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Found 116 results

  1. WInslow

    Ship trades, unclaiming

    I would like to see us with the ability to unclaim or transfer ownership of a ship between companies or players. This would allow people to make & sell high quality ships and also allow people to take a ship with them if/when they part from a company.
  2. This might be a controversial statement but more than 90% of players are not YouTubers/Twitch streamers but normal people with lives, who can not stay on computer 24/7. A growing animal has to be constantly fed, his temperature regulated and taken care of every 8 hours (optional). most of us, need to sleep and work. Because of how breeding works right now, it's impossible for us to take part in this feature. My suggestion is this. Implement a hibernation option for growing animals. In hibernate state animal would not require any food. Temperature would not have any negative effects on it. All timers would be frozen. Animal would not grow, imprinting care timer would not move. Animal would still be allowed to be harmed and killed with violence. There would be no special condition to turn hibernation on or off. Seriously people, we have lives. it takes 60 hours to breed a tiger/elephant. Do you really think people will take break from work and not sleep for 3 days to do this?
  3. Hermann

    New pirate Ships

    hello can we plz get a few new ships.. maybe some at same sice as Brigantine. that looks more like a pirateship… also maybe some between gallion an brigantine.. plz i would love to build other ships… ohhh yeah could we get some more furnitures.. maybe carpets would be cool.. also if we kill an animal we could hang like a trophy on the wall.. lions an stuff :D.. i miss more on my walls look so emty when i come in to my castle..
  4. cidran

    Breeding Suggestion

    HI, just a quick suggestion among many about breeding, it's pretty simple. Baiscally, the player will breed the animals, the animal will start the breeding process as it does now. Once the calf is born, the female animal must stay within a 5ft distance of the calf, the mother will feed the calf and prevent it from dying and prevent it from dying due to temperature, if the mother dies, the calf will need to be fed manually and taking care of as we do now. Basically the mother takes care of the baby, we still should be able to do the imprint things to get the buffs and such, but the animals will not die that easily.
  5. Aegis

    Storm Suggestion

    Tornado is a little too annoying, they are spawn everytime when it is raining, i mean storm have rain, but raining does not mean it a storm. Also i notice that tornado will spawn around the player ships only. why? it will be better if tornado spawn in random location in the sea not just around sailing players, because at the moment, there is no weather forecast system, so there is no way the player knows there is a storm coming and to sail to land before the storm hit, so they will sail straight into tornado without having a chance of going back to land, Brigs and Galleon are hard to turn, so is hard to avoid tornado at all, if the ship just went for a heavy fright and HP is low, the storm will sink it. also the tornado will spawn too close to land, i was on a brig just sailing out shipyard, because the shipyard need to build in deeper water, so it will need to place in the at the side of the cliff, and that off cause it count as open sea, but that is where we will need to put the large shipyard to prevent the big ship hit the bottom when release and sink it instantly. when i try to park my brig, the storm come and spawn around me which is like only 3 second of swim to shallow water, that is way too close that the tornado should spawn next to land. Please change that tornado will spawn at random location at the sea or add some sort of weather forecast system, so player will be able to sail around it or get to land before the storm hit, also please change the tornado so that it does not spawn too close shallow water.
  6. So happy the small gates were added to the game! Thank you, for that addition! I have noticed three aesthetic issues, however, that I felt should be mentioned. I was mildly frustrated to see that The Small Wood Gate was added to all the stone building items found in Esotery of Building, instead of being added to the rest of the wood items under Secrets of Building. Is this intentional? All windows are snapping into their frames backwards. Mismatching the types of window frames and windows does not change the snap points. Lastly, the stone door also snaps in backwards to the doorframe. Based off of the engravings on the doorframe, it looks like the frame itself is backwards, but thatch and wood doors are currently snapping in properly, so I'm not sure whether it's the stone door or frame that is backwards. Thank you so much for creating this game and keep up the amazing work. I can hardly wait to see what you come up with next!
  7. Just a bunch of suggestions I've thought of while playing the game. I know you guys are still really early in development and are probably already considering a bunch of stuff, but just thought I'd toss some ideas out there to hopefully help improve the game. Personally, I think Atlas is exemplary in regards to EA status. Delays and bugs are a part of EA, but the quality of the content and the attention paid to the community members has been outstanding, in my opinion. But, if I had to be critical on one aspect, the PvE side is incredibly boring and offers very little challenge. That is honestly what most of these suggestions are based on, my own boredom while playing the game. I do realize though that right now you are basically building the foundation, and that the "meat and potatoes" of the content will come in time. SotD Fleet Event Mark a location on a map with varying colors to indicate difficulty, add a countdown timer to when that event starts. Have the SotD spawn in Waves that increase in difficulty, instantly aggro'ing onto any ship in the area. At the end of the "event", loot is split between everyone within the area. Obviously, these would be more difficult than standard fleets and should require multiple ships. This would be a great way to get people to work together in PvE, and possibly stir up a little trouble in PvP. The loot from these being large in quantity or quality would also make them worthwhile, possibly make them the only way to obtain Legendary+ quality Ship BPs. Change Treasure Maps All the enemies spawning in a very small area is not very challenging. Any Crab can instantly take out a Mastercraft or below solo, and do fine on the higher quality maps. Have them spawn randomly in a certain radius and come at the players in Waves. This could be done in a protective bubble like the Kraken, so as to keep the AotD from wandering off. Obviously, this would have to come with a change to map spawning and location selecting as well, doing a map on top of a mountain in this manner probably wouldn't work well. Just force the maps to spawn their location below a certain height, the ones on top of the mountains are pointless anyway. Again, Crab makes it pointless since they can just jump up anyway. Change Flotsam Sailing around to grapple or jump out of the boat and grab Flotsam is super tedious, especially on PvE where they are practically worthless. Make it so that Ships can simply sail over them to pick them up, the loot going to whoever is on the wheel or something. Anything other than Wood Building Part BPs from the flotsams are completely useless on PvE, so at least if you could run them over it would be a little bit of bonus gold. Player Economy The player economy might be working somewhat on PvP, but realistically there is no reason to trade when I can just get whatever I want myself. The changes to make the game less difficult for solo players really overshot, it's super easy to do anything now. But, there is a simple fix for this. You need more T2 and T3 resources made from the gather-able T1 resources. More diversity and difficulty of acquiring the T2 and T3 resources will help to promote a player economy when people would rather buy than gather on their own. Player Crafting Another way to promote the economy is with Player Crafting, which right now sucks. A simple respec into whatever you need to craft, along with all your points into Intelligence, is pretty much all you need to do to craft whatever. Giving Crafters that have put the time into their trade bonuses would help encourage people into staying in their build, such as "The first 100 Large Speed Sails you craft boosts your knowledge of Large Speed Sails, from now on any Speed Sail you craft will have an extra 1% added to their abilities", or something to that effect. Base Attack Event Something similar to Conan, where every once in awhile a hoard of whatever would attack your base. At the immediate moment, there isn't much of a reason to work together on PvE, you don't have any real fear of being attacked, and once you get tames you don't really care about the wild animals. Make it based off of Power stones, the more a Company or Person has the more often the attacks. It can even be based on the claim flag, once every X amount of hours Army of the Damned show up to "take back the Power stones". This would even add an interesting aspect to PvP, where you might have to fend off attackers and AotD if they happen to coincide. Exploration So boring, and mostly just done by bedding around to spots other Company members have left beds. There is no real point besides simply adding more points to your level, which is super tedious, in my opinion. Exploration adding to your "experience level" should be more about unlocking special things, such as crafting recipes, rather than just increasing your overall level. Ships Ships are the lifeblood of this game, more important than tames and more dynamic than bases, yet they feel incredibly lifeless. They should be more akin to Ships in Eve, having "modules" that allow for unique builds. The actual building limits are also a pain, you either build a ship that is functional and the same as everyone else's, or you build a ship for aesthetic reasons and it's useless. Also, stop forcing us into the build you want us to use. Everything about shipbuilding forces us into putting the Cannons into Gunports, if you are going to force us to build ships a certain way, don't make me waste my time putting it together. Just let me put the mats into the Shipyard and spawn the damn thing. Boss Fights Make them Arena style like Ark and change "Any key working for any Stone". It's just too easy to cheese them in the open world, and ships make it a joke to fight them. Bears with Carts, better weapons / armor, etc etc should be needed to do those fights. They will still get cheese'd, but not nearly as cheesy as right now. This would also add to the necessity of crafting high-end gear on PvE, where it really isn't necessary for anything other than Intel boosting. Mythos Nodes in Trenches Right now the primary method of farming Mythos is just hunting the Bosses, but because people also do those for Keys, they are often over farmed. An alternative method of obtaining mythos would promote the use of the mythical BPs. An easy way to add that is Mythos Nodes in the Trenches, difficult to obtain and mid-late game. The subs also have a low carry weight, so that kinda serves as a barrier against people just farming the crap out of it and obtaining a bunch. Maybe increase the weight of a stack just a bit.
  8. Sadie Blackhawk

    Discovery Points for leveling.

    Upping the points per discovery has helped a ton. My thoughts over morning coffee. Dump the idea of forcing discoveries for leveling just make it xp based. People are going to do treasure maps regardless which will force exploration on its own. Also you need several different resources for bps-which will make for exploration. Proposed idea- Questline much like veteran explorer. Have increments. So many discoveries you can unlock lets say a new ship. Ex-Viking Longboat-faster speed for traveling the map after so many discoveries. Little larger then a schooner but smaller then a brig. Steampunk like ship for the more fantasy based players. Lets say this can carry more weight, some defences but ultimately a harvesting ship. Kinda like a smaller galleon. I'm sure you get the gist of where im going with this. I know you have skins coming out. Would love to see some sails skins to give the ships different looks. The questlines that do give discovery points ie-whales/powerstones. Use those to unlock extra levels. Lets say xp cap at 90- The whales/powerstones used to unlock 91 etc.
  9. The idea I've had is for the crew dude that sells the respec food or the dude that sells the magic tokens to sell a temporary magic potion that when used on a tier 1 creature like a monkey/chicken/rabbit/(maybe)parrot to make it the size of like an ostrich or larger and you can ride it, making the generic saddle now not useless. You could have it setup where the monkey could climb surfaces so that its advantageous to have one when resource gathering for climbing to where those hard to get ores are, the chicken could give a battle buff (done for pure irony), Rabbit could be a very fast mount (no combat ability though), Parrot could give a temporary way to fly and could be used for scouting out islands for resources and enemy bases (also no combat ability and limited weight?). Of course the potion would only last a short time (I guess 3 hours?) but could be sold for a more reasonable amount than the dragon token. I know the idea is silly but that's why I think its post worthy. I think it would be hilarious to see a giant chicken being rode into battle tossing out damage buffs.
  10. As the title states, A monkey powered door synergizes well with the ATLAS universe and would add another level of QOL thats easy to implement and has no balance (not yet!) issues and will definitely increase the appeal of the game visually and intuitively.
  11. So at this moment. The bank is kind of weak for company’s with only one island. Also is the upkeep for crew a good thing in general. Having to go from resource box to resource box is not so great. the bank could very easy fixthis whole issue to pay the crew you have for the island it is placed on. the same could be done with food if you would add a new building for that. Maybe make the buildings have a small upkeep to balance things out. having to learn certain engrams to be able to use better gear, is okay but having all those engrams in different skilltrees is a bit too much. i would make it in the survival tree or a new one in general. kinda would be like this: 4 points for tools till masterwork/legendary tree split into 2 options 1: 4 points for armor till masterwork/legendary 2: 4 points for melee weapons till masterwork/legendary 1:4 points for armor till mythical. 2: 8 points for guns till masterwork/legendary. back to one skill in the end all of the above have to be unlocked to get this one. 10points for all items till mythical
  12. "After sinking enemy ships, recruit their NPC's to be part of your crew." Nothing worse than losing NPC's in battle, and then having to leave 15-20 perfectly good, leveled up NPC's to drown or get eaten by sharks.
  13. THE FIX: Change interior water pipes so we can place them without an adjacent watered pipe. EXPLANATION: Interior water pipes are the only plumbing structure that snaps to the center of a floor tile. Interior water pipes cannot be placed without a straight water pipe running to the exact center of the floor tile. But it is next-to impossible to set up a perfectly centered straight water pipe this way. So as a quick fix, let us place the interior water pipe first-- without the rule requiring a connected straight pipe filled with water-- and then run straight water pipe from the interior pipe, out to the exterior. Thanks for reading.
  14. cidran

    DECORATIONS!

    Hi, just a quick suggestion, I play on PVE, building system is great, but can we get some decoration items to fill those buildings? They may either be unlocked or found on floatsm and sunken ships, 1 or 2 pieces of furniture here and there might be nice to go loot somethings on a PVE server. Eco has done some great job, maybe take some inspiration from the guy. https://steamcommunity.com/sharedfiles/filedetails/?id=1643109631
  15. Zhmjak

    fixing Tool fixer

    Hi guys, I was thinking, what if we would have "tool fixing" craft. Basically you craft it in smithy and take to the trip. You use your axe, pickaxe, sword or whatever it is and when it brakes, in place of going home to fix it in the smithy or take 5 axes with you, you use this "item" to fix whatever you have been using. They could be different and useable only few times (3 times for example each) and then disappears. They can be different for armor, tools and weapons. In this case we won't take 5 axes with us. It will be easier to take 3 "tool fixers" and just fix whatever we need. Usually I have to take a lot axes and pickaxes which is annoying.... I think a lot of people would like to have it. :)
  16. Its nice to have this forum. But wouldn't it be utterly cool to have an auction house in freeports where you could auction in game items, tames and services? Comparable with the ones in LOTRO. Along with a rentable vault.
  17. I think increasing the sailing speed of sloops would make them a viable ship for solo players. I do a lot of solo sailing by myself and with the current meta everyone uses schooners. Right now using a sloop is a complete joke given they are not good for travelling, cargo, or combat in any way. Here are some reasons I think Sloops should be SLIGHTLY slower than schooners. 1. Sloops are for the solo player, not much room to build on them or base crew so they should accomodate smaller groups of 3-5 people. 2. Sloops are easier to manage. less resources when a plank is destroyed or to repair them means solo players who DONT have access to tames and other high efficiency resourse gathering can still keep their ship repaired with less effort. 3. Sloops have little cannon ability. The size of the crew and size of the deck on a sloop doesnt allow for gunports and barely room for a few cannons on the main deck. So they still wont compete with other ships when it comes to combat. 4. Swivel cannons might matter. Right now canister shots are pretty much never used as they have terrible range and damage compared to medium cannons. It would be nice to have sloops be agile enough to take a few shots with their swivels at larger ships with more canons and hopefully deter them from just outrunning and outgunning them. 5. Sloops are friendly. If I pulled up to an island on a sloop to do a treasure map, no one would care, they probably wouldnt even sink my ship because its not worth the cannon balls. If you pull up in a schooner or brig, chances are it will be attacked while you're busy dealing with the Army of the Damned on the island. This can happen with a sloop too but usually i find its less threatening to island owners so they ignore it. 6. Light weight. Sloops already have the smallest cargo capacity and the least capacity increase per level. This means that they end up being even slower than schooners due to the fact they simply cannot carry as many resources. This is obviously intended given the size of the ship, but seeing as weight effects speed, it is much easier to load a sloop up to 70% capacity than a schooner. Yet a schooner at 70% is arguably still faster than a 10% weight sloop! 7. Personalized ships. Sloops should be the type of ship that you decide to go do a treasure map on or possibly a scouting or exploration mission. They cap out the crew and plank health in a way that makes them the perfect personal or small group ship. They dont need to be stocked as much as any other ship so theyre great to just jump on board and sail to your destination. However, given the distance between islands and speed difference from sloop to schooner, I believe the idea of having a personal sloop for exploring further than your home tile has been lost due to this lack of speed. 8. Incentivising Sailing. Right now it is a rather large chore to take a ship out. Most people assume it is a responsibility that if they do take their schooner out they need it properly stocked and to make sure it doesnt sink. More people may take ships out onto the seas more often if sloops provide an inexpensive and casual way to travel between the islands. It would allow them to move with out as much of a fear of sinking from other pirates. This helps those who want to be pirates as well because they have more targets available on the waters. I hope everyone can keep an open mind about this, sloops at the moment are considered as worthless as rafts when it comes to seafaring and I would love to see them used more often so there is more variation than the current Schooner only meta most people use.
  18. New Mechanic Suggestion: Sail Ships away if All Crew/Deck Hand Killed [15 Minutes] Why: Piracy revolved around stealing ship's w cargo Stolen ship's Should increase LVL cap of ship by a % of LVL cap this is due to LVL cap being determined by ship dock type Mythic dock would offer +15 LVL cap increase, Masterwork +12 LVL cap, and so on Diminishing returns of this too should be implemented, stealing a ship a second time would off less of a LVL cap increases & stolen ships should be harder (longer timer) to steal Stealing a ship BACK (from prior owned company) should have a shorter timer (both on Sailing AND Stealing back, This incentivizes Company’s doing raid missions to steal a boat back, Invulnerability should be turned off on doors and walls and any “deckhand” (IE killable) for a stolen boat from a Previously owned company) THIS IS A HUGE INCENTIVE to steal ship's (ship inventory should have Mechanic/Button to see stolen history (another reason to have company names binding)) Deckhand Status: If anyone in range of deck (fighting in water wont negate Deck hand), Deck hand status to boat. (Multiple boat deck hands can be applied as clustering boats in and of itself is a HUGE disadvantage to the boats being clustered) Who has been on deck in last 15 minutes (only in zone, cant bed-spawn, then bed-spawn to somewhere else will reset it) Making Landfall will also negate being a Deck hand -A deckhand who was killed in range of ship will not RESET deckhand timer unless alive past bed/PvP timer (IE Re-spawn timer is 3 minutes due to multiple PvP deaths, he will have to stay alive 3 minutes PAST re-spawn to Reset Deckhand Timer, Which would be at 12 minutes as he was dead for 3 minutes waiting on re-spawn) This forces people to GUT ship's and destroy beds. (so fighting will be extended, and should be rewarding) This will allow/force players to design better ship interior's as they will take consideration, (seen a lot of galley hallow, this mechanic will require them to build better) If Deck-hand Status alive to ship, Ship cannot be sailed away or NPC's snapped to sail Sailing: Sailing a ship away allows a Chase mechanic/Game Play, adds the option to request companies to help save ships (cross company support/help would be more wanted/requested) Ship cannot be anchored in Island invulnerability range, Sailing in a Free-port would be DETRIMENTAL to someone trying to steal. It would cancel the steal status/flag. It would allow the crew to come back to the ship and they couldn’t be killed, and those in range would reset the sailing ability of the boat. Ship owner can TRACK BOAT (still visible on map) until the boat is Claim flag’ed stolen. (allows them to chase it and have great time fighting to get it back) You will HAVE to have NPC's snap to each sail (2 per sail) during sailing/stolen process; Unfamiliar Sail/Knot/Rigging System of unfamiliar ship is a DISADVANTAGE and require more constant attention to work Allow/Require 2 players To operate a sail (2 players having to communicate (open to -65 degree 100% sail) and both having to get it correct, if either put different option sail has random negative effect, Random Rotate/Open Close) NPC's cannot man anything OUTSIDE OF SAILS; Players cannot man anything outside of SAILS and Helm (piracy skill for helm control? Disadvantage to DRIFT without this piracy skill, meaning any one can sail it away but a pirate would be BETTER at it and constant readjusting course) Reason, it will require players to DISADVANTAGE another ship to make this play (they weaken a boat by either having extra crew/NPC on it (less player/crew slots) or they have to remove gun NPC’s, Or 2 actual players NPC LVL must be above 20 (more experienced sailor right?) Mechanic / Game play I’m still concerned about: Parking ships in SUPER harbor’s (this takes all the fun out of rescue missions) maybe have a mechanic that the ship cannot be parked at/in range of Islands w a high/med value? And within a LARGE range of a foundation/building structure Of course people would just build SUPER LARGE structure/harbor in the middle of the ocean… but if they went through that much trouble to build it in the middle of the ocean and are that big of a target to be attacked and have a bounty placed on it… so IDK Suggestion and feedback are APPRECIATED A company Can only steal a CAPPED amount of ships from another company (avoids company stealing each other’s boats to get super fleets) (say 3 ships Company A can only steal 3 ships from Company B But can steal another 3 from company C ect ect ) I think this mechanic added to game play would: Incentivize people into NOT sinking Ship’s instead try and STEAL ships (reward system to not offline ) I think the GAME-PLAY would offer a Great Reason to use The Bounty systems and offer company's a reward to get boats back.
  19. Hello! I am excited and looking forward to 'Stadia' a revolutionary new streaming game service that will allow gameplay on almost ANY device. Chromebooks with no GPU acceleration to think of, cell phones, potato computers, and Chromecast ultra. They have created a custom controller, but one can use keyboard/mouse or your own controller. ( https://www.stadia.com ) I am wondering if the team at Grapeshot is looking into this? It would be huge for Atlas! One could play it anywhere, even when I am sitting in a truckstop on downtime or waiting for loadout. Please, please check it out Grapeshot. @Jatheish @Dollie
  20. Tsiya "The Banshee" Ama

    Easy to see vitamin bars

    As one of the people who actually eat to balance vitamins, sometimes it's difficult to see the levels against some backgrounds and in some lighting conditions. The inventory/character screen is cluttered as it is, but maybe a toggle to turn on a duplicate set of bars in the character view area or something? Or maybe just make the background for the vitamin bars black so the colors show up better.
  21. Although I am loathe to distract the developers from fixing critical gameplay issues with suggestions, I see so much low-hanging fruit to make shipboard life more enjoyable and realistic for us, as well as give even more depth to the skill trees and customization options. Shout out to the Reddit r/playatlas community who helped trim and tune this list. Boatswain or Bosun - An NPC assigned to the Ship's Resource Box, who will act as a standard repairman/sweeper (when anchored) until all the planks are fixed, and will then switch to repairing EVERYTHING ELSE. Unlocked via the Captaineering tree. Wheel Lanyard - A hotkey to lock/unlock the wheel/rudder at its current angle, even if the pilot leaves the wheel (for one-man shows, shifting sails, and large ship maneuvering). No skill requirement (this isn't rocket science from a RL perspective, we used a 3 foot rope with a loop on my boat). Chock or Bitts - A player-mountable fixture on a ship that would allow a thrown grapnel to apply force to the ship rather than the player when anchored to a solid object (like the shore or another ship). This could be used to assist dock maneuvering of larger ships, helping tow stuck ships, and boarding actions. Unlocked via the Seamanship or perhaps Piracy tree. Ship's Compass - A heavy, placeable fixture mounted on a ship that provides a permanent heading tape to the pilot (just like sextant buff, but without the minimap). Unlocked via an advanced Sextant skill. Wind Pennant - Placeable flag, counts as .1 sail for placement purposes (to avoid spam abuse, and overtaxing the animation system). Visual indicator of wind direction when stationary. Unlocked via the Seamanship tree. Thole - Snap point oar only mountable at bottom gunports (instead of a cannon) can assign an NPC to improve turn and reverse maneuvering at low speeds. Unlocked via Seamanship or Captaineering.
  22. Binalle

    NPC Slaves

    I don't know if anyone else has suggested, but I would like to be able to put an NPC to a machine to help it produce faster, higher level of goods, save resorces like firewood (auto switch off when task is complete), I know it is available in "Conan Exiles", I have that game and would like to see it in more than 1 game... (edit) also if an NPC is no longer needed/wanted we should be able to hang them
  23. As with any sailing ship, they had their colors flown either atop their masts and/or flown from the Stern. I am suggesting an Equippable Flag which may be flown atop the Masts of our ships and/or from the Stern of the ship. these flags will be plain canvas like the sails and can be painted with custom templates. this will add another layer of customization and allow Roleplaying companies and private servers another layer of realism. adding a hoisting the colors animation would also be an added bonus. this would add an inventory item slot for sails and/or the ship that can only be filled with the above mentioned flag. the flag would have to be customizable in the players inventory for this to have the intended effect. and would have to be removeable so flags can be swapped out (so a flag can be lowered to raise a pirate flag or a surrender flag and vice versa) allowing flags to be reusable.
  24. I am missing one key aspect of the pirate fantasy and that is stealing ships. Of course it would suck to come online and your ships are not only destroyed but even worse, they are stolen. So here is my idea: Every ship is claimable like it is now but with one change. If the ship is not anchored, the further away it is from any coastline the less time is required to claim a ship. So from the current default time of several hours down to 1 hour minimum if in open waters. If a claim occurs in open water the default of 1 hour is increased/decreased by +-10% for every crew member the defending group differs from the attacker. The moment a claim flag is placed on a ship it can't be scuttled and parts cannot be demolished. For example: If the defending ship has 5 crew member (npc, tame or player) and the attackers get on board with 5 members aswell it is evened out and the claim time will be 1 hour. If the attackers have 6 members on board. The claim time is reduced by 10%. (Of course the numbers are just an example more or less might be better/worse) So what does that mean? Finally we can board enemy ships and steal them. It would require a lot of skill and strategy. This would open up new strategies and possibilities for PvP and Roleplay. Your ships would still be safe in your harbor because of the insane amount of claim time. I have never seen a ship without crew in open waters. So it would bring a new aspect to PvP. Not only stealing a ship. But what about stealing it back? I would love to board enemy ships, fight on the deck, kill the crew to get an advantage over the other crew. If this is a viable strategy, it could change PvP fights. Would love to see rope shots for ballistas to actually attach your ship to the opponents (but that might be too much) So what do you guys think?
  25. Quinten_MC

    boat pulling

    so since i got a brig a little stuck twice i was thinking how can we fix this and then i knew it you could have like some sort of cords connecting 2 boats 1 stuck and 1 free the free would be able to pull out the stuck 1 this could also be used to make a fleet follow you when you are alone
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