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Found 126 results

  1. "SAIL HO! Two points off the starboard bow!" This is a place where you can post sightings of enemy captains, or you yourself can post your own location, so people can find OWPvP easier. This obviously is directly related to a few recent posts of captains having a difficult time finding each other in this beautifully vast world, or directly complaining about other captains "hiding" in their safe zones. Here you will be able to find others to hunt. Examples: Someone else posting my location... "Dutch captain van der Decken was recently spotted in his Trincomolee around Cojoro in the Gulfo de Maracaibo between the hours of 09:00 - 12:00" or, Me posting my own location... "You can find me sailing around the Gulfo de Maracaibo between the hours of 09:00 - 12:00. Come get me!" Same thing would apply if a squadron ("clan" title in this game is inappropriate) of enemy captains were spotted, or if your squadron is hunting for other fleets. Feel free to make your post below and I will try to keep this OP updated weekly. FYI, another way you can find OWPvP is by posting in-game Global Chat your location. Either of these ways should ensure those who want PvP will indeed find it. It would have to be assumed that if those wanting PvP do not post here or in game obviously are not truly that interested in finding PvP. Date Server Time Nation Captain Name With Squadron Location 02-18 16:00 VP Hendrick van der Decken Yes Coquibacoa
  2. Red Banner Fleet [REDS] Russian Empire (War Server) For the Great and Glorious Mother Russia! The Red Banner Fleet [REDS] has been chartered by our beloved Tsar Alexander the Blessed to pursue conquest in the Caribbean. Captains taking up arms in our Company are offered steady pay and commission aboard some of the many freshly build vessels already fitted and prepared for the Caribbean Campaign. To join us you must hoist the St. Andrew’s Cross (or plan to do so), you must have Teamspeak, and you should understand English. Find us on our Teamspeak, fleet.red, for an interview with one of our Officers. Server: War Server / PvP Nation: Russian Empire Teamspeak: fleet.red REDS is the merger of clans PLANB, CHAOS/KINGS & RDNN/LEGO. For our freedom and yours! The Russians are coming!
  3. [HAVOC] is recruiting [HAVOC] is a clan which focuses on PvP and RvR in the dutch nation. Message rediii ingame if you are interested in the challenge to make the dutch nation great again. Language = English Requirements: Teamspeak necessary don't be a asshole willing to learn a lot play in a team No need to write more. Since I'm away on friday and saturday recruitment will start on 01.04.2018 (no joke). Old post: ____ Hey! I decided to give my best and let a current underdog nation stand up from it’s current form and get shit done again. (hint: not sweden) A new clan will be created, a new system used. Crafters are needed, ships are needed, Officers to pass knowledge of pvp and captains are needed. A plan is in the works with all of it’s infrastructure to organise the clan and, if the nation lacks a system, to organise the nation. A new power will rise up. Are you up for the challenge? What is needed? Everyone! Target is to have a constant group of 10 guys doing rvr and pvp activities A lot of ships will be lost. A lot of ressources burned trough. A lot of pvp will be going on. You are a rvr/pvp player, a trader or a crafter then prepare yourself for a nation change. The targetnation will be announced today evening. Let’s make a minor power to a major one together. How to change nation? You need the forger DLC for naval action from steam Get your assets to freetowns like aves, la tortue, la mona or tumbado How can I prepare? Set up outposts: (For the nationchange and pvp activities) Shroud Cay Aves La Mona La Tortue
  4. So we had a little Fracas over at Key West this week vs Spain and I've been a little salty about the amount of doubloons received at the end. 2 Vics sunk 3 Bucs 1 Bellona 1 Wasa 1 Belle Poule + 1 MB Total amount of dubs collected off the sunken ships was around 7000-8000. I think the highest amount received from the battle screen was around 200. Not even enough doubloons to replace 1 of the 1st rates that were risked to successfully defend the port. And we were lucky enough to be able to loot these ships. Most fights you are not given the flow of battle. Spain received nothing for their effort. ---- Rewards seem a bit abysmal no? We could probably get more doubloons capping AI trader snows in the span of an hour or 2. What incentive does Spain have to do a repeat attack? Sure we get to keep the port, but it only pays for itself 50% of the time if we're lucky. What would the alternative be? Dropping the port, not giving a shit about PBs and just sinking AI traders? Overall there's been far less deep water PBs since the doubloons patch. I see why. To be frank, this system sucks. At the very least we need to bring back chests with paints and random ship notes. Edit - more of a rant post than a suggestion, but whatever.
  5. 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 series of ideas that hopefully are easy to implement (I will point out the sticking points as I go), remove a layer of abstraction, and hopefully make the battles more dynamic by introducing more options. 1. Return of the old flag system to initiate hostility. Instead of simply taking a mission, launching a flag could once again be done in isolation, or with a whole fleet escorting. It should be physically carried, and announced as it was in the past. This brings the first aspect of the port battle back: Fleet actions at sea, heading off the port battle in its inception. I would encourage these flags to cost doubloons, in order to have big-ticket items that are consistently purchased, keeping them moving within the economy. 2. Generate Hostility via economy. Instead of grinding bots with a massive fleet, I would encourage basic supplies moved into the port. This can be abstracted from siege equipment, bribing locals, what have you, but I would encourage the goods brought not be trade goods, but instead, actual crafting goods. Hemp, Oak Logs, Iron Ore, etc. Things everyone needs, and everyone uses, which in turn would encourage privateers to hunt the waters (and in turn encourage escorted merchant vessels, which in turn leads to larger, task-force sized engagements). Further, I would cap the rate of hostility generation at 25%/hr., in order to prevent simple spiking of hostility - this would allow for time for people to gather and fight. The lower end, I would recommend at 10%/hr., forcing a faction to commit to at least 4 hours of setting up a port battle, at most 10 hours. 3. Add a craftable "Shore Party" item weighing 100 tons. This will come into play later, but simply adding the item should be easy. The reason for 100 tons is to limit them in quantity, while having a palpable effect upon ship handling in battle. Further, merchant ships should be allowed into the fight in order to carry more shore parties. (This will be important.) 4. Reduce the three circles to one circle in front of the port. This is abstracted to represent storming the town itself. This is partially where the shore parties come in. Each shore party is one "unit." Much like the game of Diplomacy, you need one more "Shore Party" than the defending side to take the town. Shore parties, ideally, would only be active when the ship is going less than 3.5 knots. This would take programming, but could loan from the "boarding initiate" parameters. I am not certain how easy this would be to code in. 5. Add circles near to shore batteries. Exactly as above, one more "shore party" than the defenders, and you can seize the tower for your own side. This adds to dynamism of battle, increasing options from "destroy fortifications" to "destroy fortifications" or "seize fortifications" for each fortification the port has. (This mechanic was present in Naval Action: Legends, but simply used the ships as abstraction for shore parties, without an item representing those shore parties.) 6. Destruction of the Enemy Fleet, or Total Absence from the Port Circle would result in the town's capitulation. This mechanic would remain from current mechanics, that way even if no shore parties are left, the defenders cannot simply kite away and leave the town. In a nutshell, this brings the focus of RvR back to economics, which is of course the whole purpose of naval presence in the Caribbean. It re-diversifies both the lead-up and execution of the port battle, creating a more dynamic event - largely re-using old mechanics in new permutations.
  6. And we are suggestion dropping the 11 nations thing and go to 4 core nations and 1-2 pirate/privateer nations. We have way to many nations, some of them weren't in this time zone even involved. RUSSIA never had any involvement, Poland had some troops sent there, Prussia 200 years before had a port, but by this time had little to no Navy. So why not make all these special nations a Privateer nation for folks that want to play them? Why just Poland? Why not the other nations that aren't suppose to be here? I don't get...oh cause the few players that wanted Poland aren't active any more and it's a dead nation that maybe 10-20 players are keeping alive? I don't see why we can't combine more than one suggestion on the same basic view of things? PS don't forget to put tags in the post or Admin/Devs won't look at it.
  7. [SNOW] is now recruiting GB PvPers. In order to apply you must be over 18, use a mic, have both Discord & TS and have passed the final exam in-game. All members must vote on new entrants and can veto new entrants. As such we grow slower than most clans but luckily, everyone gets along as a result English speaking clan with a few peculiar foreign people such as Germans and Greeks. Raiding and port battles tend to be our main focus. If you're in GB and interested in PvP don't hesitate to drop us a line as we don't mind helping those outside the clan to learn. Benefits of membership are to be accused of being a ganker solo in a snow and to make excellent puns such as, "you stand snow chance of escaping" or "it's snow problem sir!" Contact @Gregory Rainsborough @William Wade @Tom Farseer @dark arisen @NethrosDefectus for details or just jump onto our Discord; the link is below. You can contact any member of SNOW for details but I can't be arsed to tag everyone here. https://discord.gg/9J8YHBt All members of SNOW have access to the clan warehouse which is located in *a super secret location* with the only requirement for use being that you update the GoogleDocs spreadsheet so that we can keep track of everything. Believe it or not we know Dean Martin and he was kind enough to record our official theme tune which can be found below Bing Crosby not wanting to be outdone had a crack at is as well. You get the general gist. Be a special snowflake today!
  8. @admin Many within the NA community are eagerly awaiting the announced RvR update that is supposed to breathe fresh life into the conquest aspect of the game. Now we see everyone moving to GB getting ready to zerg all other nations down. I am afraid this is what always happens when RvR gains importance - players forming zergs to dominate the map. Especially if RvR becomes more clan based and clans gain more control over their ports, this will become a serious balance problem. It is the same as with ganking in PvP - the average player would rather have an easy fight without any risk, than actual competition but at least in PvP the reward is split between the gankers. RvR instead always promoted zerging over actually taking challenging wars. It should also be considered how this will play out after release, if we really get a lot more active players - the map is big but the valuable ports are very limited ( still only one cartagena and 2 copper ports ). So I wonder, are you planning to discourage zerging somehow, maybe by rewarding the underdog clans / nations significantly more? Maybe split total reward between all Lord Protectors in the nation ( this would not only be much more balanced but also more realistic ) ? What about some mercenary faction that gets insanely high rewards for RvR but always has to play for one of the 3 weakest nations? Or will the best possible outcome for everyone be to join the same single nation / clan, as soon as the snowball becomes too big?
  9. Ports with Port Battles schedule should automatically become closed to all after next maintenance
  10. So we had a port battle at Marsh Harbor tonight and I notice the defense goes down and suddenly the other team has 250 points. Even at full sales we would of just engaged them at this time. Than the second one goes down (they had two mortar brigs) and it was at 500 points. @admin is this how it's suppose to be with two AI fort/tower kills the Attackers had 500 points. Defenders have no real way to counter this. I remember the old points where 75 for Towers and 150 for forts.....250 is way to high. The battle was over really fast cause of this. While we would of lost the brawl in the long run getting over half points just for killing two useless for the most part AI that don't really help much as there range is two short is bad.; I'm just wondering if they are suppose to be worth so many points than they need to be doing more in defense or defenders need something else as this right now gives Attackers way to much a point advantage in the fights. Again we would of lost to the brawl (as neither us had complete control of two circles for long), but that 500 points straight off made the battle a very short one. Maybe the towers and forts need to be brought back down in points when killed as they should never be worth so many points you can win off just destroying them.
  11. The suggestion is simple: What about if captured ports not only grant victory marks and taxes in reals but also some doubloons? It could stimulate the RvR and mitigate the risk for deploying 1st and 2nd rates.
  12. The Mortar Officer perk is a definite requirement when operating a mortar brig and it costs 2 perk points, but the problem is the perk reset permit costs 200 dubloons, so in order to participate in a port battle in the mortar brig you are looking at a minimum outlay of 400 dubloons to operate the mortar brig and then change back to your normal perks, or go around gimped with your perks when not using a mortar brig. Either drastically reduce the cost of a perk reset to maybe 20 dubloons or make the mortar officer perk into a permanent mod that can be installed on a mortar brig maybe at a one off cost of 200 dubloons.
  13. Just noticed on felix' map. I get that carta brings in cash, but I don't get some of these other net profit port vs. net loss ports. Would someone care to explain... slowly?
  14. Batman

    Dear Spain

    Please, do not nightflip Great Britain. We want to sleep. Thanks
  15. My profile pic is now set as a warning for anyone who dares attempt a double flip on the most Nobel and honorable best night crew in the game. . may it forever haunt your nightmares.. Shout out to aster for making it for me.
  16. after a month of war we can hereby declare this war over. 7UP Is no longer an effective fighting force within the Spanish nation. reports have it that most of 7up is jumping ship to Russia. most of the rest of the clan has been inactive for most of this war and/or has quit the game. Victory belongs to France. its a shame that all of Spain had to suffer due to jags and 7up leadership. Anyway... Gg
  17. Showerthought time... what is the logic of architectural styles between nations? Swedes, Danes and Dutch have this North-eastern european style and Russia, Prussia and Poland this mediterranean(?) style... why? Also I'd like to see more diversity in architecture in general as seen on some very old teasers but that is never going to happen I guess... What happened to this? .... fort upgrade for increased maintenance cost, please?? Nice visuals and another gold sink to help the inflation? No? Ok... This one actually is from NA too... probably scratched? .... Improving visuals of OW even further would have been pretty nice.
  18. Some of you look down upon the PvE community. But don't underestimate them. Player may return to PvP server one day, others make their first experiences here. Some found a way to still love the game which would be dead for them if only the PvP world would exist, after having been ganked once too often... So, for the sake of Naval Action, also PvE server needs some love and new content for attracting players there, maybe something which does not even exist on PvP. And here it is, such thing. -- PvE server could have something dynamic too, like flipping ports and nations fighting against each other. How could this be done without breaking the 'prime directive' of PvE, which is apparently: no PvP ever? And why should PvE players not have some fun like you PvP players with your port battles? An alternative way of struggling for port conquest? My idea tries to implement RvR and port conquest on PvE server without actually one player having to fight against another. Conquest of neutral ports is not done by hostility missions and port battles, but by the result of a mix of four factors which are: fighting NPC enemy of certain nationality in the vicinity of desired ports (A) prevailing market shares in the economy of that port in question (B) number of outposts in this port, in regard of nationalities behind the ownership (C) production rating created by buildings belonging to those outposts (D) Free towns and capital areas of primary nations (GB, FR, ES, NL, Pirates) are not a legitimate target for conquest. Changing the national status of a once neutral port is determined once a week, not daily, for giving enough time for accumulating enough material for the four factors A - D which determine the outcome of attempted flipping. After each week, the server will do automated math about activities around each port and give it to the nation which achieved the most influence over those factors, transparent to the community on a sort of conquest board like what you get on your map in PvP. Changing the nationality of a port means on PvE server: outposts will continue to exist for everyone, but war ships of other nations than the new owner will not be able to enter. Even new outposts can still be set up by foreigners (as is necessary for one of my four factors anyway). A leader board for nations owning ports appears on PvE map info tab. I will now show how those four factors are supposed to work, in an example calculation for a port, say; La Desconocida. Nations involved are V, W, X, Y, Z. (A) Fighting AI fleets in vicinity Players attack AI fleets as usual, but within 15k or 20k diameter around port it will enter the calculation for that port's future ownership. And it matters which nationality among AI you are attacking, for the first time on PvE that does make a difference! Battle Ratings of all ships sunk by players influence how one nation begins to prevail over another in that area. And only there. Fictional calculation as example (did not look up BR, it's just for giving some numbers): Nation V scored 1800 BR against nation W, 600 against X, 300 against Y, 1080 against Z. Nation W scored 1050 against V, 2000 against X, 1500 against Y, 770 against Z. Nation X scored 850 against V, 350 against W, 2800 against Y, 1400 against Z. Nation Y scored 800 against V, 850 against W, 1200 against X, 450 against Z. Nation Z scored 200 against V, 550 against W, 900 against X, 300 against Y. Now those results enter the big picture of all enemy BR having been sunk by each nation around La Desconocida in a week, minus BR gotten inflicted on their own side by the other nations: Nation V: 3780 - (1050+850+800+200) = 880 Nation W: 5320 - (1800+350+850+550) = 1770 Nation X: 5400 - (600+2000+1200+900) = 700 Nation Y: 3300 - (2800+300+1500+300) = - 1600 Nation Z: 1950 - (1400+1080+770+450) = - 1750 We get a qualitative ranking now, telling about who sunk most with the least own (that is still AI of course) losses. It is (1) nation W, (2) nation V, (3) nation X, (4) nation Y, (5 and last) nation Z. This is what is used in the final calculation for factor (A), as we will see at the end of this post. (B) Market shares in port trade of last week Nation V ---> sold value of 28.000 gold, bought value of 56.000 gold in La Desconocida, by all traders of that nation summarized. Total 84.000. Nation W --> sold 14.000 worth, bought 83.000 worth. Total 97.000. Nation X --> sold 5.000, bought 14.000. Total 19.000. Nation Y --> sold 7.200, bought 4.800. Total 12.000. Nation Z --> sold 33.000, bought 22.000. Total 55.000. We get a qualitative ranking in regard of market shares over a week, invisible among competitors, processed in silence by game mechanics which determines: (1) nation W, (2) nation V, (3) nation Z, (4) nation X, (5) nation Y. This is used as factor (B) in the final calculation. (C) Number of outposts in port by nationality Nation V --> 0 (none) Nation W --> 2 Nation X --> 1 Nation Y --> 3 Nation Z --> 3 Qualitative ranking for number of outposts (equal numbers share rank) during last week in La Desconocida: (1) nation Y, (1) nation Z, (2) nation W, (3) nation X, (4) nation V. This is the influence entering the final calculation as factor (C). (D)Production values by buildings belonging to national outposts What does count here is what players actively harvested or crafted by their buildings, not the numbers which have not been requested/processed via player interaction, as these may be inactive accounts. Inactive buildings with just material on stock is being ignored. In addition only resources which leave port could count, not stacks of unused stuff filling up warehouses. Nation V --> 0 (none) Nation W --> 3.600 units Nation X --> 950 units Nation Y --> 3100 units Nation Z --> 2.600 units (labor contracts should be counted x 500 for the hours they contain) Ranking over production buildings here is, collected over a week by nationality: (1) nation W, (2) nation Y, (3) nation Z, (4) nation X, (5) nation V. This is the contribution of factor (D) to the final calculation of all four influences. Now comes the finalization: Nation V --> (factor A) 2nd, (factor B ) 2nd, (factor C) 5th, (factor D) 5th ranking = average 3,5 Nation W --> 1st, 1st, 3rd, 1st = 1,5 Nation X --> 3rd, 4th, 4th, 4th = 3,75 Nation Y --> 4th, 5th, 1st, 2nd = 3,0 Nation Z --> 5th, 5th, 1st, 3rd = 3,5 Result: Nation W holds this port La Desconocida for the next week. Should two nations rank with an identical average, it means a stalemate and a third nation following their ranking will get the port for the week, as "laughing third party". -- All this calculating does not have to bother players. I only wanted to show how the server would have to interpret the events over a week of competition into port flipping efforts. People with an interest in how their nation performs and ranks will simply have to support the economy of a port they want to see theirs as much as possible, plus fight enemy AI next to the port, for doing their part for victory. For PvE server players who don't have any interest in RvR, nothing will change except they would no more be able to sail war ships into former neutral ports which changed nationality, everything else and the status of free towns is not touched. Like it is on PvP. And their traders stay as safe as ever, typical for PvE server. However, with this concept of 'trade war RvR' we would have a new dynamic on PvE server, which will make it more attractive for people to stay (and maybe prepare themselves for another attempt on PvP server afterwards).
  19. Clan DNP is recruiting Denmark-Norway is as always recruiting new members. We in Denmark-Norway have a lot of diversity to offer - trading and PvE'ing for the casual player, fun and engaging PvP for the more combatitive player and as always RvR for those who wish to promote the glory of our nation to the rest of the carribean.. You name it and we either have the clan or the activity for you.. DNP is a clan of RvR, PvP and from time to time PvE.. Our original focus was on PvP and this is still where the hearth resides.. We have however taken RvR to hearth in order to safeguard our nation on behalf of the free commerce and the casual players.. We seek new members willing to exchange broadsides with the enemy and to promote the interests of our nation in an engaging contest with the rest of the Caribbean.. We're an easygoing fun loving clan that in general doesn't place huge demands on our members.. Recent events do force me however to reiterate a few guidelines.. We honor our agreements at all times - even when they turn out to be against our best interests.. Our word is binding.. We fight our enemies in the hills, the beaches and on the seas. We do not waiver, we do not surrender. We conduct ourselves in a manner befitting a member of the most honorable faction in the Caribbean and we will continue to do so. We do not cry when outnumbered, we make the best of it. We ask no quarter, as we give no quarter.. Recent events has forced me to reiterate these principles by which we sail, and any member conducting themselves in a dishonorable way is ofcourse liable to disciplinary measures at all times, from a public flogging to a private beheading. Regards Lars Kjaer, Captain of his majesty's privateers port of Christiansted, 1765
  20. I have been and have seen on stream a considerable amount of PBs so far to come to this conclusion: Forts and towers are usually used to make some fast points for the attacker, the defender usually have no time to stop the enemy mortar from killing some fortifications. As a consequence, we have seen several times the "mortar brig duel", which consists on bringing a mortar brig to kill the enemy one. Yes, a small ship able to destroy another one at high range. Not only did I see the mortar brig duels, but also the sniper aboard the mortar brig. This player is able to dimast lineships or even sink ships because the mortar ball usually hits the structre bar. A mortar brig, controled by an average player, can destroy a tower in only a few shoots and forts in less than 5 minutes. When I see this happening my world as an archittect and history lover breaks into pieces, what would have happened in reality if Cartagena de Indias had the same paper forts as NA? Towers can be destroyed by the broadside of some wasas and the wasa receiving little damage in return. In one stream (Reverse), even a surprise killed a tower. Forts are harder to kill by broadside fire but some of the big ships like first rates can. Except in shallow water PBs, the fortifications are mostly useless for the defender. First of all, their fire does almost nothing to the enemy ships unless they are at close range. Secondly, the defender must be "really worried" about the mortar brigs due to their ability to score a lot of points in little time. And lastly, most of the forts placements arent linked to protect circles, which makes easy to the attacker to avoid them. My proposal is rather simple: _Buff HP and thickness of fortifications, reload, penetration and effective range. _Nerf perk and skillbook related to mortar brigs. Mortar brigs cant be so accurate. _Nerf reload and damage on the mortar gun. Their firing rate is high for the damage they can deliver. Discuss.
  21. Captains log, 3rd of March, 1765 Port of Christiansted Aboard his majestys ship "Tudefjæset", 74-guns and 684 crew compliment The swedes intercepted a Danish-Norwegian invasion fleet down at the french port of Carriacou. The Danish-Norwegian admiralty had charged us to go out and find frenchmen and failing that - capture the port of Carriacou. We set sails from Christiansted early in the afternoon on the 28th of February 1765, the danish-norwegian squadron was comprised of eight 2nd rates, 88 guns and mostly 840 crew compliments. We sailed with decent winds for the french port and arrived early in the evening, just after the 3rd bell. We started off-loading troops and supplies for the invasion fleet when suddenly we were set upon by a fleet of swedish first rates! 9 first rates, 2 second rates and some minor frigates and 3rd rates turned the point to the south of Carriacou island and was on an intercept course. Captains in the danish-norwegian fleet was not overly concerned, Denmark-Norway and Sweden had signed a non-RvR agreement just a few weeks before and as we we're attempting to capture a foothold in french waters we thought nothing of the swedish fleet. The bastards set upon us whilst we were completely unprepared! Most of the stores were either in boats en route to the shores with more than two hundred marines already set ashore. The swedish fleet tore through us, their superior firepower quickly bleeding the danish-norwegian 2nd rates and after a short bloody slaughter there was danish ships burning left and right. https://imgur.com/a/jY3jd The night became a complete and utter disaster for the danish-norwegian navy that hadn't lost so many ships to davy jones in quite a while. It did show however that the slithering swedes were not to be trusted and that actions have to be taken against them. The King of Denmark-Norway and the danish admiralty has now decided to wage a continous privateer war against the swedish kungliga marine and we danish-norwegian privateers are acking for revenge! These past 4 days has seen seven swedish first rates getting cought out in the open, half of them sunk and the rest returned to Christiansted as prizes from the raids in swedish homewaters. Along with the first rates we've managed to sink over a half a dozen smaller ships and this campaign of retribution is just getting started! This campaign it is said will continue untill the swedish menace is covering on their knees asking for both forgiveness and peace! The squadron has just returned to Christiansted after raining holy vengeance upon the swedish snakes.. __________________________________________________________________________________________________________________________________________________________________________________________________ Elsewhere in the carribean the danish-norwegian port of Misteriosa was attacked by the dutch. Most likely in retaliation of danish-norwegian seizure of dutch territories to the south. The dutch fleet joined with the wind against them and the battle was very quickly decided in favor of the danish-norwegian navy. The dutch had joined in 74's, seven to be exact S of the island and a renommee to the north. The danish-norwegian fleet commander sent a ship to the north to intercept and capture or sink the dutch renommee.. the rest of the danish-norwegian navy sailed S towards the main battlefleet of the dutch. The battle was engaged shortly after the 20 min mark, the danish-norwegian navy joined the battle with 64-gun third rates and the danish-norwegian commander ordered the fleet to put the ships along side that of the enemy and shoot them to pieces with more broadsides being weighed in on a few select targets at a time. After losing their 2nd Bellona class third rate the dutch fleet disengaged and went SE for the safety of dutch waters. The danish-norwegian fleet commander however was intend not to let the dutch slip past the danish-norwegian navy and set the fleet on an intercept course. The dutch fleet was cought a bit off the coast SE of Misteriosa and the battle turned into a messy brawl. My ship was entangled with multiple enemy third rates and both broadsides were firing left and right. The "Beskøjten" that has served me so faithfully since the great hurricane, luckily managed to push through the dutch ship of the lines and in the end the dutch lost all hands, all ships and their fleet joined davy jones. We did send one captain on his way back to Willemstad in a lynx to tell the story for their nations admiralty! https://imgur.com/a/UIck9 Regards Lars Kjaer, Captain of the danish-norwegian privateers Port of Christiansted 4th of march 1765
  22. Caribbean Red Squadron (CRED) CRED (pronounced "c-red", or "see red" if you prefer) is a band of private men of war operating under letters of marque and reprisal granted by His Britannic Majesty. In game terms, we are a small friendly GB clan with a strong focus on PvP and RvR (i.e. port battles and related stuff). We do not look down on players who prefer only to PvE (you bought the game - you are entitled to play it whatever way you want). But if that is your thing, this clan is probably not for you. This is a server that not only allows but actively promotes PvP. So unless you never leave the capital zone, you may not have to look for PvP in order to get it. Soon or later it will find you! As a clan we try to do all the usual things to support our members and make their game experience as enjoyable as possible. We provide access to ships, mods and books which a solo player might find difficult to obtain. We replace ships lost in pursuit of clan objectives. We offer advice on understanding the game mechanics, surviving in OW, and basically enjoying the game as much as its current unfinished state will let us. So all the things that nearly all clans promise. We just like to think we do it a bit better! To be recruited to CRED, you must be prepared to abide by our four basic rules, which are that members must:- 1. Be mature both in attitude and age (over 18) 2. Treat other players with politeness and consideration 3. Have a basic understanding of English 4. Use Teamspeak when asked To progress to being a full member (officer) of the clan, members will need to demonstrate that they:- 5. Contribute to the material wellbeing of the clan 6. Have completed the in-game tutorial 7. Have achieved at least one solo PvP kill 8. Command the liking, respect and trust of existing full members A happy and efficient ship - a very happy and a very efficient ship. Some of you might think I'm being a bit ambitious wanting both but in my experience you can't have one without the other. A ship can't be happy unless she's efficient and she certainly won't be efficient unless she's happy. Captain Edward V. Kinross (from the movie "In Which We Serve" 1942)
  23. Hello! My view on premium ship So lately these Le Requins have been appearing more and more in deep water pbs. They are quite useful for grabbing empty circles, killing mortar brigs and harassing players who guard/hold circles. Right now the Requin is extremely fast, rides low in the water so its hard to hit at a distance, not the easiest ship to demast imo and has very low BR. So bang for the buck it is awsome. You can shot down a Le Requin to under 50% internal structure and even take out one mast, but if your not in an upwind position or in a upwind capable ship, they are very hard to finish off. Those ships often just limp away upwind, repair and then it's the same story all very again. As long as they stay at long distance (3-400+ meters) they are basically unsinkable in my experience. It's much of the same for the Hercules, it is OP compared to the BR it requires to enter. Do you want a large frigate or 2 small fast super Shallow-Frigates? So they are starting to enter deep water pbs also, but at least they sink much easier than the Le Requin. Then consider that if your team are in control of a circle, you don't get points any points when an enemy is present in that circle or "riding the edge". The "Wack a mole" strategy Half a year ago I was part of an attack on a shallow water port, where our opponent used this "Whack a mole" strategy. 60 min into the PB we had destroyd the defenders main fleet, but they still had 3 Prince de Neufchatel and a fast Mercury. And they used those ships to harass our players who where holding circles and we could not gain points fast enough to win whne those shitty ships keept joining the circle at an upwind position. When ever we got them low, they just sailed upwind and repaired. In one circle when 1 ship left, another join at the opposite corner.. So it was basicly a 30 minutes of "whack a mole", and we lost. I fear we now are going to see more of this strategy. In a 2500BR port you can in theory fit 33x Le Requins.. Now you can't fit that but imagine fighting 25 Le Requins with a conventional pb fleet. It's not my idea of fun, and it is defenitly not why I joined grinding the pb! I'm not going to suggest fleet setups here, but it is easy to get room for 5-10 Le Requins and still have some high BR ships for kiting. And you may not kill all that much with such a fleet setup, because your defending you don't need to. All you need to do is run while you do all you can to deny the attackers points. 2-3 Le Requin can easily do drive by shoting at 15,5 kn while they sail in and out of the circles for 1,5 hour, most efficient way to counter Le Requins is by bringing Le Requins.. And to pull the wack a mole stratigy of you don't need mroe than 5-6 Le Requins, 350 - 420BR. So you still have 2080 - 2150BR to make a good running/kiting fleet for defending a port.. Latest pbs with premium ships (finger pointing) 11.06.18 we had 2 pbs. And I'm a gentleman, so I'm not going to name anyone, because I have pictures! So from my extremely partial view: the defenders where basically just avoiding combat with their main fleet, while they had several premium ships to harass the attackers players in the circles and there by denying attacker points in the process. As you all can see we also use the premium ships, but it is necessary now to be compatible in RvR. Little Cayman: 2. PB at Cayman Brac: They brought even more premium ships, but we came better prepared this time! SOLUTION Solution is pretty clear imo, this point blocking with lower BR in the circle must end! Entire reason for 3 circles was to force defender to stay and defend their port. And this was not an issue in the beginning of the 3 circle system.. So we need the older version of the 3 circle system back! The team with highest BR in the circle should capture it and as long as they have the highest BR in the circle or the circle is unchallenged it should generate points. Only way to block point generation from a circle should be by capturing it. This is simple and efficient because it forces teams into decisive battles in and around these circles.. Le Requins in Shallow water pbs As long as the Le Requin can enter shallow water port battles, I will try my best to avoid them.
  24. Hey guys We all know the problem, you have a nice portbattle and want to have a nice fight and then one side joines with too many requins and has to play for points, boring right? Let's search for a solution and suggest it to @admin My suggestion: Don't allow 6th and 7th rates in deepwater portbattles. Easy as that. (exception mortar brigs) What do you think?
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