Crafting and economy when another nation takes over. https://forum.game-labs.net/topic/31150-port-bonus-for-all-for-a-clan-set-crafting-tax-on-crafting-materials-pls-read/
What happens when an enemy nation captures your nation's ship building and crafting ports? Short answer, that economy ceases to exist. Long answer, your outposts remain, you cannot teleport to them, you cannot produce resources in them, all of your crafting materials are still in the warehouse (1000s of goods, possibly more than 4 Indiamen full), and you cannot use your level 3 shipyard to produce ships, which took many hours to collect the capital investment of 4.25 million reals and 85000 doubloons total. If this is your nation's only shipyard port with bonuses, now what? You cannot craft to even the RvR odds, hell you cannot even craft because you like to. Part of the game is now closed to you until you either relocate all your buildings somewhere or retake the port.
For example, the pirates recently took Santiago from Great Britain. Before I go any further, I want to make clear this part is not about me, but about the potential fallout caused when something like this happens. Many players, including myself, lost all production capability overnight. For a casual player like myself, crafting is an enjoyable part of the game, but it took me 2 months from launch to get a level 3 shipyard, just 2 weeks before Santiago was taken. I honestly do not look forward to that grinding process again. Some have joined the pirate nation to keep their buildings to avoid this and I think some have even quit the game altogether. What I want to point out is: what happens if this was a smaller nation that does not have other shipyard ports like Great Britain? Will this cause more players to quit the game? Will they switch sides to be on the 'winning' side? Both effectively kill a nation's population and how can you be an effective RvR nation without anyone to fight?
Another example is the current clan port ownership system where only those on the friends list are able to produce ships with port bonuses. I believe this system was introduced to eliminate enemy alts from accessing a ports bonuses. In reality, it punishes those that aren't part of the friends list for whatever reason (whether there isn't enough room for them like happened in GB, or like the Pirates have done at Baracoa where clans have to pay tribute or have been blocked if they are part of certain clans). I don't think it has actually solved the alt problem.
Allow other nations to craft when enemy controls the port. These national crafters would be taxed and controlling nation (clan) would be able to set taxes differently for different nations. In order to prevent abuse, only allow warships to be towed out like currently (i.e. trade vessels only in/out of enemy ports).
The port bonus content will need to be tweaked somewhat. My suggestion: Instead of Port Bonuses being tied to port bonus investments, allow the shipbuilder options based on the level of port development. Higher development levels allow a crafter access to use better port bonuses. In essence, make them economic bonuses and allow Crafters regardless of nation or clan access to use that port's infrastructure. Clans/nations can invest in the infrastructure and players can invest in their shipyard to produce certain builds. Only certain combinations of port bonuses can be used as they are currently (port point system remains, but shifted slightly). For example, it would only be possible to have Hull 4, Gun 4, Sail 3, Crew 3, and Mast & Rig 1 at a 45 point port (15 + 15 + 7+ 7 + 1 = 45), but someone else could build a different shipyard with Hull 4, Gun 3, Sail 4, Crew 3, and Mast & Rig 1 in the same port. This still requires the port to be developed, but it doesn’t punish individual crafters too much if the port is lost (e.g. the tax may rise, but they can still produce ships with bonuses they need to stay relevant in the RvR scene).
Clans can set the tax levels for each individual nation. (GB, France, US, etc.). Setting a higher tax rate for a nation discourages them from using the port. All tax revenue goes to the controlling clan to help pay for the port costs (timers, development, defenses, etc). I do not believe tax should be in materials like Sir Max Magic suggests, but clan should get the tax income.
Front line mechanics https://forum.game-labs.net/topic/31347-frontline-system-success-or-not/
Another issue is the front lines mechanics. If a nation wants to attack another but there is another nation in between they must first attack the in-between nation if they cannot get the mission from a freetown or a port they own. This is a major problem if a small nation like Sweden or the United States wants to attack a big nation like Russia or the Dutch, they are limited to, at maximum, the 3 closest enemy capitals, not always owned by the same nation.
The more ports a nation owns the more the hostility missions available against its ports, based on certain thresholds, up until all capitals are available.
Make all hostility missions against capital ports available.
Make all county ports available to unlock the capital. For example, a certain percentage of the ports (51%?) must be taken before capital is unlocked for hostility. Like several have mentioned already (not my idea, but it has merit).
Being screened out of a port battle, with no chance of ever getting in, I believe, is a real problem. Although I enjoy screening battles, there needs to be a limit to how many screeners one can employ. I have heard of as many as 75 players show up on one side to screen people out and the port battle never took place. The current mechanic makes it near impossible to have a port battle for smaller nations or clans that want to participate in RvR.
Limit the number of screeners. For example, one battle group of 25 players.
Allow players from clan and friends list to join their scheduled port battles from port, eliminating the need for screening entirely (probably unpopular).