Combat on land follows general PvP rules, but the seas are a dangerous place where piracy is always a risk when out on open waters. All PvP actions that ships can take at sea depend on the current color of their sails. All ships must abide by the sail color classifications.
Combat Initiation at Sea
► Step 1: Initiation (Demand) Similar to standard PvP initiation, in most naval situations you must actively engage another ship’s crew before combat can begin. If you are at a distance, set off a flare to signal the nature of your approach. Once you are within vocal range range, yell your demands and signal the other ship to stop and raise their sails. Only pirates sailing black flags and the Navy sailing official naval vessels may demand that other ships stop for inspection ‘or else’. All other ships may ask, but not demand or initiate combat.
a. Combat Without Initiation: Pirates are able to open immediate fire on Naval ships, Privateers and other Pirates. In comparison, Naval and Privateer ships can immediately fire on ships flying black flags.
► Step 2: Response (Consequence)
═════ Option A: Parley or Surrender: If you would like to signal for immediate surrender or would like to attempt negotiations, raise your sails and stop your ship. a. Cease Fire: Enemy ships must cease all fire the moment their target raises sails. Failure to cease fire and continuing to further destroy the ship or cause extra unnecessary damage, can result in admin action. If a ship complies to demands, even if the crew is shot and downed during the RP, the ship cannot be further damaged. Only a combative or fleeing ship can be sunk.
b. Re-Engage: If at any point, the ship that signaled for peaceful communications takes further aggressive action (including attempting to escape), the attackers may re-engage and sink the ship.
═════ Option B: Combat: If hailing the ship is ineffective and the ship refuses to stop, fire a warning shot. Wait enough time for response and then move into position to begin naval combat. No other initiation or previous PvP is required while on open waters as long as you are abiding by the “ship classification” rules.
Limits and Regulations
1. Homefield Advantage: If you are sailing in a company’s home sector intentionally aiming for a fight, such as blockading their harbor or flaring the island, the company in question has “Homefield Advantage” and is allowed to bring out full force of their company. If you force a fight, be ready for the consequences.
2. Respawning on Ship Beds: Naval combat is the only time you may ignore New Life Rule and immediately return to combat. However, if you were not originally on the ship, you may not exploit this to join the battle. Once combat has ended due to surrender or sinking, players on both sides must resume standard New Life Rules and you may not continue to respawn. Once your ship has clearly been boarded and the enemy has taken control of the situation, you can only choose to respawn as a captive.
3. “Suicide Bombers” or “The Hail Mary”: If you die while gliding to delivery or while arming explosives on an enemy ship you are subject to the standard 15 minute NLR and you may not return to the current battle (even if it goes on for another hour). This is a high risk tactic.
4. “Abusing the Shimmer”: Ships cannot abuse the ‘shimmer’ between servers to gain an advantage in battle. Not all players load at the same speed.
a. Abusing Whitewaters: Whitelisted players may not abuse the shimmer between public and whitelist to escape naval combat. This would be equivalent to combat logging. If you accidentally enter into whitelist during the heat of battle, immediately pass back through the shimmer to resume combat.
b. Abusing Load Times: Ships cannot pass the shimmer, then stop and wait for the other ship to load in order to get a cheap shot on the ship or avoid combat. If you are being chased (or have been pushed) through the shimmer, you must continue moving. Both ships must pause briefly after passing through the shimmer to resume battle.
c. Shimmer Weaving: Ships cannot travel parallel with the shimmer and weave in and out of loading to avoid battle, hide from an opponent or as a tactical maneuver.
5. Piracy: Pirates who successfully force a ship to surrender can take as much as they can each carry in their personal inventory in one trip except for the ship’s complete food and water stock. You must not become encumbered when looting. (Following successful piracy, the ship’s crew must be allowed a reasonable chance at survival.) Always remember: RP before greed.
a. Lightweight Item Limit: Due to their weight, Pirates may only steal up to 5 paper items (blueprints, treasure maps, notes) and up to 50% of the ship’s mythos stock up to a maximum of 1000 pieces to avoid personal greed (total, not per person). This limit doubles if you are stealing from the Royal Navy.
6. Attacking Unmanned Ships: You may only attack anchored, unmanned ships in specific situations in order to further the roleplay for everyone’s benefit. Sinking anchored ships in all other situations is considered griefing due to the time investment necessary to build these ships.
a. Engagement: You engage with the owner of the ship nearby and things escalate during conversation.
b. Permission: You have an agreement with the owner to bypass this rule.
c. War: You are currently at war with the company and terms have been discussed.