Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'clans'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Age of Sail Historical Discussions
    • History
    • Shipyard
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Ultimate Admiral: Age of Sail
    • Ultimate Admiral: Dreadnoughts
    • Forum troubleshooting
  • Sea Legends
    • General Discussions
  • This land is my land
    • General discussions
  • Game-Labs Forum
  • SealClubbingClub's Topics
  • Pyrates and rovers's Literature & Media
  • Pyrates and rovers's Gameplay / Roleplay
  • Pyrates and rovers's History - ships, events, personae
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Rekrutacja
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's Discord Server
  • ROVER - A treatise on proper raiding in NA developed by real events's The Rulebook
  • ROVER - A treatise on proper raiding in NA developed by real events's Tactics (methods)
  • Ship Auctions's Topics
  • Creative - Captains & Ships Logs's How to...
  • closed's Topics
  • Catalunya's Comença la llibertat !!
  • Port Battle History's Topics


There are no results to display.

There are no results to display.


  • Community Calendar
  • United States Continental Navy's Pearl Harbor Day

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 34 results

  1. Dear Captains, with the portbattle launch the fact of diplomacy have increased much more then befor. To enter negotiations with other Clans, Guilds or Trading Companys it would be much easier to know a responsible person to address. I would prefer that this thread will only used to post the fact of the ambassadors. Negotiations could be better handled in PM-correspondence because I think many of you would handled this confidential. To publish coalitions we can made up a new thread if it is favoured. To make this thread consistent I would find it good to use a schedule: Nation Clan / Clan-Tag IGN (In-Game name, by multiple characters please the char. which is play for the clan) Forum-name ( for easier approaching please link your profile ( right click on profilname, copy link-address > mark the Forum-name and enshrine the copy of the profil-link)) secound language ( I now english is the business language and did should be the leading option, but sometimes it could be possible to hold conversation in other language) Thanks for your attention, sincerely Taito Magatsu.
  2. I've been thinking about this for awhile now. So Clans can establish a Clan warehouse, but why not a Clan Shipyard?! Think about it: Purpose: Clan crafted ships could be be put in Clan Shipyard by the ship crafter(s) and available for Clan members to claim and take ownership. Ideas on how this could be implemented: 1. Ideal: An icon like Clan warehouse, but for a Clan shipyard. Simply adding an option for "Send to Clan Shipyard" or something when in your Docks view when right clicking on a ship if you own a Shipyard building at that Port. When doing so, user is prompted with a basic UI where the ship crafter can select an all button option (To allow any clan member to claim ownership the ship), or specific clan members who have the permissions to claim that ship. (Take ownership and remove it from the Clan Shipyard). (If you do not own a Shipyard building, simply do not show the "Send to Clan Shipyard option upon right clicking on a ship when at the Docks). 2. Quick implementation using existing Clan warehouses: Make it so crafted ships by default come as a ship note, this is so it could be put in Clan warehouse. (Less dev work). Thoughts!?
  3. The WTF clan invites for cooperation the pirate clans,creating a single capital, to settle in Barakоa and to fight the aggressors of the nation.
  4. Heya devs, Would it be possible to increase the number of friendly clan slots? Since the introduction of port bonii, it is more critical than ever to be on the clan friend list of the port owner (or you do not get the bonii when building ships). Currently we are having some trouble keeping everyone on the friendly clan list that we need; and this is with "only" 1200 players online. When the game grows, this will be even more of a pinch point. Could we increase the friendly clan list from 15 to 30? or perhaps make it unlimited? Thanks lots!
  5. Nach dem ja noch vor kurzem hier die Emotionen hochkochten beim Thema Nationenwahl für die deutsche Community, hatte ich eigentlich erwartet, dass die Hauptprotagonisten der damaligen Diskussion im Forum und bei der TS-Besprechung (zu diesem Thema), die Gelegenheit nutzen würden, sich vor einem Wipe der Com vorzustellen. Aber außer einigen Absichtserklärungen wurde hier noch nicht viel Konkretes zum Thema veröffentlicht. Zum jetzigen Zeitpunkt, scheint eigentlich nur klar, dass die Schweden durch einige Clans bespielt werden und das wohl auch Briten und Holländer sich organisierter deutscher Beteiligung erfreuen dürfen. Um alten Veteranen, Wiederkehrern und Neueinsteigern die Orientierung zu erleichtern, wäre es daher vielleicht sinnvoll, wenn die zukünftigen Spielgemeinschaften, hier im Thread zumindest mal ein paar Eckdaten (Nation, Hompeage, TS, Ansprechpartner, etc.) für die Interessierten hinterlassen würden. So kann man vielleicht schon vor dem Wipe eine Entscheidung zugunsten der einen oder anderen Nation treffen und kann direkt nach dem Wipe gleich voll bei einem bestehenden Clan durchstarten. P.S. Im übrigen könnte man (@Bungee) vielleicht erwägen den alten Thread zum Thema, zumindest "unsticky" zu machen. Er wurde das letztemal im November 2016 aktualisiert und dürfte mittlerweile mehr verwirren als hilfreich sein.
  6. As I see it there is a big problem dividing the player base and degrading gameplay quality for all involved, especially those involved in RvR. That problem is the conflict of interest between solo players and clan members. We want to make ports and RVR meaningful. However any advantage or benefit given to a clan member for owning a port inherently gives them an advantage of a solo player who can’t capture ports, and in our current system clan members and solo players play alongside each other in direct competition. My solution is to stop beating around the bush and separate solos/non-clan players and clan players while still allowing cooperation between them. While I recognize that RvR is somewhat on hold while the UI and other mechanics are worked out, it is important to continue civil discussions of what a good system is and if we don’t put out our suggestions/desires we can’t complain if we don’t get what we want. Also spoilers are confusing, privateers is kinda hidden inside pirates. Even if changes aren’t going to happen in the short term, we need to talk and find decide what changes we want when they do start happening. I also recognize that there have been a lot of threads on this subject but considering the size and complexity of this suggestion I feel deserves its own topic, and considering how it includes pirates, privateers, clans, and big changes to RvR, ports, open world AI, etc it doesn’t quite fit with those topics either. It carries similar elements to topics proposed by numerous other people, including Banished Privateers merchant ships, and I know Christendom has campaigned for giving clans a lot more control over their ports. Basically, this is an idea or model designed to work as a compromise that improves gameplay for all players making for more interesting RvR and, as opposed to the very one-sided suggestions frequently thrown around, introduce gameplay styles/niches that fit solo players as well. At the very least, this is an interesting thought experiment. It would make alts basically useless, or at least easy to catch and stop, it would give clans a real reason to take/protect ports, and it would make inter clan relationships more important as they will depend on each other. Aside from that it would give solo players more interesting stuff to do and add pirates as a more realistic portrayal into the game. Not to mention no more derpy ass “flipping” Here we go. First of all, separate players into separate character types. National players (all in clans) They fight for their clan and to a lesser extent the nation, clans have total control over their ports (to be explained.) This also encompasses traders (vital to clans) Pirates: Ditch “pirate nation” it offers no unique game-play. New more realistic pirates, semi perma death, extreme risk extreme freedom. Infamy based progression system, reward for nationals for sinking a pirate is tied to their infamy + rewards posted by clans. (clans can see who is raiding their shipping and damaging their town (to be explained) Privateers (pirate who has taken letter of marque from a nation or national who has no clan. Privateers have no official clan affiliation, but cooperate and work with clans to help one or more nations and contribute to RvR in ways to be explained below) Rework towns, clans, RVR, and open world AI. Basically, because non-clan affiliated players have a niche (privateering and piracy) clans can get total control over their captured towns. This control includes entry rights, IE what clans or privateers are allowed entry. It also includes who can use clan amenities like repairing, the port’s market, docking ships, placing contracts, and docking fees as Christendom suggested. They can also decide who can build or craft ships there, importantly whether privateers can enter. Also of note there could be two types of entry allowance/denial. Players/clans could be permanently whitelisted or given temporary entry permits. For instance, if a clan tasked a trader from another clan with bringing in a shipment of goods but they aren’t comfortable giving that clan permanent access, they offer him a temporary whitelist. Another option would be replacing the “enter X” button with a “request entry to X” button. If a player is whitelisted, they enter like normal. If not, clan officers would receive a request and can grant, ignore, or openly deny said request. (possible different officer positions with different tasks such as economy, port security, merchant defense, admiral, etc.) They also control economic factors for their ports. Ports don’t just sit there, they are integral to open world trading and they are reliant on it. They provide their clan with income, but this income is not fixed nor guaranteed. A clan’s income comes from trade with other clans, or taxes on that trade. The best example I can think of on the spot is mount and blade “prosperity.” All ports consume basic supplies like food supplies, iron, woods, etc. However, ports also have special needs and abilities just like currently. Mines, forests, farmland, or industrial capability, special industries, etc. They also need all the resources to supply and operate those industries. These demands must be fulfilled by traders, AI or player. Towns could automatically generate and send AI ships to supply the town, by purchasing those goods from towns that produce them and clans can micro manage this to the extent they want. These ships would replace current open world AI, which is just there for boring, no risk grinding as is. Resources like food supplies and iron will be available nearby and can be done with AI with high success, but more rare resources like gunpowder or rare wood types require long trading runs during which and AI would be almost certain to be intercepted by pirates, privateers, or hostile clans/nations. An AI supply ship would, upon being hailed in the OW, reveal its starting point and destination, allowing clans and privateers to target their attacks to weaken enemy ports. These missions would be done by player traders, often with clan escorts. Ports could supply themselves with some food supplies by fishing, (interesting way to add fishing vessels to the game) but these fishing fleets would be vulnerable if unprotected. (another thing for pirates to do besides raiding merchants and possibly smuggling contraband) The fights to protect and attack shipping would lead to pvp. In many cases it may be more important to ensure the escape of the merchant vessel or secure its demise than to keep your ship. Captains will be less likely to flee these battles, and if they do this will still be a victory for the attacking clan even if they sink no enemy players: They got the enemy shipping and weakened their infrastructure. Clans would be able to make trade deals with other clans to ensure steady supply of resources and prevent backstabbing and scumbaggery. (If a nearby clan was bribed by “foreign interest groups” to suddenly pull the plug on resources for a different clan without any warning it could seriously screw over that clan. Mutually agreed upon trade agreements that can’t be backed out of without warning would stabilize trade and increase prosperity (kinda like in real life.) Town prosperity, income, and defensive strength would be tied to these economic factors, and taxes. A town that gets 100% of supplies it needs while safely selling 100% of its produce with a low tax rate will have a high prosperity (1 to 100 or whatever scale is used). Ports with higher prosperity: · Provide higher income to the clan Are harder to take. The current open world AI really wouldn’t be missed. Totally rework pirates and add privateers. What I, a largely solo player, would be most excited about! Pirates as is are just another nation… one of 11? 10? A lot. Anyway, they are nothing unique. This at the same time as there are two problems: Lack of gameplay niches for solo players and complete lack of representation of actual pirates: outlaws and privateers which were important at that time. So important that controlling them was a key reason for the construction of the US navy’s six original frigates including the famous USS constitution. In fact, the charter to build these frigates included a clause immedidately scrapping the ships’ construction should the threat of piracy be eliminated through a peace treaty with the barbary states. (If Wikipedia is to be believed) Here is how pirates could work.
  7. Ich Grüße euch Saufbanden Wir Bilden alle Neulinge aus die die Deutsche Sprache beherrschen. Bei uns gibt es keine Regeln. Das einzige was zu beachten ist: - TeamSpeak mit Headset ( voice378.ismett.de ) - Freundlichen Umgangston - Aktiv sein Im TS3 runter scrollen bis [DR3NK] Drunken Fleet und jemanden anstupsen wenn einer dort im Channel ist, wenn niemand da is, dann hier als Kommentar, mälde mich dann später... Mehr über uns erfährt ihr vorort. Wir sind ein Kleines Grüppchen aus Veteranen & Crafter Liebe grüße Rear Admiral Lord Freemann
  8. Like many others, I feel that it may be time to re-think the balance between nations and clans to increase PvP and get a more realistic, yet fun take on pirates, piracy and privateering. The following suggestion is long, but I will try to maintain an easy overview, so you’ll be able to skip through most of it and get the general gist of the idea. Similar suggestions have already been posted by Redii and Vazco – I recommend reading them too. Nations (For the history-buffs): We are many players who would like to keep nations in-game. I believe that the removal of nations will have a huge effect on the player numbers since the player-base is split 50/50 between gamers and history-buffs. We have to return to the original nations and remove the new ones… Poland, Prussia and Russia have no place in the Caribbean in this timeframe. Life for a non-clan national player will look like this: Features: Safe from internal conflicts . Can PvP versus other nations and is NOT safe from foreign PvPers (Unless in safe-zone). Cannot initiate RvR. Can only join PBs against foreign nations (If allowed by attacking PvP-clan). Cannot own ports. National Clans (For the gamers): A player who decides to join or create a clan can choose between the following types of clans: Features: PvE-Clans (For Safe-zone players + crafters/traders needing a community): Safe from internal conflicts. Can PvP versus other nations and is NOT safe from foreign PvPers (Unless in safe-zone). Cannot initiate RvR. Can only join PBs against foreign nations (If allowed by attacking PvP-clan). Can change clan status to PvP-Clan. Cannot own ports. Merchant flag to distinguish them in battle PvP-Clans (For RvRers): Can declare wars and fight internally against other PvP-Clans. Can initiate RvR against other PvP-Clans from all nations including their own. Cannot change clan status to PvE-Clan. Ability to own and manage ports like today. Pirate flag when attacking an enemy clan from same nation (Like smugglers flag). Officers can grant letters of Marque (See Pirates). No safe-zone protection. Pirates (For the Solo-players): Pirate players will have the same features as national players apart from the following: Features: No safe-zones. Operates out of free-ports. Complete open PvP, pirate vs pirate is possible.. no mercy. Cannot own ports. Cannot initiate RvR. Letters of Marque to participate in PvP and RvR alongside Nations. Can form clans/communities with no special features A special feature is the introduction of Letters of Marque – it will allow pirates to sail under a national flag and participate in RvR/PvP as mercenaries. Letters of Marque will be granted to the pirate by a national PvP-clan officer and will last until server-maintenance. A holder of a Letter of Marque will be under the protection of the clan that granted it and thus functions as a clan-member until it expires (without tag and chat). This means that the pirate can still be attacked by clans hostile towards the clan that granted the letter but will be unable to attack national players from the nation protecting him. A text displaying the words “Letter of Marque” will be visible where smugglers flag is today, the pirate will be allowed to dock at any national port but unable to use the shop. Kind Regards, Percival Merewether EDIT: Updated with @Slim Jimmersons suggestions.
  9. Does an in-game clan directory exist on either PvP or PvE? If it does, the game needs directions on how to access it. If not: Clans are the Isla de Muerta. Cannot be found, except by those who already know where it is. Rooting around in stale forum posts and sub-reddits is no help at all and increases the load on what already is a VERY steep learning curve for new players. Directory Features: listing optional. Visiblity options -- pick whether the directory listing is public or national. Limited to active clans. The directory listing would expire at some point past the date of the last member login. Listing Features: Clan name Nationality Seeking new members Y/N Seeking alliances Y/N Founder / officer and founder names (or the ability to message via the clan name with forwards to founder/officers) Primary objective (trade, raid, etc). Formatted field with fixed options so it can be sorted in the directory. Optional website URL (if any) Small plain-text description field
  10. Are you tired of spreadsheets and tables? Look no further. The ultimate clan-tool is finally here. Features: Trading Tool Production Overview Blueprint information Garage sale Shipyard Admin section Fully adjustable language file Specs: Dynamic data processing of the Naval Action API Access right management for members Responsive design HTML5 Boilerpate + PHP + SQL Multi-Language support CAPTAIN FILES Base of all processed user data, having the following information of each user: crafting level blueprints available production buildings and location available portbattle ships with location "Commander's view" to view all fleet locations of members TRADING TOOL Plan your trips based on reliable data. Every maintenance the data of the game is dumped into an "API". Search features: materials ressources upgrades ports PRODUCTION OVERVIEW Members can assemble a crafting group and give an overview on how many wares are theoretically produced per day. A member can assign themselves to a group leader. Data for production is fetched from the captain files. Scope should be to maximize ship output through having an optimal output on ressources per craft group. BLUEPRINT INFORMATION Probably all of your spreadsheets combined. shoutout to navalactioncraft. API as data base with captain files as additional source for: Ship stats and information Knowlege slots unlocks Sailing profiles Crafting materials and information Which clanmember has the BP for the selected ship GARAGE SALE 2nd hand shop for ships and upgrades. Members are able to list their offers so others can contact them if they are interested. CRAFTING SECTION Intended as a journal for transactions inside the clan since there is no option ingame. Crafting logs can be shown as a ranking to show the most involved players. SHIPYARD Members can order ships and refits here. Crafters can then accept the order. Prior ordering members should have the crafting ready materials in stock. If you want to try it I have a live-version hosted here (not in productive state so feel free to experiment): http://p412148.webspaceconfig.de/clantool/ Login-data: Name: Test_User Pass: test Different rights for different needs: - 3 Crafting Tiers (Supplier, Junior-Crafter, Master-Crafter) - 7 User Tiers (No-Access till Admin) What you will need: - a webhoster that allows fopen - at least one MySQL 5.6 database - PHP7 and above Coming (maybe) soon: Prettier code Dynamic Crafting and shipconfigurations adding location of portbattle ships of the captain files completion of the blueprint section Shipyard logs Information about crafters having the refit BPs unlock slots map of some sort Ship skins (if they come back) More Admin stuff for backend data Still work in progress, but any feedback and suggestions are apprechiated.
  11. Call clans "squadrons." Mainly an aesthetic thematic suggestion, but such a naming convention would open possibilities for a new clan structure, with different types of clans depending on size and function. For example, naval squadrons and trading companies. Naval squadrons could have the equivalent of player ranks depending on size, e.g. detachments, divisions, squadrons, fleets, and even regional stations, Trading companies might start as import/export shops and progress on up to full-on East India Companies (or West India Companies, since it's the Caribbean). Clans/squadrons/companies could then potentially have their own internal rank structures and chains of command, with subunits to match, for their player members (so a port might be conquered by the 1st Frigate Division of the British Jamaica Squadron, etc.).
  12. I see in game that unfair players are taking power. I also see that fair players, who were in game from a long time, are leaving one by one, silently because they are fair and fidel even when leaving and they don't want to hurt the game. Where are Rediii, Liquicity, and so many others? For reconstruction of France, the only one old boy with who I could have built something (Vil Coyote) left too... In a lower level, I am tired too and more and more hesitant before launching Naval Action. I think that the present gameplay destructive power of clan leaders must be strongly reduced. Towns belonging to clans place too much poison in game. No formal IG alliance is also poisoning, rogue clans can be found everywhere (but the previous systems of two alliances was not so good too, we know...) It is difficult to balance all that, but today, this game design is favorable to unfair behaviors and cheaters (and more again when reintroducing the PvP marks)
  13. Ahoy fellow captains! I have some suggestions regarding the clans. First and foremost, "Clans" is not an appropriate name for this in the age of sail. It just feels wrong. I have an idea to expand on the "Clan" mechanic. Feel free to agree or disagree, and if you so wish, flesh out my ideas. How the system works now (Feel free to correct me if I´m wrong): Creator: This is the creator of the clan. He/She/It has full control over clan mails, Withdrawal and deposit of the clan warehouse. Can also disband the clan (?) Officer: Has the same control as the creator, except for disbanding the clan. Member: Limited control over the clan, can deposit intro the clan warehouse but that's about it. There is also no restriction on what members can deposit. This system works for the most part, but as I have seen by other captains, there is a demand for a middle "rank" in the clan hierarchy. And thus we make it to my proposed clan mechanics. Introducing Company's: The idea behind Company´s is that they are a reference to trade company´s. Private organisations with support from the rulers which help and assist the realm in its conquest. Company´s have a slightly different hierarchy than the current clans, It goes as follows: Grand Master: The Grand Master is the creator of the Company. He/She/It has full control over the company. Can also promote a Company member to Grand Master if He/She/It is to retire. Can also promote/demote company members through out the ranks. Can also promote Masters. Master: This would be the equivalent of the current officer, the Grand Masters most trusted members. They will have full control over the Company apart from promoting a new Grand Master. They will also have some other responsibility which I will talk about further down. Can also promote/demote company members through out the ranks with the exception of other Masters. The ranks above can be seen as the leadership or council of the clan. Now come the Member ranks, or "worker" ranks. The worker ranks can invite players to the company, but it must be approved by the Grand Master or a Master. Captain: (cant think of a better name for this rank, feel free to come with suggestions) This is the soldier of the Company. Their role in the company is the protection of the traders, by the means of escorting traders and securing trade routes. They are also responsible for the sabotage of enemy company´s economy, hunting traders, blockading ports etc. They can deposit to the company´s warehouse without restrictions. Members of this rank also get a 10% discount in any friendly port for repairs. Builder: This is the crafter´s. The rank that keeps the company afloat. Due to being crafter´s, they have unrestricted access to the warehouse, withdrawal and deposit. Members of this rank get a 5% labour hour discount for crating in friendly ports. Trader: This is the traders of the company, they sail deep in to enemy waters to acquire rare resources. They also supply the colony's with supplies, hull repair and rig repair. They often need a escort by the Capitan rank. They can deposit in to the warehouse without restrictions. Members of this rank get a 10 % gold discount for placing contracts. The following rank is the recruits of the company, they have limited control. Initiate: All new players end up in this rank. They can deposit into the warehouse, but the deposit must be approved by a Master or the Grand Master. (to stop the warehouse getting full of basic 4 pd cannons and stuff like that). They cannot invite new members to the company. The description of these ranks are purely from a lore perspective, the players off course do as they please. To point of having these worker ranks is that they provide a small bonus in their respective area. The parameters for these bonuses are purely made up numbers, can be adjusted and other bonuses might be even better. The pirate might have other names for the ranks, just as a cosmetic feature for the Pirates. Company warehouse: The warehouse as it now works fine for the most part, however some changes are needed. 1. Warehouse Expands with the Company The base line for the warehouse is say 100 slots. With 5 players this goes up to 150 for example. The expansion should be much bigger in the begging, to help small company´s. For example, up to 20 players the warehouse expands every 5 players. After that it expands every 10th player up to say 100 players. And after that by every 20th player it expands. You get the point. 2. A ledger for the warehouse. A ledger for what player deposited or withdrew what is crucial. To see if any player is stealing or who is storing those basic 4pd cannons, taking up space. 3. Restrictions The Grand Master and the Masters should be able to restrict certain category's. For example, only the Grand Master can withdraw gold. Only the Builders can withdraw materials. You get the point. A few new mechanics would be needed in the game for this to work and i´m not even sure if its possible with the current engine. I apologise for any grammatical or spelling error in this rant of mine. Is this a bad idea? is the current system working just fine? Feel free to discuss to your hearths content. See you on the horizon. Signed: Demsity
  14. I've been playing this game for a few weeks now. Now that the game is ready to release into Early Access, I had a few questions, that I can't seem to find answers on yet. I would hope that anyone with this knowledge could share and teach, not only me, but newer players about how Clans/Guilds work. How do you make/form a Clan/Guild? What is the point of joining in a Clan/Guild? Any other useful information about Clans/Guilds? Thanks for any and all help!
  15. Clans are fairly new and as such the management system is bare bones, which is completely understandable. However, clans are already a huge part of the game just a few days into EA. Large communities have sprung up and clan ranks are being filled. As such, I think the devs should take some time to begin fleshing out the clan system, specifically focusing in the tools that clan leaders can manage and run their clans. I have played a number of MMOs and to this day, ironically it was Pirates of the Burning Sea that had the best clan management system (Don't even get me started on SWTOR and how you had to actually pay in order to access advance guild management.) Here are a few aspects that I found best from PotBS that I have yet to see most other MMOs. These are the biggest. Rank Creation and Customization - Most MMOs allow you to customize the ranks that are already present in their system. Change the name, tweak permissions. But you are usually limited to just those provided. In PotBS, you could make a new rank completely from scratch, meaning a guild could have as little as 2 ranks (leader and member) or over 20 unique and customized ranks. Clan History - Very simple; a history that shows the past administrative actions by all members. PotBS had this divided into Wallet actions (withdrawals and deposits into the society wallet), Recruitment info (who was invited or kicked and by whom), and General Admin (Description, rank permission, promotions and demotions and who did them). This is extremely helpeful when keeping track of the daily comings-and-goings of a guild, especially of someone has been offline for a few days. Clan Wallet and member salaries- Monkey Bullet suggested in another thread a Clan Tax. I like it, but before we can have a clan tax, there should be a clan wallet for into which the taxes go. This is nothing unique in MMOs. However, I would also like the ability to allow salaries for members, to be set by leaders or officers who have permissions to do so. In PotBS, my clan allotted a small parcel for our high ranking members and officers, but where this really helped was that our Ship builders and crafters were given large salaries to support their economy, which they would then in return use to support the society. This salary system meant that officers didn't have to be online to personally trade the gold themselves. The salary was at a daily base, and members could choose to not collect salary if they wished. And all of this was recorded in the Clan history. Here are some other aspects that I found useful as a society leader in other games Clan Warehouse- a warehouse for the entire society. Permissions could be changed to where members could only deposit, only look into, or not even see the warehouse in a port. Message of the Day (MotD)- Leaders could have a message that would automatically pop up when clan members logged in. This could be pertinent information for the day or simply friendly reminders. Permissions could restrict the editing of this to only the leader or officers as well Member sort- currently, the clans list members simply by who recently joined (oldest members at the top, newest at the bottom) allow for sorting based on rank, name, etc. Cheers,
  16. Captains, If you want to try something different. [ELITE] are starting to recruit for PvP Global. It’s not a democracy and is often described more of a cult than clan. We are under GB Nation but follow many paths both light and dark… So, if you fancy a test of your own skills give my XO a call Drufus Kent in game or myself…. We have teamspeak3 and all the mod cons…. Norfolk nChance (Cult Leader)
  17. The C.B.P. is a fairly resent clan with some member's in game the clan's leader is Captian Lord Tridax and C.B.P. stands for Caribbean Blue Privateer's i am not in his clan however i am his friend he is looking to help the pirate nation grow to fight the coming battles so if you see him on and are interested give him a shout.
  18. I'm sure many of us who play with our clans and friends find the clan options lacking. The clan warehouse mechanic is extremely nice and leads to convoying sometimes but currently the only representation there is of our clans is the tag. I have discussed with my clan on several occasions, what jack should be used to represent us if we were able to fly jacks representing our clans and companies. It's a heated discussion, with dozens of options coming in all of which excite me. What I propose is the addition of some kind of visual marking to add to our ships while in battle. Though it would not add to the core parts of gameplay, it would add to the unity of countries and the pride of clans. Obviously there would be problems with people flying inappropriate symbols so I suggest the admins or mods review it before being accepted. On top of that, flying flags that look like other nations flags would cause problems and I feel would have to be regulated as well. Thoughts?
  19. To all those with Hearts of Oaks Come and Join the ROYAL NAVY of GREAT BRITAIN "Come, cheer up, my lads, 'tis to glory we steer, To add something more to this wonderful year To honour we call you, as freemen not slaves, For who are so free as the sons of the waves" Heart of Oak are our ships, Jolly Tars are our men, We always are ready: Steady, boys, Steady! We'll fight and we'll conquer again and again" You'll not see us beat the war drum, make boastful claims or declare freedom & liberty for all.... EVERYMAN WHO SERVES IS FREE IN THEIR HEART, Warm in the glow of serving KING & COUNTRY! Whether you be a Slave running from the lash of the Americas, Loyal Americans, Sons of Britain, Brothers in Europe or hailing from the far flung Colonies.... ALL ARE WELCOME IN THE ROYAL NAVY! GB Royal Navy Fleets Currently in-game Sealords Royal Navy - Clan Tag [sLRN] PvP One: The First Royal Navy Guild to form and the largest. Professional and highly organised - (Hardcore PvP, PvP, PvE, Crafting) Australian Colonial Navy [AUSEZ] PvP One: Formed around a solid core of experienced members with a growing multinational community. We are focused on expansion and supporting our members in any way possible. Drop in for a chat on our TS: PW Dangerzone - (PvP, PvE, Crafting) The Rum Runners [TRR] PvP One - Based around a core of experienced Sea Trials players but also busily training newer players to help them get to grips with the game. - (PvP, PvE, Crafting) Primarily GMT Timezone based but all are welcome, Teamspeak is a requirement and all recruitment / announcements are handled through this - Server details: The Royal German Legion [RGL] PvP One: is a German squadron loyally serving our King. We are currently recruiting players. Our main language is German. Applications under royal-german-legion.de and TS3: Please hail our clan members to request the TS3 Password. - (PvP, PvE, Crafting) Zeus Expeditionary Fleet [ZEUS] PvP One: Zeus is a multinational Gaming Community based in Europe. Most of our regulars are from the British Isles or Continental Europe, but we do have members from all over the globe including the U.S.A, so do not let this deter you joining up. - (PvP, PvE, Crafting) St. Georges Squadron of the White [sGS] PvP One: is now in Naval Action, and we are now recruiting new members! Your rank and skills do not matter, we will train our recruits to be most capable captains. Our only requirements are understanding of english language, era fitting name and mature attitude. We are a British society for Naval Action, some may know us from Potbs as the oldest British society.- (PvP, PvE, Crafting) [RELIC] PvP One. A Large multinational gaming community that is well known from the NA server of World of Tanks, now trying our hand at the age of sail. Visit www.relicgaming.com or our teamspeak IP = ts.relicgaming.com, Password= relic1 for more information. (PvP, PvE, Crafting) Barely Afloat [sINK] PvP One A tight-knit, eclectic group of EU and USA tz players. Ready and able to SINK Britain's enemies. Come chat with us on teamspeak: - (PvP, PvE) GB Merchant/Crafting Fleets British West Indies Trading Company - [BWITC] PvP One: First dedicated crafting Fleet to serve the British Empire. This clan has a strong economic focus in service of the crown - (PvE, CrT) ---------------------------------------------------- Guild leaders who wish to be added to this listing of Fleets and Guilds please contact me direct via PM to be added. Please provide a short description of your Clan and provide your clan TAG! - FAdm Charles Caldwell SLRN
  20. Greetings everyone, On behalf of the Navy Department and our senior officers, it gives me great pleasure to announce the formation of the Continental Navy, a PvP Clan operating on the PvP2 server. We are rapidly expanding, and focus on group actions, fleet battles, and are beginning our crafting and shipbuilding division as well. We welcome all loyal American officers fighting for the preservation of our great Republic in defense of freedom. It is our goal for not only the Caribbean coasts to be rid of pirates, but of all foreign powers as well. We use teamspeak in lieu of signal flags, which is our only other requirement. For more information, you may contact me here, or contact one of our other senior officers in game: El Capitano, Admiral Schilling, WIKIBONG, or Archimonday. -James Cornelius Captain, Continental Navy
  21. Hi All, Something I discovered today, while watching the latest Letter to The King is that diplomacy in Naval Action is essentially run by the largest, most successful clans in the game (something that may seem obvious to most, but to a newbie such as myself this comes as a welcomed surprise) Something I am curious about though, is the ramifications that the new patch will have on this community-created mechanic, and what the developers opinions are of a concept I am calling "clan orders" - The only way that clans can retain the power they currently have over diplomacy in the game, is to instruct their members on how to vote in upcoming polls for who to and not to declare war against - essentially, clans become a little like parties in a parliamentary system, the clan with the largest number of co-operative members basically becomes the governing body for the nation (assuming the majority of players are in a clan and following clan orders on how to vote etc etc) - Which is a very interesting concept in my opinion, and adds an incredible level of depth to the game (should it work out that way) - Coalitions could form, allowing 2 large clans to have joint ownership over a nation, it gives clans even more of a reason to recruit as aggressively as possible etc. The only possible downside I can see is a potential increase in Piracy - There are going to be clans that loose out in this arrangement, which thus fuel's an internal power-struggle in a nation, the aggressive party essentially becoming rebels/pirates going forward - Entire player groups may join piracy as a result of the way a nation was being run - "The British Rebels" for instance - Fighting against the reign of the BRITS clan (For example) - Although, thinking about it, this may actually be a good thing, it fuels as interesting back-story behind a nation. So I suppose the only real question is, what is the developers opinion of, if they have any at all, the concept of "Clan Orders" - The idea of clans dictating to their members which way to vote, obviously, this is not something the developers can do much about if done out-of-game, but will there be anything in-game to actively discourage this behavior? Personally, I would like to see all this type of behavior go unimpeded, I see no issue with it and it creates an excellent degree of organisation and community atmosphere within nations, as well as creating more interesting and in-depth game-play due to the political ramifications of voting within, and thus being in, a clan. What do you guys think?
  22. Hey all, quick suggestion - We should be able to craft directly from our clan warehouse (in whatever port it's actually based in). The clunky manual splitting and moving of mats and sub-mats for even the simplest crafts can be a bit tedious and now that we have a shared storage, we should be able to use resources directly from it. Hark! I hear you say, but people will just waste our precious resources! Not really, anyone has access anyway and could withdraw, so this would also be a good time to implement restrictions (who may deposit/withdraw/craft from inventory).
  23. The Royal Oaks [ROS] are looking for new and experienced players of all levels, completely new players are more than welcome. We are a British clan on PVP1 with more than 100 members (at time of writing). We are fun loving and maybe a little less serious than the other clans. All you need is a sense of humour! Message me (Harry Collier), Madjules, Sebo or any other members that you sail by. Happy sailing!
  24. Ahoy, captains! I am a complete greenhorn to this game, looking for a welcoming clan to join before I begin. In fact, I've just now finished the download after watching many helpful tutorial videos from current players. It seems joining up is a necessity for beginners who wish to do well. And so, I offer my services. I've not yet chosen a server because I'm unsure if I would be able to change servers to join a clan on their primary server. Therefore, I've also not chosen a nationality. These decisions will be based on which server your clan resides. Below is a briefing about my experiences. I've played a variety of games involving clans (since Quake days), and some that don't. Some related to the sailing age: Sid Meier's Pirates, Uncharted Waters, AC: Black Flag. However, my last couple years have been spent growing our Total Oblivion clan for World of Tanks and other WG games. I previously commanded -T-O- for 2 and a half years. At which time I gave the reigns up to build and command our second clan, and then 6 months later our third clan. We've grown our community and alliances into top 30 competitive clans for WG. I personally manage our 3-clan TS and forum, primarily by myself. (BTW, if you play Tanks, Ships, Planes, please feel free to contact me if you are interested in joining a clan there.) I make mention all the above simply to inform you of what I might be able to offer your clan. I am a dedicated, smart worker. I fully understand beginning at the bottom and playing the supporting roles for awhile. I will do as much as I can to help your clan community thrive. Do understand, to be honest, that our Oblivion clanmates have some interest in this game and possibly creating a clan of our own. However, this will be ages from now. We, of course, would remain loyal to any clan making us feel welcome as we learn the ropes in NA. If you feel I would be a helpful addition to your clan, please message me. I'll be available for PvP 1 or 2 USA. Thank you for your consideration, Cpt Blackthorne
  25. Dear Admins and Devs, Alas the current clan system isn't fully working of how it should be. It's very nice to have the option to make a clan and to have more captains work to a common goal! But when the Clan leader goes afk or even stops playing the game theres no possibility to promote players or even kick them from that moment on. The officers in the clan can invite people but can not kick or promote people if they want to. I would like to suggest the following: - Clan leadership transferable internaly - Add clan ranks to give more options for example a rear admiral can do exactly the same as a admiral with the exception of changing the clan name or promoting someone to that rank: Admiral (clan leader) Rear Admiral (second in command) etc. etc. -add a clan bank: This makes it easier to buy conquest flags from general income, now players have to arrange everything themselves which takes time to transfer funds. Well i do hope u guys have some ideas about the clan system and well we will see in the future!
  • Create New...