Search the Community
Showing results for tags 'neutral'.
-
The very first aggression entry. How can you have Neutral aggression against Kidd's? It must be a pirate hack....
- 9 replies
-
- 2
-
- pirate
- aggression
-
(and 1 more)
Tagged with:
-
Thought of the day: Ports should have a "faction" rating, like from 0 to 1000. Ports will slowly lose faction and turn neutral if nobody uses them. "Use" could be measured by products bought and sold, unique persons visiting per day, missions completed or maybe even battles nearby or "number of times reinforcements called". Port takeover cost could then be a factor of the port's current faction rating, with 0 faction having some minimum cost to buy the port attack flag (50k?) and maximum faction rating being maximum cost. Capturing a port sets it to 500 faction rating and then if nobody ever goes there, it will go neutral in about 10(?) days. For that matter, maybe neutral ports should turn into a faction without a port battle, if that faction uses it enough to generate enough faction points. This is mainly stemming out of thoughts of ways to reduce the number of "PvTower" battles this game has. Taking empty ports nobody cares to defend (or, if neutral, is able to defend) is expensive and boring. If those ports simply drifted to neutral on their own, there might be a lot less pressure to run around playing "colored dot pac-man" just to eliminate empty "enemy" ports.
-
Scroll down for English translation ... Die Neue Deutsche Hanse Steam: http://steamcommunity.com/groups/NewHansa Über uns Fast 100 Jahre nachdem der letzte Hansetag abgehalten wurde, gibt es eine neue Initiative, die von deutschen Kaufleuten ins Leben gerufen wurde, um neuen Reichtum und Wohlstand zu schaffen. Angelockt von den Schätzen der neuen Welt und inspiriert durch den Reichtum der spanischen und niederländischen Händler, taten sich die einflussreichsten Kaufleute der norddeutschen Kurfürstentümer und Herzogtümer zusammen, um die „Neue Deutsche Hanse“ zu gründen. Ausgestattet mit dem Monopol zum Handel in der neuen Welt, der jeweiligen Landesherrn und mit der Unterstützung der großen deutschen Handelsstädten und fähiger Kapitäne, soll die Neue Hanse den Reichtum und die Schätze Amerikas in die Heimat befördern. Beispielhaft hierfür sind die britischen und niederländischen Handelskompanien. Die Hanse wird geführt durch den Vorstand, der auf den alle paar Jahre stattfindenden Hansetagen von Vertretern der Städte gewählt wird. Der Vorstand ist für die Einhaltung und Überwachung des Kodex, für die Anwerbung von Kapitänen, für den Einsatz der bewaffneten Schiffe, sowie für die Gewinnbeteiligung und Verlustzuweisung beteiligter Kaufleute zuständig. Mit einem einheitlichen Leitkodex soll Rechtssicherheit geschaffen und Konkurrenz innerhalb der Hanse vermieden werden. Zwar dürfen die Kapitäne und Kaufleute in eigener Zuständigkeit handeln, jedoch sind sie dazu aufgerufen sich an Vorschriften und Embargos des Vorstands zu halten. Fahrgemeinschaften werden gebildet um die gefährliche Reise über den Atlantik und auf den wichtigsten karibischen Routen sicherer zu gestalten. Kriegsschiffe und bewaffnete Schiffe werden von den Fürsten und Städten bereitgestellt um sich gegen Piraterie und jeden anderen wehren zu können der versucht Schiffe der Hanse zu entern oder Kontore und verbündete Handelshäfen zu überfallen und zu plündern. Es ist nicht das Ziel eigene Kolonien in der neuen Welt zu gründen (zumindest noch nicht) sondern gute Handelsbeziehungen vor Ort herzustellen und diese zu sichern. Eine Beteiligung an örtlichen Konflikten ist nicht erwünscht, kann aber vonnöten sein, sollten sich Auseinandersetzungen zum Nachteil für die Hanse entwickeln. "Großer Reichtum lockt Neider an, das war den Kaufleuten der Neuen Deutschen Hanse von Anfang an klar und so lief nie ein Konvoi ohne wenigstens ein bewaffnetes Begleitschiff aus. Zunächst brachten die Händler den Unterhalt dieser Schiffe noch vollständig aus eigener Tasche auf, dann erkannten die freien Reichsstädte Hamburg und Bremen die Wichtigkeit der neuen Handelsgesellschaft. Die beiden Hafenstädte bezalten bald einen großen Teil der hanseatischen Kriegschiffe aus ihren Stadtkassen. Lübeck, das Zentrum der ehemaligen Hanse der letzten Jahrhunderte konnte auf Grund der relativen Abgelegenheit in der Ostsee, zunächst weniger Profit aus den Geschäften mit der Neuen Welt ziehen. Inzwischen begreifen aber auch die Landesherren norddeutscher Kurfürsten zu Hannover und Brandenburg (Preußen) wie ertragreich die Geschäfte der Hanse in der Neuen Welt sind und stellen eigene Flotten zum Schutze der Handelsschiffe ab. Die drei bedeutesten Flotten der Hanse agieren heute von Bremen, Hamburg und Emden aus. Während die Flotte zu Bremen zu großem Teil vom Kurfürstentum Hannover getragen wird, finanziert sich die Hamburger Flotte aus Geldern der Herzogtümer Holstein und Mecklenburg, sowie einiger Mitteldeutscher Reiche wie dem Kurfürstentum Sachsen. Die Emdener Flotte besteht seit dem Kauf Ostfrieslands durch Brandenburg (Preußen) und ist fast Deckungsgleich mit der Kurbrandenburgischen Marine. Jede Flotte trägt neben dem Hanseatenwimpel (weiß-rot), die Flagge der jeweiligen Hafenstadt im Mast. " New Hanseatic League Steam: http://steamcommunity.com/groups/NewHansa About us Almost 100 years after the last Hansetag (engl: Hansa Convention) was held, German merchants started a new initiative to grow their prosperity. Attracted by the treasures of the New World that already granted great richness to Spanish and Dutch merchants, a number of influential traders from the principalities and duchies of northern Germany, merged to found the "New Hanseatic League". The aim is to secure a share of the American gold and treasuries for themselves and of course the German sovereigns, who granted the Hansa with the exclusive right to trade in their names. This kind of monopoly in the new world is not unlike the british or dutch trading companies. The Hansa is lead by a board of directors, elected by the cities every few years at the Hansetag. The board watches over the company's code and laws and is responsible for the employment of new Captains, the mission planning of the Hansa's warships and the employee profit sharing and loss allocation. The company's laws and policies are to guarantee legal security and avoid business competition between Hansa's traders. Traders may act at their own jurisdiction, but should follow the boards commandments, rules and embargoes. Convoys are established not only on the transatlantic crossing, but also to secure main trading routes within the dangerous caribbean waters. Armed ships are provided by the German sovereigns and cities to protect against piracy and anyone trying to board Hansa ships or raid trading stations and allied ports. The foundation of own colonies is not in the Hansa's interest (yet). All efforts are to establish and keep good trade relations in the Caribbean and between the New World and the German coastal cities. Participation in local or global conflicts is not desirable, yet may be necessary in case it develops to the Hansa's disadvantage. Steam: http://steamcommunity.com/groups/NewHansa
-
Hey guys Straight into it - heres what i think should happen; Aside from a very few home locations (ie. Matthew town etc.) pirates should lose all other ports. Dependant on 2 factors pirates can enter any nationality port - A, their notoriety and B, that particular ports transparency. It could be that the further you get from a nation's capital, the less stringent their entry criteria is. So as long as you haven't harmed anything from that port you could enter as a pirate. This also finally will open up the possibility of smuggling goods between nations as potentially you could be at war with them but still enter their far away 'shady' ports and sell high value or contraband items - for a reasonable fee of course. Neutrals will have no 'home' ports. why? because they are not represented in this area. As a neutral you use OTHER nation's ports and can be the trading bridge between enemies. All neutral ports will get added to the in game nations but will be the least patriotic, the easiest to capture, and the best for players who ride the line between legal and not. As a possible future tool nation navies can patrol around their shadier ports possibly over time changing its status towards greater loyalty - but as soon as patrols cease the status quo will emerge. Smaller nations can be added to appease various players but the same rules would apply. In fact in this ruleset why have a neutral faction at all? just pick a starting nation and you could potentially trade with any nation - as long as you knew where to go. pick apart and revise at will. Dazed
-
Yarrr !! OK now i have your attention.... Every pirate started their life as a National (Somewhere!) British, Spanish, Native Indian, Portugese etc. When you join the game you have no reputation, Good or Bad. Only through in game actions should you remain an honourable member of your Nation or through smuggling or piracy become known as Captain Crankey the Notorious British Pirate etc. Piracy was a label not a Nation. Players could Have Naval Rank earned through grinding and pvp against your Nations enemy shipping, Merchant standing earned through trading. Piracy would be a label of notoriety/lawfullness. Honour/Notoriety/Infamy earned by acts within the game, smuggling and piracy would give you bad notoriety and eventually earn you the title "Of ill repute","The smuggler","The Blackguard", "The Pirate", whilst intercepting pirates or smuggler activity would eventually earn you the title "The Honourable", "The Upstanding" etc Players with bad repute, would be limited to visiting Neutral(I prefer Unaligned) ports and National ports where the level of 'policing' would be sufficiently low enough for you to enter with a simple bribe to the harbour master to enter you as Captain 'Smith'. False papers, would give you a chance of appearing to be law abiding while on the high seas or entering ports.(Depending on the quality these could perhaps fool OW players into believing you are neutral or friendly at the very least law abiding, but if your papers fail then you are flagged as wanted or pirate to the investigating players ship who can then engage you. I would suggest the more notorious you become the harder it is to deceive without using the very best falsified signals or papers(Cost associated). Neutral Ports and Nation?? Players should choose their birth Nation. If not one of the main 8 then at least offer some viable 'others' with the odd port dotted around. I also would prefer to align all ports on the map to either the larger nations or perhaps little known local 'self styled governors/warlords' (Guild ownership possible perhaps at some point?) Even the meanest little hamlet would have been claimed perhaps tenuously at some point by one nation or another albeit 100 years earlier without seeing a uniform since. Neutral just sits badly with me. Everyone wanting to be a trader will just roll a neutral toon Yeuch EDIT: As I have made some sweeping statements above or put forward an idea without going into detail, I have been replying to different queries or questions regarding my ideas within the thread to clarify and expand on my OP. Already seeing some very good interpretations and suggestion to expand my initial thoughts
- 22 replies
-
- 15