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Found 6 results

  1. I think it would be more realist than there is a time, for each item to be destroyed. I met a player I attacked, he told me to have destroyed 1000 silvers and 15 labors contract, during the 15 seconds of waiting before the fight, then to surrender in the battle. I understand, but that does not Should not be as simple as a simple click, but as long as the brace command for example, to give a chance to the hunters to have something. Thank you.
  2. Why not remove the fight over ports altogether? Maybe its the ports and claiming land that is the whole misere in this game? We should fight over the sea instead. Make the ports fixed but not the sea... Split the map up in zones of control. Make each nation able to plant an amount of battle flags each night. When battles are won, the nation have honor points. When enough points is recieved something happens... The sea changes colour, the leading nation has some bars over their flags - whatever. A lot of discussion about ROE and Port Battles have been too complicated for
  3. Just a suggestion: why not adding a new category of upgrades (maybe for permanent slots) and/or perks that affect OS performance? I.e.: add speed downwind add speed upwind improving the radius of the tagging max distance (useful both for hunters and for preys) improving the distance at which you can spot a boat on the OS (useful for prays) diminishing the distance ar which you can be spotted on the OS (useful for hunters)
  4. This might be the most modified game mechanic until now and I would like to share some more ideas here. I have seen in different threads similar ideas, and here is my total RoE package for a robust, fun and sustainable PvP environment on the open sea. The Concept: The main difference here for the initiation of OS engagements is, that the location is not only factor for determining the allocation of ships in the instance, but also the time itself. So, basically after the OS attacking, the instance is created. And any ship, outside this first initiation circle, would be joining to the i
  5. I do not know if the feature is already included as an option of the game, but I would find very useful if - when you click on a player in the OS - it appears also the name and acronym of the org he belogns to.
  6. All hauling MUST be done on the open sea. At least thats my opinion. Therefor it does not matter if stuff is hauled by NPC or PPL. I am aware of the impact a fully AI driven real time hauling system can have on the server, so I recommend to limit NPC hauling ships to a fixed amount, i.e. 10 or 20 for each port (it really depends on the server load). Those hauling NPCs should not have a specific base harbor, they will do the hauling as it is scheduled by the players. To prevent players stacking hauling contracts, each player can place one hauling contract every 30 minutes. Example
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