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  1. Volunteers for His Majesty’s Royal Danish-Norwegian Navy Ahoy Captains! To all who consider setting sail under the flag of Denmark-Norway. Our Royal Danish-Norwegian Navy requests you sign up with us. [RDNN] - The Royal Danish-Norwegian Navy, a company of brave sailors flying the white cross, is recruiting. We want all able captains and friendly sea creatures to join our ranks. When you join you will find we are a social group and you will find brothers in arms as well as good friends. Our clan is very Port Battle and PvP-oriented, and we arrange Port Battles and
  2. We have had a number of mechanics to manage port battles in the past, all of them with various positives and negatives. The current iteration moves away from a realist base, and instead favors abstraction: If you control a majority of the circles around a port, you control the sea lanes, and therefore, the port. This is not bad, per se, but it is so abstracted from the subject matter that it feels disconnected. Setting up the port battle is an exercise in mass AI farming, taken from the idea that "people need to do something in order to create the port battle." And so, I present a ser
  3. Ports with Port Battles schedule should automatically become closed to all after next maintenance
  4. Change name from Hostility to Stability Invert meter - e.g. Stability in El Dorado dropped to 10% Review factor needed to drop Stability to 0% - now 1.0, change to 0.5 - to accommodate all playstyles Include port demand/supply in the Stability formula Details for each topic as needed 3 - Sum of all parts being better. Still possible to completely drop Stability to zero just with combat missions -or- by trade alone. Reduce Hostility Missions factor to accommodate with Trade Stability. Full cycle of X missions, drops by 100%. Reduce factor per mission. Ful
  5. I have listened to the different takes on how to make RvR more attractive. We all want to get people more involved in RvR and this way, have them understand the beauty with this game. Have to say that suggestions are many and some are quite creative, one thing stands out thow, and that most of us agree that we need a clan based solution. Here is my suggestion. Suggestion My suggestion is based, and is quite similar to the competitions in the game of Football. That is within every nation there will be a constant competition between clans to get to the top three. The national
  6. OK before everyone will start that I am crying on the forum because we dont jave a victory mark this week and i am salty, I absolutly dont care if I get a victory mark or not. I dont use them and they are just stockpiled in my captains chest. Now that we have this out of the way let me start my post. I have participated in numerous port battles over the last years sailing from here to there, moving ships, towing ships, making sure the resources are where they are needed, and in the process of doing all this having a lot of fun both in the offensive and defensive port battles. However some
  7. Currently Conquest Marks are a hotly debated topic. If we go and change it to a system where it awards CM to all the players in that nation based on the number of regions controlled and the importance of those regions. For example each player in a nation will get 1 CM for ever 3 regions they control, Capitals will give 2pts instead of automatically. So no nation can ever drop below 2CM per day. Some regions will award 2pts based on value, like New Orleans would be one, Nassau another. Lastly Trade Manifests should make a return but as Trader Marks, they are awarded to players who
  8. What percentage does hostility in regions go down by per maintenance?
  9. If anyone hasn't seen @admin's post this morning, here it is. Seems like a pretty good idea, but perhaps needs more fleshing out. Had an idea about how to build upon it. Offer captains who have an outpost in the area a pension as well. Call it a coast guard protection fleet money. This would give captains a reason to be in the new areas and make it so it's in their interest to keep it. This would also help smooth over hurt feelings about not getting into the PBs by giving folks unable to make it a stake in the operation as well. Another bonus is it would force people to pu
  10. Dear captains! If you participated in port battles previously or if you have port battles today please make sure that you use your conquest marks before tomorrow's maintenance. A significant change is coming in a tomorrow patch. Prices for blueprints will remain the same, but prices for permits will go up due to changes in how conquest marks are going to be distributed. TLDR If you have conquest marks - or will earn them today in port battles until maintenance tomorrow (2nd of June) - spend these marks on permits! spread the information in the nation or/and in global
  11. I am sorry, but this is going to be a rather long post. However, I feel that for you to understand my suggestions I need to lay out those problems which I perceive and am trying to address, and I need to explain what assumptions I am making in addressing them. Let’s start at the beginning: There once was a little boy…Ok, maybe not that far back…Try again. Anyhow... RvR is my primary playstyle. I am a (de-facto) clan leader, diplomat, and occasional port-battle commander. So it is only natural that the conquest mechanics are among my chief concerns about this game,
  12. As one of the admins posted in another thread : " the conquest is still being discussed/reworked. Current ideas are 1) return conquest flag - sell it for pvp marks and create PB on purchase removing all exploits potential 2) change (bring back) hostility missions to only generate for regional capitals and be open all the time (allow missions to generate only for nearest 2 enemy regions - to create some form of frontlines " These are the only possibilities to achieve sustainable conquest in the game. Why? 1 .FLAGS: Pos : Surprise, unpredictability, Conquest around the
  13. I think the current Region conquest needs to changed and testing Raids is urgently needed NOW to keep numbers up before the wipe. So, keeping the idea of Raids as laid out by admin, and hostility generation to create a PB, but with the follow changes: 1, Regions have kind of ruined the variation of PB locations (in combination with Resource locations). I think it should be possible to generate hostility in a Region, and then hostility generators vote which non capital port in the region to attack. If you control 50% of ports in a region (as number of ports in regions vary), then Regi
  14. So, here's an odd idea I had. Premise: the gripe with port battles vis-a-vis nightflips and so on does not look like it will be resolved in the near future (for reasons that have been discussed in boatloads of other threads, so let's not rehash this here). It appears to me that the root causes people get so emotionally worked up are that, currently, the culmination and decisive point for conquering a region is happening at one point in time, in a very narrow time-frame (two hours for the battle, more like two minutes for the join window). Thus individual captains are upset when
  15. Seen a few of these posts but thought I might as well have a go The aim of these ideas is to make the pirates a unique 'hardcore' pvp faction with interesting mechanics but also limited economic and military strength compared to the nations. These should also keep a nice balance of power between the industrial and pvp players in the nations. Pirates Economy One economy building per player 25% tax for all trades between pirates and other nations, including player to AI and player to player (bribes, mistrust etc) Production/ships
  16. Dear Devs, I was thinking about the new port/areasystem when the following idea crossed my mind: Right now, we have a lot of specelised ports which are a disputed area. When history told us something, than it is the fact, that a town or a land which is disputed can not get any affluence. But in peace, every town can gain wealth. Thus, I would like to ask if you can make the haul after a portbattle be addicted to the time where the ports was in peace. So: the more the area was under the peacefull control of a nation, the more value you can get if you conquere the area. Of course
  17. Hey Developers and Community, We have been thinking the last weeks about the current PB system and the proposed 7 Day cooldown on captured ports. This post is rather long and elaborate, but please hear us out. Historically Naval Powers first needed to "win" a seazone. This works to our knowledge by an attack-fleet with supplies and ground forces stationed in a strategic port with infrastructure. Frigates, Brigs and even Sloops are the communication and scouting ships. Also they tried to break and harass enemy trading and supplies routes. When hostile forces were discovered inva
  18. UPDATE: The official map has been published by the devs with a few changes from the data I had. Go here to find out how the map will look after the wipe: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ And to find the ownership of each individual port, go here: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/?p=312498 Salut Captains, The September Patch is looking to bring significant changes to this game. It should be a huge patch
  19. F11 report submitted 15:13 UTC Today's server reset marked the end of a round of voting. From what I can see according to the Politics tab, none of the voting from last round went through. The History dropdown only shows from this round that two Votes failed to go through. It does not show the votes that went through. Danmark-Norge had an alliance with France that expired this round, so both factions voted to renew that alliance. Our alliance is now expired according to the politics tab, but not renewed. It does not either say in History that it did not go through. However, Danmark-Norge p
  20. I am not one to argue for the nerfing of pirates, nor to demand that they are made “no longer a nation”. I don’t argue against either of these positions either. I don’t have an opinion either way, and I’m not particularly invested in the outcome. I am sure that whatever the developers come up with for the pirates, with input and correctives from the testing community, will eventually serve its purpose. However, I have been contemplating a lot on the implementation and the implications of the regional conquest system, and I got to thinking about how the pirate faction will fit into this, bo
  21. So this is my suggestion for port battles / flags. It is grounded on the belief that the further you try to reach into enemy territory the more it should cost you and the more notice should be granted to the defender. Point 1: The further the port you want to capture is from your Nations front lines the more the flag costs. For example, buying a flag to capture an enemy port immediately next to your front line might cost 250,000 gold. The flag for the next enemy port (further into enemy territory) might cost 500,000. The flag for the third enemy port might cost 1,000,000, etc
  22. This is how you capture British ports. We would have used just one Pavel, but having someone to talk to on TS is a lot better to pass the time. And 2 pavels cuts the capture time by half. Both of our Le Grosse Ventres supposedly got compass wood, so the flag more than paid for itself. It is the sincere wish of the Danish-Norwegian nation that today's patch gets rid of the trolling early morning timers. This is the time-zone of Denmark-Norway: For months now the British have zerged us with multiple flags by day and then put timers between 00 and 06 server time against us to avoid
  23. This collection of suggestions refers to: ---- Nations must be shaken by the fear of dissidents and rebellions ---- The lenient and somewhat social status of Nations might be shaken by groups not wanting to go along with the flow, as we have seen before and will see in the future. The options at the moment is to change nation or to go free mode with the black flag without any problems to the original nation except the loss of a member. What if that actually hits hard in the established flow of a nation ? These suggestions make sense after a map wipe given the necessity for
  24. This game in my opinion has an issue regarding port timers. In its current form a defender can simply set a window for times where the server has a low player count. With servers having such a large swing of players from down time to peak times this has created a situation where almost all port battles will be left to a small number of players around DT. Leaving most players to only spectating, opening the map when they log on to see what has changed on the map. I am sure this could be verified if devs have the ability to see when port battles have been fought which I am sure is the case. S
  25. So there are tons of options the devs. can take when it come to conquest. An right now Port battles are a very touchy subject. This Suggestion will focus on the the expansion part of the map rather then Port battles it's self. So here goes my suggestion. Keep in mind im not telling every one how it should be but just and ideal of what it could be. Lets start off by saying that open world is big and vast. With a map this size players can spread out and not even see another player for days. This can even be longer for lower pop severs. One of the main aspects of the game is P
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