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Found 31 results

  1. First of all, I really want to like ATLAS, I really do. But it is not easy. I realize that this game is in early access and that is fine. I also understand that it is impossible to please everyone, especially in this time and day. I also want to say that there is a lot of stuff in the game, that I really like, but it mostly ruined by several issues. The official map is huge, literally. On a good ship with good wind, each grid takes roughly between 15 and 25 minutes to travers, and even longer if one need to explore each island in a grid cell. So, lets say 2 hours per grid, in order to properly assess all islands. With 121 grids at 2 hours each, that equals 242 hours just for assessing all islands. This is a good thing, in my opinion. It means that it should be possible, given time, to find a spot for everyone. In theory. Now, I admit, I haven't been to every island, or even every grid. I usually lose my ship long before that. Farmhouses and warehouses I am a late comer to the game, after the last wipe, and it is damn near impossible to find a place to put down even a single farmhouse. Especially if you want any kind of efficiency out of it. It is not really a problem of finding a place to build a base, but the exclusion range on farmhouses and markets are just so huge that at this point it is very very difficult to find a spot. I found one island with 5 or 6 farmhouses, quarries etc. all connected to 1 or 2 warehouses. There was literally nowhere on that island to set down another farmhouse. It had simply been monopolized by two players/companies. I do believe that several things should be done about this. 1. Reduced the number of farmhouses, mines, quarries etc. to a maximum of two per company per island. 2. Reduced exclusion range on farmhouses, to maybe twice the influence sphere of the farmhouse. 3. Remove the exclusion range for warehouses from different companies, or reduce the number of warehouses to one per company per island. Trade Wouldn't know, I haven't been able to find a spot to place a warehouse. So I am unable to get into trading, since the tradepost needs a warehouse. Ships I like building ships, but they have become to damn expensive, and it is too easy to loose a ship to a Galleon of the Damned. It usually goes like this: I build a ship. I set out. Everything is good for a while. At some point I end up lagging, and getting my ship shot out under me. Rinse and repeat. It is survivable when just building sloops, but when you want something large, like a schooner, you ALSO have to find 5,000 gold. I know, it is fairly easy finding gold, but still, 5,000 gold for a schooner, and it just gets more expensive from there. Besides, to find gold, I basically need a ship, so now I have to build a new sloop, unless of course I saved it when I moved to my schooner. Then I have to trawl for wrecks and buried treasure until I have the 5,000 gold. I get that it shouldn't be too easy, but it sure as heck isn't. At least not if you're like me, and prefer to be alone or just a couple of friends in a company. I think that the gold cost should be removed again, maybe except for galleons. Ships are damn expensive to build, especially when soloing or just a couple of friends in a company. Ships of the Damned All too often have I been ambushed by Ships of the Damned coasting around just on the other side of a grid wall. I can't see them through the grid wall, as it is a different server. That is fair enough, but it isn't fair that they can get so close to the wall, that I have no chance of evading them. Even if I manage to turn around and head back to the grid I came from, the bastards can follow me through to the other grid. And I lag whenever I switch grid, they don't. From a cosmetic viewpoint, the Ships of the Damned look more like alien spaceships, than sailing ships crewed by the damned. But maybe that is just me... I like the concept of the SoD, but all too often their cluster in grounds that are too large to fight, and since you are dependent on the wind, it can turn out to be impossible to get away. I really don't know how to improve on them, but maybe smaller spawns? Lower aggro range? Less damage? All I know for sure is, if the wind is weak and you manage to aggro a SoD, you're pretty much doomed. At least if said ship is larger than your. And on top of these issues, there is a lot of minor annoyances, almost too numerous to mention, so I'll just name a few. 1. cobras are way too aggressive and abundant. 2. Character designer. One face per gender? Seriously? The faces are exceedingly ugly. And no matter how much I fiddle with the settings, it is not possible (for me at least) to get something that looks human enough. 3. Randomized crewmembers. Good lord! Same issue as above. Either they are towering overweight giants, or skinny midgets, and not much in between. Maybe one in ten looks relatively normal, the rest are freaks of nature. 4. Age progression. It's a great and fun idea on paper. But in reality it is hugely annoying, especially because it is not particularly easy to get to a fountain of youth. At least make it optional? I know, many players do not concern themselves greatly with how their character looks, but it matters a lot to me. So something like these issues really sticks in my craw. I have returned to ATLAS on several occasions now, but I end up leaving again after a few weeks. This time my departure is caused primarily by the lack of balance in a lot of things. Ship building, farmhouses, warehouses etc. It doesn't seem like the ATLAS crew concerns themselves with the small tribes, or solo players. It certainly doesn't feel that way. I am a software developer myself, so I know about having to add new features and not just correcting bugs. For that matter, I know some bugs are nigh impossible to squash without have to pull a lot of other stuff. So, some bugs will never be fixed, and there are good reasons for that. But a lot of issues seem to be more of a balancing thing than a bug, so I would think maybe of the issue I have, should be fixable. Whether the developers agree or not, is of course another matter. In any event, I am out for this time. Maybe next season?
  2. Hi, I have to say, as a returning player, there seem to be something fundamentally wrong with the system as it stands. I come back after a hiatus of 6 months or so, and am starting from scratch. I discover to my "horror" that to build something as simple as a schooner, I have to gather 5000 gold?! In addition to the other resources. Ok, that is what it is, I get that it is related to the trade system and that is fine. I suppose that this means it should be relatively easy, compared to diving and digging for treasure, to raise the 5000 gold. Right, so I build my marked. Bit expensive, but that's ok, because I am going to make a killing, right? Ok, the marked doesn't work without a warehouse... Ok, that makes sense, I suppose, so I gather the materials for a warehouse and am finally able to put it down. And this is where the logic chain breaks down. I cannot put down my warehouse, because there is apparently another one in the vicinity. I cannot see it though, which suggests, that since I have a fairly good view from my spot, the exclusion range of a warehouse is quite large. This means, that it is almost impossible, or at least very very difficult, for a small single-member trading company like myself, to get some trade going, because there isn't room to get started? There is something very very wrong with this system, if I am required to join a large trading company just to get into the trading system. Seems to me, that the exclusion range on e.g. warehouses should only apply within a company. The same goes to some extend for farmhouses, quarries, mines etc. I get that logically, there has to be a limit to the automated resource gathering in an area, but since real estate in this game is limited, it makes it incredible difficult for new players to get started. You find a nice spot, build a nice base, get ready to build a larger ship. Only to discover that you cannot put down essential structures because you're within the exclusion range of another structure that does not even belong to you. I really do not know what the intention with the system is, but there seems to be some major flaws in it.
  3. I am intrigued as to the direction the Dev team is going and what they have planned. Along those lines, a recommendation: With what we have been shown so far, the new Trade system needs a Market. In order to have a Market, you need a Warehouse. For those companies that weren't/aren't able to place a Warehouse, it means they can't participate in the Trade system. There are a few companies that have spammed islands with Warehouses prohibiting others from placing Warehouses. While this is ok in PVP as you have the opportunity to destroy somebody's Warehouse and replace it with yours, that option isn't available in PVE. I would recommend, similar to the Silo, limiting the number of Farms and Warehouses that can be built on an island. While I know PVE isn't the focus, it would be nice if some consideration could be made for the PVE gameplay mechanics. As of now, there will be those players unable to participate in the new Trade system; making all of this work pretty much worthless to those players. Right now, in PVE, warehouses and farmhouses are abused by toxic players and/or large companies. It will only get exacerbated with the Trade system. It would be appreciated if GG would help to limit toxic behavior through game mechanics since we, on PVE, can't.
  4. We live with pride in our guild's name. This seal we've carved into ourselves isn't merely decoration. It's the proof of our bonds as a family. Binding our fates together we put our lives on the line. Anyone that steps on that holy vow, be they evil or good, will be cut down. Even if you can kill gods, it doesn't mean that you can kill fairies! We have bent the seas to our will. We defeated the Demon of the Deep and made the Seas of Atlas ours again. We conquered Islands and build a town for all those who seek shelter or rest from the roughness of the Ocean. Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands! Be part of our Story, join our Adventures! Bring us back into the realm of Gods where we belong. We are located in B7 Brimingcona Haven. https://discord.gg/EYC7epU - sign up and join the biggest Trading and Event Discord on PVE EU.
  5. Hello, We are "Children of Aule" former Pink Fluffy Unicorns and Nessil, we are back with our animal families! For those who don't know us , we are animal tamers, breeders ( and color chasers ) and fine crafters. We will offer a wide variety of tames and breeds, suitable for everyones needs and budget. Join our 750+ members Discord now For crafting, we have players with level 120 and maxed out crow available. Theredore We can provide the highest crafting bonus. For most of the tame lines we sell the highest level on the EU PVE server We are selling (up to) Wild Levels 99 Wild Levels 84 Wild Levels 100 Crow ( with 30 tame levels, they reach the cap of 60% intelligence ) Wild Levels 94 Wild Levels 80+ Wild Levels 119 (also level 96 clean breedable available) Wild Levels 78 Wild Levels 80+ WIld Levels 80+ Ostichs Wild Levels 85+ Parrots , , and .... No sheeps Razortooth (Wild levles 75) and shildhorns, neutered and breedable. We breed for colors alot, take a look for nice looking ones <3. We sell Crafted Items (for ships, but also tools and armor) and Max ship level capable Mythical Shipyards in playershops in N6. Here the setup of the tames on display and the playershops So visit us in N6 and join discord for additional informations, Kumba https://discord.gg/ZZ4rMKU
  6. Elephants: have several for sale on Crossmeda Island (Region E8, SE Island, SE tip of Island) Look for a purple lighthouse, blue lights. wild tames level range 39-44 imprinted level range 44-49 levels unspent in them (level ups available). Also have a couple that are leveled. price ranges from 100g-250g
  7. Is there some player shops on your islands? Or maybe you know where they are. Please tell me. I'm creating a trading route on EU PvP.
  8. I want to sell these Bears. All at EU PVE @ O5 @ North East Island click on link for more Information Only Pickup in O5.
  9. I have created a small web application to assist traders in finding other traders. You create your buy/sell orders and it gets listed between all other available trades. A prospecting buyer/seller can go through the list of available trades on their server, and contact the buyer/seller directly. Discord Webhooks can be added to link to a Text Channel on your own Discord that will receive live broadcasts of every order as they are placed. This is my first publicly available web application. I hope this will become a successful tool for traders like myself. Feedback is always welcome, and I will try to implement requested features in my spare time. This is the link to the web application: https://www.atlastrader.trade V2.0 (Current Version) Update Notes (2019-06-28) Did a complete rebuild of the application. Taking into account comments and observed behavior on the application. Removed the Tender system - People did not understand it, and they felt it made the process complicated. Added a messaging system to the Order directly. Added Companies - Create a company, join a company. Add your Discord Channel. Added Webhooks for Discord - The most important feature for this new version release. This links directly to a text channel on your own Discord Channel. Every order that is made is broadcast to this channel where you, and all your discord members can see what orders are happening where. V1.1 Update Notes (2019-02-23) Added to resource list: Blueprints, Animals, Weapons, Ammo. Added extra Info column to Order List. Added links to User Profiles in: Order List, My Order Tenders List Added GPS Long/Lat in User Profile (Use this where your base location is) Added "Times I Play" to User Profile (Ex. I play mostly on Sunday. Week days sometimes from 7pm to 9pm) Added a Time Zone selection to User Profile. Added menu Icons and removed menu items users do not have access to. Added a Help Menu with an F.A.Q section.
  10. Here is a link to the main thread under general discussions: I thought I would add a link in here because it is related to trading, and it might get lost in the clutter on general.
  11. There should be an option to change the ownership of a ship without the necessity to claim. An option where you give away your ship voluntarily. Wit that option you could sell ships to other players or tribes. Why should you do that? Well for gold or for roleplay. You could banish people from your tribe and set them out in the ocean on a raft that they can actually interact with.
  12. Looking for cannon bps 160% plus. Medium or Large. Show me what you got!
  13. Have a "Bulk Merchant NPC". NPC would only purchase or sell goods in "full stacks" NPC would maintain a set inventory of materials that is shared by whole free-port zone. NPC would maintain a market price of goods based on volume of trade. Goods prices would be adjusted accordingly; Sales would be +20%, Purchases would be -20% of market price. When interacting with the Merchant the initial information will be a Transaction Quote. Transactions would be placed in a queue, to prevent abuse. When the transaction end of queue it gives actual prices and a 15 second timer to accept. This could be started with a very simple implementation, by only allowing the generic versions of each item; Fiber Thatch Wood Sap Metal Alloy Flint Coal Stone Crystal Gem Salt Hide Keratinoid Oil Please consider this. It would really add a huge boost to the game with honestly MINIMAL EFFORT. It would: ...It would give a baseline for ALL in-game trading. ...It would allow any player who wanted to be any kind of merchant a starting point. ...allow captains a place to stock up on materials in a safer place. ...drive the sailing and adventure of the game without hours of grinding. ...allow for a somewhat smooth movement of money from gold-makers to material-producers ...encourage people to interact more, not flee from each other in the water. ...bridge the gap between large companies and small.
  14. many blueprints of ranging rarity and quality, and a large stock of mythos/gold for trade message me on this forum with inquiries
  15. Before I present my suggestion let me give you an overview of what the game currently lacks: 1) Incentives to be out on the sea 2) A deeper economy / trade system 3) Resource gathering/generation without having to grind for it My suggestion to address these issues (it's not a magic fix that will resolve them completely) is to give people (islands/companies) the ability to establish trade posts. How would they function? Every island can support X amount of trade posts with a limit of trade posts per company (to give further incentives to smaller/outside companies to life on your island and having them around). The trade posts would be structures you need to built (on the coast) and have the ability to be upgraded (which could have all kinds of effects: bigger/better/more trade ships, further range of trade ships, bigger rewards/resource generation and so on). Any trade post on an island could be "linked" on a 1:1 basis with another island's trade post (ID based system which allows "invites" for such links or just be openly listed, both "owners" of the trade outposts need to accept it). Once the link has been established a timer will start which if not disrupted then "produces" NPC generated and manned (trade) ships. What will those ships do? In short: generate resources for both islands (or companies) involved (island owner could also get a trade tax). You'd be able to pick one (maybe more depending on trade post upgrades or other factors) of the available resources (from the destination island) for trade. There would be no additional farming (grind) required and you wouldn't need to put in any resources, the trade route would simply continue to generate a certain number of the resource you picked and store it in your trade post as long as your trade route/ships are "uninterrupted". The generated NPC trade ships would follow the trade route and be raidable by other players/companies. To incentive boarding and not just the destruction (pure griefing) of trade ships you could implement a system in which NPC ships that get boarded provide "loot" as reward to the pirates while the trade ship stays alive . The trade ship owner simply wouldn't get resources as "punishment" for not being able to protect his trade ship. Additionally one could think about having to pay a certain amount of gold to get that trade ship back into your own service. That gold could be part of any potential loot as reward for pirates. One important note: Any "loot" collected by pirates would go directly to some base structure. I think one of the biggest problems preventing loot based piracy is the fact that storing loot is counter productive for any attempt at PvP. You could also think about having a daily gold payment to your NPC trade ships as requirement for those trade routes. Gold that would be "lost" to you in any case but gets stored in the NPC trade ships which could be part of any loot pirates could get. To board a ship as pirate you would first need to bring down the trade ship to a certain fraction of its HP (maybe with sail HP as main factor) which would automatically slow down/stop the trade ship and initiate a "raiding window". To make trade ships vs (player) pirates not totally one sided and create some opportunities for PvP I think it should be possible for the owner (company) to spawn in on trade ships in case someone wants to board them (you would get a notification any time a trade ship of yours is attacked). This needs of course some kind of mechanic not to be abused. One approach could be that the trade ship only allows a certain number of "spawns" per time/raid windows and also a max amount of "deaths" for both defenders and attackers based on ship/crew size of those involved. If a defender gets enough "kills" and/or protects the ship for a certain amount of time the boarding attempt will have failed and give the trade ship a certain time in which it's protected from further attacks (again to prevent abuse). If as pirate you decide to just sink a trade ship that's also an option (maybe it could even be part of the war dec system) but there would be no "loot" as reward, it would be purely to target the economy of a (hostile) company. This is my general idea and I'm sure there are some holes left or different approaches you could take (there are a million other things you could do on top of it when it comes to trade) but I'm convinced that this game needs more content based around naval action and that players will never fill the void as "targets" for all the potential pirates out there. People certainly do make trade runs or haul stuff but it's too few people doing it and only leads to one sided situations which aren't rewarding for anyone. That's why we need an economic incentive to be out at sea, either to defend our own economic interests or simply to gain yourself by pirating actual trade routes. I feel like this game needs to get away from mindless grinding for all parts of the game. I totally think you need to motivate people to put in some "work" so things "matter" if you lose them but why isn't the "work" the more fun stuff or at least closely related to it? Give people the opportunity to generate an income through other means as long as they are willing to put in some effort and protect it.
  16. This is mmo-like suggestion. In the biggest mmo's chat has item linking system. Its simple, you can share your items name and description on chats. This would also give meaning to a new chat tab: Trade If the new freeport shop is online a Trade tab is needed to more effective.
  17. It would be nice if there was a way to open a trade window with another player. What I’m thinking is an option under the E menu, similar to recruiting, that one player initiates and the other accepts. It would then open a window very similar to a smithy in that your inventory opens on the left, you put trade items in the top-right section, and their trade items appear in the bottom-right section. Both players would then have to click on a trade button, and any changes to the items would disable that players trade button. This would allow for honest trading between players with very little chance of being defrauded out of goods/gold.
  18. Hello, A couple of my friends and I have been trying hard to RP on the official Na PvE. We have a dock, pub, and town all set up on the norththern part of the north eatern island in D13. Any of you that want to RP we are on usually around 6 pm EST. Hope to see y7ou guys here. We have trading posts up and have food and drinks. We are also trading animals like bears. Come say hi and get some Rp going!!
  19. So this patch note here for v18, February Update - New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices. Would it be possible to make it so players can set up trades for one resource, for another? Example, I don't know how the system for the official patch one with gold prices, but it could be something like this Player puts 2,000 Granite(Stone) on his/her trade-offer/market, and wants 2,000 Slate(Stone) for it. When you put a resource on the trade / market, you can only get the other type of that resource, like Tin(Metal) for Copper(Metal), Roots(Thatch) for Fronds(Thatch), Opal(Gem) for Ruby(Gem) Player1 traded '750 Copper' for Player2's '750 Silver' Idk, just a suggestion someone could make a mod for this either way perhaps. Just to me sounds like an idea
  20. Because this game is billed as a "PIRATE" game (mostly younger) players have assumed a faulty and misguided persona of trolling and messing with people. I suspect what many of us have in mind for this game is more of the "Privateer" version of pirates -- Historically Pirates were not all "Criminal" -- many were hired by governments to mess with rival countries or companies. Piracy only thrives when there is a thriving resource trade -- Merchants!! <-- I'm sure this is in the works... Here are some ideas that might be fairly easy to implement: Craft-able MARKET (like the Bank) -- Allows players to put up resources, ships, animals, and gear, for sale on their own land. <-- also a taxable resource TRADE HOUSE/TABLE/CHEST -- Similar to above, but allowing for a safe trade/transfer interface similar to other MMO''s where two parties can put up their individual offer, and either accept or decline. Property TITLES -- For any "Claimable" (ships, animals, land, even chests or connected foundations) allow the player to generate a "Title" that can be put up for sale or traded to another player. Titles would just be another commodity. Issue LETTERS OF MARQUE -- These were given to captains of renown to "legally" hunt rival ships. <-- This would allow for a second layer of company interaction. Not allies, but a hired guns (cannons) <-- they could receive a (negotiated) cut of the profits, or run off with the loot and gain a price on their head. This would allow for limited PVP on PVE servers. If the player gets a price on their head, they are fair game for PC's as well as NPC's <-- It's important the the bounty be assigned by the game, not other players... this is just another avenue for trolling. AHRR!
  21. Lista de animales y precios // Animal list and prices *las cantidades citadas a continuación son en oro // the prices are in gold. Lobo / Wolf ------------------------------------> 500g Osos / Bear ------------------------------------> 800g Tigres / Tiger ---------------------------------> 1000g Leones / Lion ---------------------------------> 1000g Elefantes / Elephants ---------------------> 1200g At:Captain TitoTorme
  22. Ahoy matey, I am looking for some blueprints to tier up my company. We managed to sustain at least 4 different kinds of all ressources, so everything from journeyman quality would be awesome. We are especially looking for: Plate armor with HP, DMG and high armor values Hide and cloth armor with high values in Int, weight or maybe stamina Fur armor with health or fortitude and good insulation All kinds of high damage/dura weapons/tools/cannons (cannons: ship, swivel, large and balista) Sails with good stats (Medium and large, speed and handling) Planks/Gunports/Decks with good durabilty A Dinghy ship hangar Wood ceiling, wall, door and roof with high durability. What we can offer in exchange: We have a variety of ressources to offer like: 5 kinds of fibers, thatch, wood, keratinoide and hide 4 kinds of stone, oil, saps, coal, flint and gems Gold And if the BP is really good, maybe even some of our tames (Elephants, Rhinos, etc...) So if you are around L10, have something to offer and want to trade, just let me know here in the forum. Thanks! Br, Jaqen
  23. A wallet that stays after you die that cannot be taken from you. Maybe built into your compass, upgradeable by some sort of quest. Even if you could hold like 100 gold that would be such an awesome thing, making gold itself and simple small transaction trade a little bit more accessible between players. this idea came to me thinking about what it would take to make a legit trading post/ pub that didn’t have to be in a Freeport its a perfect game. xo, swarz
  24. Hey guys, we are currently trading Strongwood for other resources. The resources we are trading it for are Other Types of wood/metal/fiber. We are currently located at N8. Delivery to us would be appreciated. PM me for more info about prices and work out a deal
  25. The golden age of piracy occurred during a time when war and commerce were exploding on the sea. The English, French, and Spanish were in constant disputes over land. These nations often hunted and punished pirates (if they could find them). Trade was everything during the golden age of piracy. Without merchant ships to attack, there could have been no privateers or pirates. With that in mind, I would like to make the following suggestions that I think would appease and encompass several of the most active suggestion threads on the forums. Territory at Sea The sea in a given map sector belongs to the company with the largest non-anchored fleet. Ownership is determined every 30 minutes and lasts for 30 minutes. Upon taking control of the sea and when interacting while in or looking at the sea, the company that has an active claim has the option to set tax rates for trade and salvage and the bank to receive the tax. Tax payments take time based on the distance of the trade/salvage from the bank. This means no more sea claim flags. Trade When interacting with another player (E) or through the whistle menu, you are given the option to trade. Once two participants confirm their desire to trade, a pseudo-inventory appears for each player, allowing them to offer goods while also seeing the goods offered by the other player. A private chat channel is opened for the trade and accessible while trading. Each player has the option to "Accept" or "Decline" the offered trade. Both players must accept in order for the trade to complete. Any changes to the offered goods revokes the acceptance of a trade. Claim owners are able to establish a special tax rate for trade. Factions and Faction Ports Freeports are replaced by Faction Ports. A Faction Port is owned by one of four factions: Pirates, English, Spanish, or French (or something entirely new and dripping in lore). Each Faction Port is frequented by guard ships on the lookout for players with reputation that is considered undesirable by that Faction and will attack on sight. By default a player and company have no faction or allegiance. Trade ships and Ships of the Damned are replaced by faction-specific merchant and military vessels that can be sunk for large amounts of gold/resources. Ships of the Damned become a perk of Piracy that can only be "discovered" with a skill activation and are boosted in value and strength. By joining a given faction, a company or player gains access to: In-faction auction houses for trade Faction specific skins and items The ability to dock ships in the Faction Port The ability to purchase storage space for resources and items. Spend reputation and gold to request the aid of NPC-controlled faction ships for use against ghost ships or protection from other factions (follows for a given period of time, paid by the hour). Privateers and Quests Players are given the option to go on quests in Faction Ports ranging from privateering missions, salvage missions, whale hunting, and more. Missions requiring the player to track or attack a ship would provide a general area to search for on the players' map, and appearing in that area would spawn the ship. Reputation Interactions with players and NPC can cause one to develop a reputation. Killing a player that has not first damaged you would result in a reputation for murder. Destroying structures would result in a reputation for vandalism. Taking items from an enemy container: thievery. Attacking ships: piracy. Successful trades: trading. Defeating ghost ships: Captaineering. Taming animals: Beastmastery.... and so on. Factions would have their own interpretation of a players' reputation based on the faction of the victim or benefactor of these actions. Faction Ports would respond differently to each reputation, depending on faction. "Positive" reputation would result in additional NPC offerings and reduced prices. Reduced Visible Name Range & Flying Enemy Colors Each ship flies flag(s) on the rear mast. If in a faction and a company, both the faction flag and company flag are flown. The visible name range of players is reduced significantly. The current UI ship names are not visible at all. Instead the name of the ship is painted on the hull (high contrast based on paint color). Players can temporarily paint over the name of their ship. Upon sacking an enemy ship, the player is given the option to steal the enemy flags. The player can then fly these flags on their own mast for a limited time (perhaps 2 hours?) to confuse players and NPC ships.
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