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Showing results for tags 'outlaw'.
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I love the idea of the hidden pirate island and would like to see more of it but in smaller size. Credit to @Banished Privateer and many others before him who suggested this and I would like to bring it to general attention again. These hidden mini treasure islands would be a great place to start raids from and should have limited dock aswell as warehouse space. Those hideouts could also be on islands and coasts already in game but hidden from sight in some bay, so only people who have been there or know about it can tell where it is... There could also be a black market for smugglers and mor
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I'd like to see outlaw battles brought back for every nation. If every nation had outlaw battles, this would keep the mechanics even so nations couldn't complain about the mechanics being abused or one nation having an advantage, etc. I do think that nations besides pirates would need a deterrent from doing outlaw battles, however the past mechanic of the attacker becoming pirate was too extreme. There are a couple options for deterrents that I'd like to suggest. First Option: After the attacker sinks a player from their own nation, and they try to enter one of their nation's ports, they
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I've been pondering how to best deal with spies and subversive elements over the past few weeks, and I've come to the conclusion that the Tribunal forum section is grossly ineffective and little more than a writhing cesspool of the vocal minority that results in no appropriate punitive action being taken. At the same time, I do genuinely enjoy the presence of spies and traitors, in a meta-game sense, in that it keeps things interesting and organic and helps prevent stuffy stagnation. The other side of this coin, however, is the frustrating lack of agency regarding said subversive individuals.
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The game needs to provide tools to deal with saboteurs, alts and trolls alike. Ultimately expelling these players to face the consequences of their actions and expel them into Outlaw. (Potentially for a limited time.) There are two ways to get to an edict to expel a saboteur, provided he is clanless. Any clan leader (or diplomat) can file a National edict requesting exile of the saboteur. Any National can mark another player of the same Nation as a potential saboteur. Once the voting power of all players who marked the saboteur exceeds a majority, the edict is automatically filed. If the sab