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Found 10 results

  1. Sovereign

    More places like Kidd's Island...

    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 more. Here are small islands that are already in game but there is nothing to be discovered and it would make ideal spots for those hidden mini ports. @admin This would give more content and life to the beautiful OW, driving more captains out to discover.
  2. If I can enter an enemy port as a smuggler, why can't I set up a contract in the same port? It would help the economy a lot and would also encourage more people to risk coming out of their own waters.
  3. I wanted to smuggle some Cuban Tobacco out of a Spanish port (going US to Spanish). It would not let me enter even tho I was sailing under the Smuggler Flag. I had no problem doing this before the recent total wipe. Is the flag broken or are there different rules now about its use?
  4. OUTLINE Pirates should be unique I think everyone agrees on that. Basic vision of pirate nation is that pirates have no ships of the line, don’t conquer the land etc etc. However there are players who want to be pirates, but still experience SOL gameplay. For this to work Pirates needs to have such a mechanic that does not put them into disadvantage. Right now Pirates are a nation and must survive by nation means – expend their territories and protect their land and because of such must build SOLs and take part in conquest. Below is proposed detailed, simple to comprehend Pirate State mechanic that will sort out all pirate related issues and most importantly will keep nations less toxic towards pirates and give pirates the gameplay they are after. In short we remove pirate nation that has to compete with other nations in conquest of territories and introduce Pirate State that mainly lives off what it can catch. Pirates will no longer fight for conquest for themselves, but they will take participation in conquest as privateers for any nation they choose to privateer for. BELONGING Today pirates as we know it are a nation without identity. Any nation player can say I’m a Brit or Spanish or else. Pirates cannot do that as “Pirate” is not a nationality. However, all pirates did belong to some nation. There were British pirates, there were French pirates, Spanish etc. This means that all pirates needs to receive “nationality” and the Pirate nation become a State and be governed by the laws of the Brethren of the Coast. PIRATE’S NATIONALITY All pirates receive a nationality by their choice so all pirates become a mix of people of different nations, just as it was supposed to be. PIRATE TERRITORIES Pirates cannot own any land. To participate in any conquest they first must become a privateer for a nation to enter PBs on behalf of that nation. There are number of ports/places which are accessible to pirates. - National Free Towns - such as Nassau that belonged to Great Britain. Any British player OR a pirate may enter Nassau. Any French player OR a pirate may enter La Tortue and so on. All nations would have such towns that accessible by pirates and players of that nation; - Neutral Ports - Trade Hubs (3-4 on the map) can be entered by anyone including pirates. Their shops/markets are linked together, thus allowing access to the market of all of them so purchases, sales and contracts can be done distantly between them (note: the delivery is still done physically between any ports including hubs). - Pirate Dens - small hideouts like a secret harbour with a shop that has no NPC goods (only what is sold there by pirates themselves). Pirate Dens cannot be entered by any nation. Pirate Dens spread in large numbers across Caribbean and can be located on main lands and small islands in a distance from Nation towns. - Any Nation Town - can be entered by a pirate with a Smuggler tag. PIRATE PROFESSIONS Smuggler The smuggler tag is removed from all nations. Smuggler becomes exclusively a pirate’s profession and grants him entry into the nation's territory while in Outlaw state. While Privateering for a nation pirates may freely enter that nation ports. For nation players to trade or acquire goods that are not produced by their nation there should be global trade hubs - Neutral Ports (3-4 ports in various regions across the map that share shop information). Else they will have to deal with a pirate/smuggler to get them the goods. In order to become a smuggler and sell goods between nations a player have to become a pirate. Smuggler is a pirate trade profession equivalent to nation’s merchant profession. Privateering Pirate has to sail to a Nation Free Port (like Nassau for Brits) and acquire Letter of Marque. That grants him a temporary patent which means that he becomes that nation player for the duration period of the patent. In case if pirate becomes a privateer of his own nation the patent does not expire. During privateering pirate may take part in any nation’s activities such as conquest. Privateers are getting same PB and battle rewards as the nation players as a payment for their privateering work. Privateers can also participate and even conquer land solely as a privateer force, however the land becomes the nation's land they were serving under, thus each nation may have their own pirate forces working for them or with them. Privateers sail with two flags. The pirate flag and the flag of the nation they are privateering for. While privateering for the nation pirates technically become a player of that nation. They cannot attack players from that nation, neither they can be attacked by them in return. The patent can be canceled by the pirate at any time which will take 1 hours to take effect and 1 week cooldown before another one can be acquired from the same nation. Canceling privateering contract returns the pirate to the Outlaw state. Any one pirate can only have one privateering contract going on at any one time Pirate When pirates are not working for a nation as privateers they remain in the Outlaw state. This means that they are open targets for anyone and can attack any targets in return. While in the Outlaw state pirates may not participate in any conquest ports battles, however they may initiate a raid attack on any nation region. RAIDS Any group of pirates may initiate a raid attack on any nations regions and manually set time when the attack will happen (any time between 24 to 48 hours from the moment of declaration, except the time window blocked by Lord Protectors). If the raid PB won by the pirates the region is considered under Raid and blocked to a maximum of 3 days. It is still belongs to the nation (pirates can’t own regions), but all production buildings are stopped and no longer producing for the nation. Instead pirates automatically have access to the buildings that are producing in the region and they may gather resources while region is blocked. The resource gathering will become the most important reason for the pirates to raid any regions. Pirates do not need to build new building, they are raiding those that are owned by the nation and gather resources free of charge. Basically raiding them. The nation may retaliate and attempt to regain region earlier than the maximum 3 days blockade timer. They have to create PB in the same manner as pirates did when they attacked the region. The PB time also set between 24 and 48 hours. If nation wins the PB it takes the full control of the region. If nation loses the PB then the blockade runs until 3 day timer from the first pirate attack is expired.
  5. Niagara

    Politics

    Greetings, I am merely wondering why you can first vote for a War with a Nation and then suddenly vote for a Alliance with the same nation. Either you want a War,Peace or a Alliance with a nation and not all 3 at once... That it silly and should not be allowed within the system. Furthermore.... I think its time to change the Politics to stop this 2 block system. Its a stalemate system atm forcing nations to either choose Block 1 or 2 or risk getting bullied by both both blocks and its boring. We need a more dynamic system that allows for changes in stances between nations to allow for more player driven diplomacy. To enable this we need to be able to have a Peace status, Hostile Status and a Neutral/Trade partner status with other nations. War and Alliances should be voted upon. The same for a Peace treaty with a Hostile/War nation. Neutral is any Nation which you have no Treaty with atm. A Peace treaty allows for a reset on hostilties between nations. A Trade agreement may be implemented to allow trade between nations without the use of Smuggling. Stances between Nations! War = Total War, Ships of this nations is tagged as Red on OW and should ofc be targeted to earn points to increase hostility levels and deny the enemy any resources/aid. Peace = Marked as Non Hostile(Blue colour?) on OW and cannot be attacked unless caught smuggling in hostile home waters. Can aid in battles vs Pirates/Privateers. Alliance = Total Friendship, Ships from this nation is marked as Green and can aid in hostile/friendly operations and battles. Cannot be targeted even if caught with smugglers flag in hostile waters. Neutral = Marked as Grey on OW, may be attacked in Hostile home waters and in friendly waters when caught smuggling. Repeted agressions towards a single neutral nation will raise hostility towards that nation and mark you as a privateer for players of that nation thus alerting to them that you are a danger / open target. Perhaps to be able to attack neutral nations you need to obtain a letter of marque from a nation that is hostile towards that nation. Now to restrict the formation of large power blocks we should limit the number of alliances to 1 per nation at any given time(unless we have a developer event that changes it for developer reasons) and peace restricted to 1 nations depending on Voting between nations and very limited extra 1 from a change of status from War/Hostile for a very limited time after hostilities ends and it will change to Neutral. This should lead to some interesting diplomacy talks and perhaps war/peace status to be more fluent then it is now. Ofc checks to stop the 2-3 biggest nation to ally and just stomp out the other nations 1 by 1 need to be implemented. Neutral is the stance towards most other nations, allowing trade access to neutral ports with a taxation unless you have smugglers flag enabled. Pirates should ofc be free to attack anyone they wish and if they obtain a letter of marque they should be able to aid the providing nation vs the nation(s) they have a letter from in OW operations but not in port battles, but be able to do organised raids vs the nation(s) they hold letters for with the aid from the providing nations (Limit the % of participation of non pirate players to stop potential abuse), also pirates with letters of marquee should be able to use certain ports from the nation provides the letters to stage attacks from and resupply. A Pirate with a letter of marquee should be marked as Blue vs players from the nation that provided the letter. Pirates should also be able to do raids vs any nation without any aid from Non pirate players. These are just a starting point to start a discussion on ways we can improve the game and the diplomatic system that is boring atm due to the 2 blocks... With regards Jason Niagara
  6. Skully

    Smuggler Alert!

    Pietjenoob and myself had a quarrel earlier today when I sat with my Trader Lynx at Ruatan. You can read all about it on http://forum.game-labs.net/index.php?/topic/15044-griefing-by-pietjenoob/ It ultimately lead into a 劫, kō situation, as it would be called in the Go game. Funnily 劫 means raid, but that is besides the point. (Or not. ) I think we can all agree the game can handle this a bit better. And this is where my suggestion comes into play with the goal to deny a smuggler access to an enemy port once he has been tagged. And hence that is also the suggestion... Once tagged a smuggler should not be able to enter an enemy port during the tag.Smuggling should be ... well ... smuggling. Forgot to add: I want ringing tower bells on Open World. [edit 20160507] Can not enter only when being tagged.
  7. The Spud

    Tagging as a smuggler

    So here is what happened, and I am not realy sure how this happened. So I was AFK fishing in my LGV outside of KPR (I know, I know), while doing some other stuff, with the sound of the ocean as a background. So all of a sudden the sound stops, so I run to my PC and see I'm engaged in a battle. No problem. Now the attacker was a british player midshipman (Not gonna give the name here as I'm not sure I remember it correctly). I was not in smuggler mode, so how did he manage to attack me as a British. Can you do that in smuggler mode? Other option is that he just went pirate, as a pirate player joined his side shortly after. Needles to say, they probably thought they catched me AFK, but I soon sank the first cutter and the pirate cutter ran off soon after. I saw the pirate in the OW afterwards, but not the english player. My only question is, can you as a british smuggler attack a british Non smugler player without consequences? Or does this only work the other way round (non smuggler attacking smuggler).
  8. I cant confirm but was said that, when a pirate ship flagged as smuggler, is showed in its tag "pirate trader". Well, i never saw a pirate trading ship before in game. It is kind obivious that a "pirate trader" will be for sure a human player, not NPC. So, there is no point to pirates go OW as smugglers because they will be identified at first sight and cant not sail safety- i mean "undercovered" to enemy ports. In that case, this must be fixed asap. Anyone confirm that?
  9. I somehow managed to enable smuggler flag while sitting in a combat ship (constitution) then proceeded to dock in a contested port. Now that port is acting like an enemy port so i can't buy outpost, turn of smuggler or undock in my constitution (since i'm smuggler and sitting in an "enemy port" while trying to undock a combat ship). Now i realise that i could resolve this by selling or destroying my constitution but i would really prefer not doing that. Anyway, was wondering if I could get some help with this or will I be forced to sell / break my connie?
  10. Penalize temporarily players who buy products in pirate ports, making them pass having smuggler status as having the products. So they can be attacked for other players without risk turn to pirate.
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