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Capn Rocko

We want outlaw battles!

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From navalaction.com homepage:

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We want outlaw battles! The players want it and clearly the devs want it. All of the haters can choose one of the other 10¬†nations in the game to join¬†ūüėé

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Hear hear, bring back Outlaw but bring it to every nation! :) Every nation deserves the ability to self-police bad actors (alts, rogue clans, general shit stirrers, etc.).

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And bully whomever you want the way you want without leaving the zone again, right ?...

Lead by example, not by fear :) 

Regarding the OP, well, i'm with Batman on this one. Better update the description.

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Just now, Hethwill the Red Duke said:

And bully whomever you want the way you want without leaving the zone again, right ?...

Lead by example, not by fear :) 

Regarding the OP, well, i'm with Batman on this one. Better update the description.

who said anything about leading? We take what is rightfully ours as pirates! 

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Just now, HachiRoku said:

who said anything about leading? We take what is rightfully ours as pirates! 

:) right 'o right 'o

Wanna see ya payin' the shares of 1100 crew, or even 650... or be left adrift in dhingie due to being a lousy pirate capn' :P

jk, this is only about outlaw battles mosh pit. not my cup of rum.

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39 minutes ago, Wraith said:

Hear hear, bring back Outlaw but bring it to every nation! :)

I guess it could be like a Christmas event. :D

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anyone should be able to attack anyone its just that if you attack one from your own nation prefer it to be a player you have to attack and not just a ai trader snow, you turn into pirate and that should be the only way of becoming a pirate

Edited by Wyy
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10 minutes ago, Capn Rocko said:

Pirates should be savages that can settle their differences in combat. Not a silly nation with capitals and safezones. 

There has to be a Pirate code.

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58 minutes ago, Hethwill the Red Duke said:

Lead by example, not by fear

You clearly have not played many MMOs if you think this works.

As an ardent supporter of all things Admin you should agree that we are all hardcore players in Naval Action right?¬† If so then you'd have to agree that in our¬†full-loot, PvP game people should be prepared to play nice or defend themselves against vigilante justice.¬† Dark Souls-like justice, right?¬†ūüôĄ

But seriously, why all your hate on Outlaw battles Heth?  Did someone do you dirty when you played a real pyrate? Is that why you harbor such a hard on to make pirates a "hard core" nation, while denying them actually being hard core with Outlaw battles or some other kind of distinctive mechanics?

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12 minutes ago, Vernon Merrill said:

Maybe you don't remember when the WTF retards would sit right out in front of Mortimer and tag EVERY noob that sailed from the dock?

 

You forget that the simple RoE fix for alt tagging abuse, namely don't allow Outlaw tagging in Safe Zones, also fixes that problem. Easey-peasey. Next?

Edited by Wraith

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4 minutes ago, PG Monkey said:

who said anything about alt abuse?

This is why we lost Outlaw battles.  You had pirate alts being used to start safe zone Outlaw battles with positional joins that foreign nations in their ganking fleets could just jump into.

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Outlaw mechanics need to work all across the board with every nation or else it'll just be the same problems we had with pirates taking full advantage of their expanded ROE. You can't just give one 'nation' the benefit of policing itself, training, and settling differences while also creating content to keep people entertained through the slow nights of low pop.

The way I would do it and the way I think it should be done is:

1. remove pirate nation, replace it with a neutral/beginner nation basically flying a neutral flag or a common flag of their choice (dlc can settle that) and from there they can choose what nation they're go to from in game after studying what's going on, jumping into a new nation right away before you even see what's going on is a fail mechanic.

2. Add reputation and "outlaw" status for going negative rep, each action has a consequence. Things like capturing enemy shipping, jumping on your nations side in battles, and completing missions would add reputation. Other things like sinking your nation's allies or helping the enemy in battle against your nation would add negative rep, fairly quickly at that.

3. Remove the extra 'hardcore' nations and repackage them as outlaw flags that people can fly in battle to identify themselves, they could also be a neutral flag since flags are little more than an identifier as who do you fight for. The cool thing about this is it actually makes these nations hardcore in an even better way because just because someone is sailing your flag doesn't mean they can't attack you, if they wanted to play the covert ops game then they can and with nations, this is punished with reputation, but without the commonwealth nations being nations anymore, then this can lead to proper scenarios of betrayal or straight up subversion which may lend itself very interesting.

 

If sandbox is what we want than this is what will achieve it far more than being locked into a nation with no options besides stictly fighting for that nation.

Edited by Slim McSauce
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53 minutes ago, Wraith said:

You clearly have not played many MMOs

Is that even a issue ? Being a mmo is not why i play NA :)

It could even be single player for all i care :) but it is way better playing along buddies. Enemy players are just content as much as we are. Take it as you deliver it.

Lead by being respectful and not a sob sod. I know I try and fail sometimes. Deliver fear into your own faction must be really nice :) and easy. Much more easy than delivering cannon fire to the other enemy nations.

But hey, it is a good suggestion. Only the strong will survive. 

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32 minutes ago, Hethwill the Red Duke said:

Lead by being respectful and not a sob sod. I know I try and fail sometimes. Deliver fear into your own faction must be really nice :) and easy. Much more easy than delivering cannon fire to the other enemy nations.

As do we all, but when PvP is as few and far between battles as it is these days, we should find it where we can, even if it's going out to sink the alts of our enemies in our own nation.

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Just now, Wraith said:

As do we all, but when PvP is as few and far between battles as it is these days, we should find it where we can, even if it's going out to sink the alts of our enemies in our own nation.

Sure. Have the fun you crave for :) 

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1 hour ago, Vernon Merrill said:

Maybe you don't remember when the WTF retards would sit right out in front of Mortimer and tag EVERY noob that sailed from the dock?

 

Is it any different than the Prussian/Russian/Polish noobs that get ganked at shroud? We want pirates to be a hardcore nation with no safe zones. Even Heth agrees with that.

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1 hour ago, Slim McSauce said:

Outlaw mechanics need to work all across the board with every nation or else it'll just be the same problems we had with pirates taking full advantage of their expanded ROE. You can't just give one 'nation' the benefit of policing itself, training, and settling differences while also creating content to keep people entertained through the slow nights of low pop.

The way I would do it and the way I think it should be done is:

1. remove pirate nation, replace it with a neutral/beginner nation basically flying a neutral flag or a common flag of their choice (dlc can settle that) and from there they can choose what nation they're go to from in game after studying what's going on, jumping into a new nation right away before you even see what's going on is a fail mechanic.

2. Add reputation and "outlaw" status for going negative rep, each action has a consequence. Things like capturing enemy shipping, jumping on your nations side in battles, and completing missions would add reputation. Other things like sinking your nation's allies or helping the enemy in battle against your nation would add negative rep, fairly quickly at that.

3. Remove the extra 'hardcore' nations and repackage them as outlaw flags that people can fly in battle to identify themselves, they could also be a neutral flag since flags are little more than an identifier as who do you fight for. The cool thing about this is it actually makes these nations hardcore in an even better way because just because someone is sailing your flag doesn't mean they can't attack you, if they wanted to play the covert ops game then they can and with nations, this is punished with reputation, but without the commonwealth nations being nations anymore, then this can lead to proper scenarios of betrayal or straight up subversion which may lend itself very interesting.

 

If sandbox is what we want than this is what will achieve it far more than being locked into a nation with no options besides stictly fighting for that nation.

Great, wonderful, can not imagine how great it can be, the reputation system. These create real longtivity aside from wonderful combat, these brings dedicated masses to the game. 

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3 hours ago, Vernon Merrill said:

Maybe you don't remember when the WTF retards would sit right out in front of Mortimer and tag EVERY noob that sailed from the dock?

 

Don't allow noobs to join pirates then, make it a choice that can be made once.

Edited by Gregory Rainsborough
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10 hours ago, Capn Rocko said:

Is it any different than the Prussian/Russian/Polish noobs that get ganked at shroud?

There's a slight and most fundamental difference.

They are tagged by enemies. Not by "friendlies".

But I get it, with your suggestion it will be that captain versus the entire world.

In any case, then your outlaw suggestion MUST be extended to port infrastructure. And only that "pirate republic" (clan) can build stuff in their port, no one else, albeit everyone without exception can use the port as if it is a "free port" without option to close. And if by any chance your port gets taken, all your pirate republic stuff gets stolen, buildings, warehouses, ships, everything destroyed, put to the torch, literally without a trace of its previous existence.

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7 hours ago, Hethwill the Red Duke said:

In any case, then your outlaw suggestion MUST be extended to port infrastructure. And only that "pirate republic" (clan) can build stuff in their port, no one else, albeit everyone without exception can use the port as if it is a "free port" without option to close. And if by any chance your port gets taken, all your pirate republic stuff gets stolen, buildings, warehouses, ships, everything destroyed, put to the torch, literally without a trace of its previous existence.

Why would it have to be any different than it exists currently. If you're on the Friendly clans list then your buildings and production are accessible. If you're not, then tough luck.

Port control should be much more fine-grained than it is, e.g. I as a port owner should be able to make it 1) totally open, 2) open only to nation, 3) open only to friendly clans (which might include foreign clans), 4) closed to all except our own clan.

Edited by Wraith

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Just now, Wraith said:

Port control should be much more fine-grained than it is

I would add that a clan who holds more than one port can make one of them a Clan Capitol and turn it into a consuming port, paying out the better prices for goods.  This could be added to by giving the clan more dock/warehouse space, etc.

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