to the permits wall).
  29. 30 points
    We are working on the illustrated guide in the PantherFibel Style that will help many to understand how to sail.
  30. 29 points
    At this moment, I played exactly for 1 month on the PvE server, and I would like to share my experiences about the 'grind', many complain about. I hope that this will be an interesting read for both fellow (new) players, as well a useful list of suggestions to the developers (in italic). I played for 260 hours this month, please take that into account: this is a time commitment not everyone can devote to a single game within 30 days. Also I've played the game a bit back in the days (2016), but didn't get too engaged at that time. Humble beginnings 9 January, one month ago, I downloaded Naval Action and started with my career. However, first a few decisions had to be made. PvP or PvE? And which Nation? Having no clue, I used google to search a bit, and found out that as an Independent player, the PvE server would be the most relaxing experience. With that being chosen, I still had to choose a nation. This gave me quite a headache, as it is impossible to switch from nation once started. It took me 3 hours of reading and searching on Google before I took the decision, and started playing as a Brit. This worked out very well, as on PvE the easiest nation to start with is UK. You start next to an important trade hub (La Navasse), where you can easily trade your goods and start making a bit of cash. Once started, I looked at the nice port UI, and decided to take a look at the chat. Being a lucky guy, I got the chance to sell my Christian redeemable for 2 million reals immediately, giving me the ability to ignore the initial credit deficit, so I could focus on fighting. I did that, by doing the tutorials, which I can heartily recommend to everyone. After a single day, I finished all the exams up to the boarding exam, the next day I finished the Endurance Exam, giving me 155 crew and a Rattlesnake note. Another day of learning the ropes gave me access to the Master and Commander rank by finishing the Final Exam and a Hercules. Feeling a bit bored, with not knowing what to do next, I bought myself a Belle Poule with a part of the money I had acquired. Using the ship, I started doing some missions, hunted down some traders and got more and more feeling about the game. After 2 days, I bought a Pirate Frigate and switched to Open World hunt & search missions, and with 7 days into the game I earned enough XP to get 400 crew. Findings: I found out that the UI takes some time to get used to, but is perfectly fine. Slight improvements could be made by giving access to both a sail and tutorial button, as it was frustrating to find the 'Sail' button. A tough thing which stands in the way when getting started, is your initial wealth. You start with absolutely nothing but your free ship. This is harsh, as you can't even put cannons on the ships you got gifted for the exams, nor starting to trade with your basic cutter. I would suggest new players receive 10k reals for finishing each exam and an additional 50k for finishing the Final exam. This will give players enough cash to start trading, or buy a ship with some cannons so you can collect doubloons to sell. Furthermore, I found it hard to find accurate game information as a lot of wiki's are not up-to-date. Once I found https://na-map.netlify.com/, I got all the information I needed and asking other players did the rest. It would be nice however if there would be an in-game list of ships and modules, or a link to an external site. I think that information is absolutely crucial for anyone playing Naval Action as the game is not self-explanatory. Lastly, I think the game really needs something like a captain's dairy, also see my suggestion in this thread. This will help new players setting up goals, as well as being an ideal place to integrate data about which ships are in the game for example. The second week Being playing for a week now, I switched to play in the Indefatigable I captured from an AI. I bought a forge, an iron mine and a coal mine and crafted myself some 42pd carronades. I opened a few outposts around the Caribbean, so I could search for targets more effectively. I also discovered that the level of AI ships depends on the region you're in. With this information, I opened an outpost in the Upper Antilles, so I could hunt 5th rates much more effectively. I also enjoyed chattering in the global chat, which for me adds a lot fun while experiencing this game. You're making friends, helping others out and being helped yourself. This was also the time I started exploring. I sailed around Hispaniola, looking into different ports, and found a Sealed Bottle with a skill book in the wreckage. By asking in the chat I learned what they do, and decided to buy some additional books in the admiralty shop. After grinding half my way - 10 days in now - I got gifted an Agamemnon. Having this ship with 400 crew was a blast, and from now on, playing no longer felt like I was grinding, as she was a properly built ship, having a Cartagena Caulking Refit, strong bow/stern as well as being made from live oak/white oak. Fighting AI become now much more easier (and more fun). I started attacking larger fleets (of 5th rates), and even took on a fleet of 8 x 5th rates while still being under-crewed. I mastered the art of enabling and disabling guns (F5) and gun decks (F1-F4). Also, finding targets became easier now I could fight different kind of fleet sizes. Findings: I love the way skill books work. It's lovely to get those bonus effects, as well as giving me a long term goal to complete collections like the Gunnery Encyclopedia. Things I was having trouble with at this stage, was finding out where the AI ships were hiding. A common complaint heard on the PvE server. However, as soon as I discovered where I could find them, it no longer was a problem for me. I think the spawn rate of AI's is good enough currently, giving an believable view of the Caribbeans. When I was looking for ships, I could find them easily, but they weren't that abundant that I could go into battle without searching. I love the blend between just sailing back and forth, and fighting. For me, it was relaxing to sail around, without being attacked by the AI. However, It felt that nation's are a bit useless on PvE. You can attack all PvE ships, but that from your own nation, which makes up for a nuisance, as 30% of all ships sailing around on the PvE server are British. This means lesser targets to hunt. Furthermore, it's infuriating you cannot add players of other nations to your friend list. I met a lot of nice people, and I would love to add them to my list. Ship building and sailing a Victory At this point in time I started ship building. I bought the DLC, as I found out that without enough building slots, it is very hard to get all your buildings up you'll need for shipbuilding. As I love to play independently, I decided I need as much space as possible, and started crafting random ships here and there. The next few days are unremarkable, as I started sailing around to get resources, used my labour hours, while also fighting a bit here and there. 18 days into the game, I ranked up again and got 650 crew. I asked around who could craft me a Victory, and after getting a blue 4/5 one, I loved this ship. I made her a DPM monster, putting my poods on her, medium cannons and 68pd carronades, further improved by a -30% reloading buff by adding skill books and Extra Rum and British Gunnery Sergeant. On my other ships - I had already 15 ships at this point - I started trying to experiment with different kind of upgrades and setups. I bought the Forger DLC to switch to the Pirates, as this allowed me to attack much more targets, making gathering experience more efficient. By fighting I managed to complete the Gunnery Encyclopedia, which is nice as it further improves my cannon skills for the Victory. After 21 days, I made a big plan. I wanted to become a real ship crafter - level 50, that is. I started with gathering data, e.g. where to build the ships, what resources I need and where to get them. I decided Road Town would be a perfect location, as The Settlement and Spanish town are very close, and with those 3 outpost, I have access to iron, coal, oak, fir, hemp, stone, provisions and lignum vitae. This allows me to build everything I want. I also studied all the crafting recipes, and found out that I needed 6k oak, 7k fir, 4k provisions and some of the other goods. This allows me to build 65 trader snows (oak/fir) - which are the cheapest xp for each real, and it roughly equals the xp required to level up from 29 to 50. After setting the stage, I decided I was ready at day 23 and crafted all ships in one go, breaking them up again after crafting. This got me up to level 50 in a single day, or 4 days including the preparations. While crafting, I got 3 golden trader snows and quite some purple ones. Findings: from here on, I was totally engaged in the game, no longer doubting whether it was worth my time. I bought DLC's, and I had fun playing this game. It no longer felt that I was grinding, as I could do so much stuff now. I think the experience required to sail a first rate is fair, and is perfectly balanced. I learned enough about how to handle a ship to sail one. However, I think that's only true for me as I had a great starting capital. Having to start as a poor man, you'll have to trade, trade and trade again, which prolongs this period a lot. It's not hard to make a million, once you have 100k reals. But it is very hard to get 100k, if you got nothing at all. Money makes money in this game, that's for sure. I love the way crafting quality works. I think it's a great system to have a random chance on a great ship, while alway ensuring a 3/5 ship. This makes crafting gold ships a long term goal, which is nice on the PvE server. It engages me to craft a lot of ships, which fuels the economy, and allows me to sell the basic ships to new players, helping them out on their first weeks. Continuing playing From here on, day 24, I kept playing, and came into the stage of slowing down. I started trading for reals and for Live and White Oak, so I could craft 1st rate ships. I created my own private clan as my warehouse was getting filled. On day 26 I leveled up again so I got access to 1000 crew, allowing me to sail all ships. I helped a few other players out with some cheap ships, I found rare books, crafted rare upgrades and used my time to enjoy Naval Action to the fullest. Now I'm settled, I love the relaxing atmosphere of the PvE server. So far I don't have the feeling I miss any content, however I imagine that some RPG story quests, as well as having collectibles would be a nice enhancement. Currently, skill books are the collectibles that keep me engaged. After that, I might want to get a gold ship of each ship type, but most likely I'm having too little port slots, which sucks (30 max with DLC). Things I would like to see prioritized in development, would be the addition of some more PvE content. For example PvE blockades, port raids and PvP duals (suggested here). Other nice things would be the Captain's Diary mentioned above, as well as some better trading mechanic - which I understand is already being developed. I also suggest that the new player experience should be reworked a bit, I think all new players should start in the Bahama's as a neutral faction, giving them the chance to fight 6 and 7th rate ships right in their harbor, as well as giving them time for deciding which nation would fit best. But above all: I love this game as it is (that is, if you have enough money and above 650 crew). I would like to thank the developers for making this gem of a game, and I hope they'll further polish it into a masterpiece. Thank you all for reading this far. Disclaimer From my experience, a lot of PvP players look down upon PvE players. From time to time however, PvP players join the PvE server, asking people questions like: "what are you doing here?", and "isn't it boring to play against bots?". To you guys, I would like to tell you that Naval Action PvE is a great game, relaxing in nature. I love to be able to be independent, not being forced do adapt every day to ports that are stolen under your countries nose, nor being obliged to defend your ports. I love how I could casually build up my belongings, collecting all kind of ships, books, without having unknown risks to lose them. In the current state of the game, I think the PvE server perfectly could hold up on her own.
  31. 29 points
    It's a grey area. There is no formal rules that do not allow attacking a player, shooting and running. Because they are based on initial core design elements built around instanced battles. But these core design elements cause such frustrations and problems that are not good for the long term of the game. Before the release the decision must be made about those core systems and here are the options. Current ruleset is based on these ideologies I want to attack someone and people far away must not enter = "i must be able to sink you solo if i want to" I want to be able to sink a 1st rate in a cutter (old heated topic). I want to be able to run away if i want to (because my ship is fast) I do not want a player from far to join my battle, because its mine. If the goals is to increase pvp these ideologies can be rethought or abandoned as they dont increase an amount of pvp. Problem 1 - inability to help your own. The common message from rookies in national chats are well known - "I got attacked near XXX port - please help if you can" or "I see enemy ships - lets tag them - come help"… Usual answer in chat - silence and "tough luck" - as you CANT. I think its time to accept the fact that distance based ROE is bad and is reducing pvp and only helps solo hunters (which based on data are a huge minority). This is a problem because we know that pvp assists has 100% of correlation with retention. If you dont participate in group activities you drop from the game 10x faster. Problem 1.1 part of lack of group pvp There is actually not enough ganking (hold on and bear with me). For accounts created in December: Only 5% of players have pvp assists and only 1% of players have more than 10 pvp assists. Again the problem because assist increase retention Problem 2 Speed Fast ship controls the OW pvp, and heavy battle ready ships do not have anything to counter against the gank even if they outnumber enemies in guns. Problem 3 combat ready ship balance - described by OP in the post. When line ship is fighting 3 fast frigates to win the lineship must not make a single mistake When 3 fast frigates fight the lineship they can always run away if they make a mistake So why dont we just rework those ideologies from scratch and focus them on the main goal - increase pvp and group pvp per hour for all (not only solo hunter in a speed fitted frigate). Examples of clear solutions solving the problems and increasing meaningful pvp on the WAR server This is a war server. Why escape options? Whats the point? If you attacked - fight! Patrol rules for the whole world. Circle of death. If you are ready to attack someone - be ready to die and fight to the end. Sure some will cry about it - tough luck like they say in national chats - but it will keep only meaningful pvp. Battle is always open for the weaker side This is a war server - this is a pvp game with the goal to increase amount of pvp for all. There is no point to close the battle for the weaker side. Let them escalate. This becomes the goal. Then you can come to help your own, and know someone will come to help. Then you can build more friendships and get assists Then you will stumble to more battles and will have more pvp kills per hour. Basically. When improving ROE - Remove all features from ROE that reduce pvp per hour. Add features that grow the pvp per hour. Ignore the cries like "but tumbado is 3000km away". Check only one parameter when determining the outcome of changes - number of PVP battles per hour and number of assists. Ignore the rest. This will also solve the problem described in the post (with the move to weight systems because with proper broadside weight - prince will die in 1 min). PS Current number for War server for accounts created in December 1 pvp kill every 8 hours in game per pvp engaged player. 1 pvp kill every 24 hours in game total for the server
  32. 28 points
    Captains Lets discuss raids (which we plan to work on for next patch or first patch after release) There are two options which we wanted to discuss with you, but first what is a raid. Raid is an attack on a port which does not take control of the town but just robs the port owner for certain resource. Raid can happen during the defense timer. We need to hear your opinions on the best implementation A - Raid like port battle - happening tomorrow Mechanics You take a raid mission on the enemy port - the same way port battles are set up (but instead of 10v10 it will be 5v5) After you killed the designated targets - the Raid will be set up for the next day Next day battle will be set up for 5v5 port battle You have to capture circles and if enemy players do not arrive you will have no opposition After you win the battle you get rewards in form of 10% of all enemy investments (number for illustration purposes only) Benefits Clear intent declaration and battle the next day Defenders do not have to scramble and can arrive in time Benefits skilled players as 5v5 greatly increases skill ceiling for the battle, less chance to succeed for average small groups/clans B - Raid like placing a flag - happening today Mechanics Part 1 You take a mission (flag) in certain county capital You place the flag near the raided port (placement takes some time) generating a mission (or just take a mission which generates battle entry point Message that flag is being placed or mission was taken is sent to server Part 2 You fight with the elite NPCs in the battle You take their special loot - raid documents and bring them to the designated county capital Part 3 Spoils Once you deliver the special loot you receive the following rewards 10% of all port investments in that port (numbers for illustration purposes only) Enemy loses 15% of the port investments in that port Loot is capturable and people who take it from you can deliver the loot themselves or destroy it (cancelling the raided status) Loot will be on the timer like deadman chest to avoid sitting out things in port or in battles Benefits You want to play now, your friends want to play now - you can't wait until tomorrow Defenders could be distracted elsewhere giving a small clan a real option to take something valuable Raid also can provide content to other players (trying to steal your loot) Benefits the smaller attacker as defenders have to scramble from other things to try to find you in mission or intercept you after it After both cases Overall the second option is better for the attacker, the first option is better for the defender. Please discuss and ask questions and make suggestions on improvements
  33. 28 points
    i think we need alliances but no forced by game....
  34. 28 points
    Some numbers first. We can craft 43 ships. 6 of them are traders. Consequently, 37 warships. From those 37 warships, 20 requires a permit. 54% of the warships requires a permit. From those 20 permits, 9 can only be earned by having luck opening a gold/captain/admiral chest. Consequently, 24% of the warships we can craft depends on RNG. This means that we can open several chests and still dont get the permit we are looking for. As it is, the current system will lead to player frustration. In Naval Action, the ships are our toons, and we want to sail the toons we like. This system based on RNG is just a HUGE mistake. If you look at other mmos end game looting tables, the rewards often gave you a token item which allows you to exchange it for the stuff you want. No RNG. Discuss.
  35. 28 points
    Please..PLEASE make them craftable DLCs, not ship notes... Make them "Imported ship" so we cannot trade them or capture them, but make it so that the crafting permit is redeemable from the DLC, not the actual ship-note like Hercules/Le Requin. A 24/48 hour redeemable live/white teak/white 4th rate is going to bring all the problems of the Hercules in the past x10. Please.
  36. 28 points
    yes. Thank you for the suggestion - we will give an option for a 2d back paint instead of the 3d port. we will start working on it in 2 weeks - so hold on.
  37. 27 points
    mods and books are getting massive nerfs in 1-2 days. + some base ship parameters like accel and decel turning.
  38. 27 points
    This is the best act of all that I have seen on the server. If the rest of our community takes an example from this, at least 10% - we will have the best gaming community
  39. 26 points
  40. 26 points
    Captains. We are not satisfied with RVR incentives and goals and wanted to discuss them with you. Things that can be done within a short period of time. Tie port hostility points to port tax income Reduce costs of ports trading posts and timers Remove conversion of victory marks on War (RVR) Server as their current prices in doubloons is one of the things that makes RVR not worth the time. RVR rewards must only be accessible through RVR on the War server (but should be tradeable like right now). Additionally RVR reward trading should be disabled as i doubt Nelson could trade his Baron of the Nile title to others. This will make it important to participate in RVR if you want RVR related ships or rewards. Add items or chests for victory marks to the admiralty with some conquest related exclusive items. (Including paints and rare ships) Longer coding required and riskier features Add feature allowing lockdown of ports by clans (giving access to port resources only to the clan who owns the port) + maybe adding docking fees.
  41. 26 points
  42. 25 points
    Patch will be deployed this or beginning of next week. Preliminary info on important contents. Finalization of battle rewards (properly calculated even if you switch ships to avoid players losing marks if they switched to enemy ship and later sank it) Bot fixes Almost all bot routes through land will be fixed NPC hugging will be fixed - bots will always fire if they have a shot. NPC reload freezes will be fixed Crafting rebalance ( @Coco patch) Crafting levels will be changed (there will be only 7 ranks) and thresholds rebalanced Former free towns will be added to nearby counties. This will cause the reposition of standard resources in those counties Building wipe will be required Additional PVP upgrades for the admiralty. Group missions will return Delivery missions will be adapted to allow players to make some money on short term r Final pre-release DLCs will be added (when valve approves the pages) L'Hermione - french concorde class frigate Rattvisan (Ретвизан) 24lb gun forth rate Pandora might get in as well. We will try hard to push port management into the build but it is looking unlikely. Port investments allowing expansion of resources will be deployed in the hotfix if this feature does not get in with patch.
  43. 25 points
    My hope for the next fifth rate in game, the Pennsylvania.
  44. 25 points
    If the first impression and cutters are so important, unlock the ranks for all the testers on release in time. After a week give us post captain ranks, after 2 weeks flag captain, after 3 weeks commodores and after month rear admirals... Same result and these that hate re-doing the grind can simply wait and come back later.
  45. 25 points
    I will try to explain Vernon The damage model appeared first in the original sea trials in 2015. The damage model was set for lobby based shooter (which NA was before open world) where all battles are equal, and you do not lose the ships. Basically a MOBA In this model DPS was inverted because it would be strange if all ships had same hp and same damage, so the harmonization was realized by the following means guns had inverse DPS hp difference was artificially cut in half to support this balance (220 tons cutter and 5000 tons first rate only had 7x difference in HP) There was a clear conflict. Open world MMO with progression and realistic elements should enforce power growth and provide clear benefits on investing time and money Moba style requires all heroes (ships) to be available right away and be balanced between each other But since the introduction of the open world based on the player requests the game has been stuck between two models never completing one of them So things were stuck betwixt If you level only in PVE it takes up to 30 days (1h per day) to get to the first rate Costs for ships of the line were constantly increased and they cannot be captured on PVP server, and require port control to make them But power remained in the semi MOBA state where a 5th rate (requiring 2-3 days of progression and 1 day to craft/or 20-30 mins to capture for free from NPCs) could challenge the ship of the line requiring 30 days to reach and 7 days to craft (+ some farming) Complaints by players who lost lineships to light ships were usually dismissed with "Learn to play", but everybody knows 3 frigates could despatch a first rate without taking a sweat, while a first rate had to exercise precision with every move (because frigates could easily escape) In short - game was forcing players to progress and farm to sail first rates, while keeping partial old moba model for damage (which was ALSO not working because the real moba model requires all heroes to be accessible from day1). So in reality it was not a MMO, nor a moba. This gordian knot has to be cut and it could only be done in 2 ways. 1) Ships should receive somewhat realistic HP and realistic ball damage, and this will justify longer progression and costs 2) OW costs mechanics must be abandoned and all ships must be made accessible from day 1
  46. 25 points
    Final part of the economy update will be deployed before the end of the year. Approximately 50+ new goods will be added for trading Dyes will be added (part for the future) Resources will be repositioned and system of distribution changed - this might cause changes of spawn for standard natural resources in some locations Pricing systems might start including distance from source into consideration Trader tool will most likely be removed as it gives too much information; turning search of good deals into modern electronic trading, destroying immersion and trading opportunities for those who want to occasionally stumble upon something special. It was always a qa tool to help developers find problems with prices and test changes in economy and pricing mechanisms.
  47. 25 points
    A small guide to stay safe(ish) while fighting bots These topics pop up on occasion: I'm green text in-game (chat mod) so I sometimes get contacted by frustrated players: Some sandbox pundits think people need a bunch of shiny PvE content to engage in the game and distract them enough to not minding playing the victim over and over: I think this is truly idiotic but the dudes honestly believe this. ¯\_(ツ)_/¯ People either like or feel forced to hump bots. “Pros” like to jump people doing it or ambush them as they come out. I have no sympathy for people who engage in such weak-ass PvP. This guide will help you reduce your exposure to such inane sandbox heroes. If you go out into OW you will be at risk, this is fine, the slower the ship the more exposed you are. If you’re one of those who likes to be left alone with your L’Ocean I can only help a tiny bit. Before you go out into OW synchronise Felix’ map with OW, it may help you orientate when coming out of an instance. Always note your heading when going into a fight, you’ll have the same heading when you get out. If possible make it easy for yourself to run to safety when you get out, after you’re done with the bots you have about 15 minutes to plan where to zoom with accelerated invisibility when you click out into OW. The admiralty Kill missions are private and people can’t jump you when you enter those (?), before clicking in point your ship towards where you believe you’ll have the most safety (reinforcement zone, ports, forts…). When you tag a bot in the reinforcement zone (R zone) you won’t be able to call in bots to help you and the forts won’t shoot at your enemy [correction: @Banished Privateer confirms that forts will shoot at enemy players] but your countrymen will have 30 minutes to come join and help you. If you’re jumped in the R-zone make sure to bring up the nation chat and tell everyone where the fight is, remember you can bring up chat inside the instance. If it’s the typical gank group try to waste as much of their time as possible, both to allow help to arrive but also to bore them as much as possible. They’re griefing you so feel free to return the favour: Fire ship, run, surrender or whatever you think will annoy them the most. Do not rage in chat because they feed on that. How to tag an OW bot or fleet. You should always scan the horizon, but be extra vigilant right before and if possible while the tag timer counts down. The two minute timer is long enough for ships beyond visual range to join before your fight closes, this only applies to windward ships so keep the keenest eye upwind. Make it a habit to tag with optimal wind position as that gives you a favourable fighting position or the option to extend and escape should you get jumped. Let the timer run for two minutes while you “escape” before engaging. The instance jumpers will inherit the relative bot position when they join and will have a hard time catching up with you. A gank group may have a smaller upwind sailer and with the weather gauge you’ll be able to seriously put out hurt on the small ships separated from their cavalry. If you’re chased by gankers in OW you can proactively tag bots with favourable wind and draw out the chase or get lucky and escape with accelerated invisibility. Don’t grow up to become a ganker or instance jumper yourself. That stuff is for the weak minds. You need real fights and shit like that won’t sustain you but rather rot your brain. ____ Made a youtube pretty out of this to make life harder for you shitheads... Bite me!
  48. 25 points
    Boarding screen work in progress. (note that you will no longer see enemy commands). Commands given at the last second will also consume a lot more preparation.
  49. 25 points
    Sorry for this but cannot stop wondering why Pirates are not hardcore/impossible nation. We are approaching the most crucial phase and I would suggest to move Pirates to Hardcore/Impossible. Confederations and Republic can exist in Pirates in hardcore mode... after all what is a "republic" if not a group of players under the same clan name. They can get ports for their own and do everything anyone else does, like the other hardcore/impossible nations do. But, IMO, pirates are the natural hardcore nation that never was. Thanks.
  50. 25 points
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