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  1. @admin This isn't a bitch or complaint post, this is a "hey this would be a nice feature" post. So recently I got myself and some like minded individuals to do a parking job outside a port. We were thinking that maybe if the dev team had some spare time that they might be able to put the top 4ish ships in port as models along the pier? Something like what we have in the pictures I've attached. That would give some idea that the port is inhabited by more than just 1 ship. If the dev team is feeling REALLY ambitious they could take the rest of the ships in the persons docks and park t
  2. Based on an Old Topic I made way back when: So myself, my clanmates, and I am sure a lot of people have really enjoyed Investments to a degree. The idea was nice, the intentions were probably fair.... the problem is that the outcome has created a terrible environment for RvR and the lack of it. There are other issues with RvR at this time. but i'll leave that to other threads. Investments have turned what should be an active RvR conflict into a no-mans-land of dead content and everyone hesitating to fight each other for fear of "forcing" people to make the choice to stop playing thi
  3. While I'm ordinarily a simple potions professor....I feel like something needs to change in the ability to make ports FFA with little to no consequence. So I present a fairly simple solution. Make opening a port FFA cost the same as putting a timer on the port. Presumably a FFA port will get more traffic and more tax revenue to supplement the costs. In reality they are just being opened by Rogue/Disgruntled clans to cause disharmony within the nation. Case and point - The gulf by Vera Cruz. Not 1, but 5 ports owned by a different clan than the clan that actual owns and pays for
  4. Ports with Port Battles schedule should automatically become closed to all after next maintenance
  5. In face of the fact that NA has very limited resources for development and the visual update of ports taking quite some time when we consider that there are hundreds of them, I wonder if it will ever be one of the top priorities, potentially leaving us with the dull and out of scale cookie cutter 5 building ports we currently have. I'd like to propose the idea that the devs create a large amount of elements ( churches, warehouses, random buildings, civilians, soldiers, different forts etc. ) and maybe somehow give the community the tools to create very different towns / cities in very high det
  6. Can you please change the writing of friendly ports to green instead of white. I cannot see what port it is half the time because the white of the title is in the clouds and is not visible.
  7. This post has been written in someone's suggestion thread, among the answers, so I think it is staying there rather obscured and I should repeat it in a topic in its own right, for getting more attention. Let's give tools to the owners to turn their ports into attractive places for visitors, no matter if to their clan members or others. How could this be done? By upgrading ports by a selection of buildings there, which produce advantages the visitors want to enjoy, or buy special things there due to those buildings. And with every turnover by visitors, the port becomes more profita
  8. In the days where we fought over 1 port to control an entire region, where the "Strong Hull" regions were similar, if not better than the Cartaghena we have now. While I disliked the overpowering nature of some regional bonuses in the past I can't help but think that we lost a great opportunity to expand on it with the current RvR structure we have now. I am not saying we bring back all those regional bonuses because we now have them in the form of rare resources, and I believe that is alright for what it's worth. I'm thinking more along the lines of economical improvements and incentives
  9. One of the issues we have now is that ports are useless - once you capture a port, you proffit of it for 1-2 days, until alts which sat there change nation. A solution to this issue, and a few others, is for a clan to have monopoly for buying part of resources from the port. Example shown below: In this case, smuggler of every nation can bid for 250 resources daily, Prussians can bid for 750 (their 500 plus 250 that smugglers can access), and clan can bid for 1k (their 250, plus 500 of prussia and 250 of smugglers). This will create different prices for nation, clan and s
  10. Another question i have. What happens to ports, if a clan switches nation, which previously owned them?
  11. I have a few suggestions for fixing the pirate nations. First off, a little bit about me, the most recent wipe will have been the 3Rd wipe I've been through. My first outing as a player was on the pve server getting my sea legs. Soon after I transferred over to global to start sinking players! I'm not by any stretch an expert at pvp and I rarely participate in rvr as I find it rather boring so take the following observations and suggestions for what they're worth. 1. The Pirates as a "national power" is simply absurd. How this managed to make its way in to a game rooted in so much realism
  12. Could anyone provide me with a list of NA counties and ports and freeports. I don't need which countries they belong (or belonged) to... just a list of names preferrable sorted by region/county. Thanks.
  13. Assuming you guys do check & act on the F11 reports... Just thought I'd post it here anyway. On Testbed, I logged out at Port Royal, I didn't check where I was when I logged back in, but when I set sail into OW, I spawned outside FORT Royal... Only a couple of hours sailing in distance apart... Brand new character with no redeemables and zero coin... and teleport still has a 1hr cooldown on it. Yay.
  14. I suggested this in a different thread and section and it was recommended by some that I bring it here: A port reset should happen on a time schedule almost like a sports season. If the Devs implement an admiralty points system, all admiralty points earned by a nation during a "season" could then be totaled to determine the season's "winner". Everything a player does that is productive should earn at least some of those points. That way traders, crafters, port battlers, PVE-ers, and PVP-ers will all have some role to play in a nation's victory or defeat. Individual prizes could be
  15. Ahoy fellow captains and devs, after a current new start with little ressources in pirate nation i got an interesting idea to make odds for new players a little easier: Steal a ship! Especially in the beginning you have little use for your labour hours, so why not use them for hijacking a ship (preferable a NPC ship) in harbour? The task demands a careful preparation and execution, so the use of a similar amount of LH like with building seems reasonable. This feature would allow new and low level players to acquire different and perhaps better ships or materials/BP for crafting, if y
  16. Several people I have talked to really do enjoy the regional bonuses, however not the pain it takes to sail there, set up a port, build the ship, then tear everything down to do it again for different bonuses. Perhaps we could get one to two more outpost slots in order to help that for regions people consistently build in. This would also allow for people to acquire fine resources and regular resources at a bit higher rate as they could set up farms that obviously have a chance to produce said resources in more locations.
  17. Hello all! So i wanted to suggest an idea for Naval Action in which a player (Merchant/Trader Intended) could hire some muscle to help protect them when transporting their ships or goods. Now that the game mechanics have changed and that we cannot teleport with items in our cargohold it is now required that players physically transport these items to where they wish to craft or sell them. Goal: To provide a Job/Contract type system in which players can be hired at a cost to escort the player issuing the contract. The Idea: 1.) The Player wishing to start the contract (Merchant/Trade
  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. From the album: Maps

  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. Hi. I've been having a issue that I cant enter any ports. I sail under a Danish Norwegian flag and I have tried to enter La Mona, Christiansted, Amalienborg, and Vieques. whenever I press the enter port button. it just highlights and then nothing happens. I can enter a port if I surrender in battle. however if I leave, I cant enter again. I do not have smuggler's flag enabled. I've tried restarting. I've verifed the game cache integrity (its at a 100%) I've also capped a trader snow and took command of it just to check if going in and out of combat, or swaping ships would help.
  22. Just an idea, it would be really nice to buy or somehow aquire more dock spaces.
  23. As of now, shallow water ports have 3 towers, and deep water have 5 towers. When you take the port, whoever bought the flag becomes "lord protector". My idea is to dig further with the lord protector, and ideas on port battles. The lord protector after taking the port, can go into the port and build certain defenses. The lord protector does not have to build defenses, and if he does not there will be 3 or 5 towers depending on the port as normal. The ideas for the lord protector on what types of defenses he can by are... - Extra tower, this will either make it 4, or 6 towers dependi
  24. Hello, I had a thought of something that might be able to combat overextension of nations, all traders know that ports produce and consume, well what if the "consume" was made into something that players had to manage. If a port is neglected for a week or 2 and it doesn't have the resources it needs to be able to function properly then it could have some sort of "revolt" this would mean that the port now switches to a neutral port with an anytime or random timer set for it. I think this could combat the problem of nations zerging the map because maintaining those ports would be more and more d
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