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  1. Suggestion: Step 1: Introducing a new starting nation like "North South Company". The starting nation gets an own "Carezone" that makes seal clubbing and other forms of ganking impossible Crafting in the new starting nation only up to lvl 2 shipyard no clans in the new starting nation are allowed can and can be attacked in ow no RVR for this nation Step 2: creating a clan lets the creator pick what nation flag the clan should fly. (A few might remember the flag choice in NAL that only had cosmetic effects to the flag on your ship but did not effect what player side you end up) Every clan is at war with every clan (like in NAL the flag is just cosmetic 2 clans that picked the spanish flag will be able to fight each other for each of them the enemy will fly pirate, US or whatever just like in NAL) A clan can have up to 2 friendly clans. (makes an alliance of 3 clans) to become a friendly clan following rules apply combined clan member strength can not exceed 250 members (might be lowered for low population) Benefits of a friendly clan access to ports of friendly clans Only able to join battles on friendly side if friendly clan is involved Able to join pb of friendly clans Details: ROE: Only able to join battles on friendly side if friendly clan is involved Friendly clans get dragged into battle if they are together in the circle (just like same nation would be) Able to join pb of friendly clans All clans can fight each other except they are friendly to each other Starting nation is hostile to every clan Joining an ongoing battle is possible on every side except a friendly clan is involved. No info is giving who is fighting who except friendly clan is involved Battles show: Side 1 = 300BR vs Side 2 = 500BR (no friendly clan involved) Side 1 = 300 BR vs ESEL =500BR (if friendly clan ESEL is involved) RVR: RvR is not allowed for the new starting nation (but cant lose ports) Every clan can attack a port of an other clan except they are friendly to each other Ports can be set as "Clan" (only access by own clan or smuggler), "Friendly" (only access by them + friendly clans + smuggler) or "open for all" (access for everyone) Starting Nation: all new accounts start in that nation can build shipyards up to lvl 2 ship crafting has no chance of rng ship inbuilds or more then 3 mod slots can not RvR no clans within the starting nation are allowed players of starting nation can not be sunk in their carezone by pvp cannot have outposts outside their carezone Clan: Leaving a Clan puts a player into a 7 day cooldown till he can create or join an other clan Leaving a clan add the player back to the starting nation Rework of forged papers: forged papers let you change your player name every 30 days + reduces not able to join clan cooldown to 0 once every 30 days 😉 Pros: RvR pressure = limited ports and limited friends more targets to fight clan based gameplay nations dont matter anymore meaningful RVR ports matter small scale RVR = easy access freetowns, open for all ports become trading hubs possible to introduce more nations like Portugal for example alts for access to eco become less important due to restricted members and access to port easy nation hopping Cons: nations dont matter anymore RvR pressure 250 member rofl stomper to meaningful no historical interpretation
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