Atlas Ship Regulations

Ships

2+

15 Max

Galleons

1+

3 Max

Submarine

1

Max

Sailing Party

25

Players Total

1. Company Fleet Limits

Each Company is allowed 2 ships plus 1 additional ship for every 2 active members up to a maximum of 15 ships.

  • Galleon Limit: 1 Galleon + 1 additional galleon for every 15 active members, up to a max of 3.
  • Submarines: 1 maximum. This vessel does not count against the company’s ship limits.
  • Rafts with sails actively count against the company’s ship limits.
  • Dinghies do not count against ship limits, but excessive numbers will be removed.

2. Ship Names

Ship names must abide by community rules, can never be offensive or tasteless, and must be applicable to current roleplay.

Ship names can not reference any ‘Navy’ within the name to avoid potential confusion.

Only official Royal Navy ships can use the following royal ship titles.

  • HMS (Her or His Majesty’s Ship)
  • RMS (Royal Mail Ship)
  • RRS (Royal Research Ship)

3. Ship Building Regulations

All ships must be realistic in design for the time period (1650-1720).

The helm cannot be enclosed and the captain must be able to see in all directions when sailing the ship in first person. If you cannot perform all maneuvers in first person from your current view, you must adjust your helm design (or your character is too short to captain).

Turtling is the act of creating shield-like defenses.

  • Ships may never utilize structures to shield the deck, captain or cannons from attack in battle.
  • Ships may never honeycomb, stack or mesh building structures in order to increase the “durability”.
  •  

The only exception are aesthetically pleasing, unarmed civilian house-boats built using the Civilian Galleon frame.

All ships must use the proper sail color for their intended purpose and abide by the class combat rules. 

Companies that engage in pvp can own both combative ships that fly aggressive colors (black, red or naval) and passive trading ships. Sail class color refers to the ship itself, and not the company as a whole (though your reputation may precede you).

All aggressive ships must use the far-render sail skin appropriate for the ship, on at least 1 main sail to indicate the class of their ship, even from a far distance. If an aggressive ship has decorative jib sails, these must also utilize the far render color for easy identification.

These sail skins can be crafted by any shipwright in a loom.

Once a ship has been out on open ocean, you cannot change the color classification of the sails except in specific circumstances (however the design may change). In the following situations, sail classification may be changed once (and only once) but the change must be done at your home base:

  • The company transitions from one classification to another due to RP.
  • You upgrade a basic trade vessel that has never seen battle to a war vessel.
  • You obtain property (by theft or transfer) and must change the flags.
  • You are going to attempt a Trojan horse (requires admin approval).

You may utilize a ‘false flag’ as a Trojan horse against another group only if there is substantial conflict with that group and you have first spoken to an admin and received written permission. Using the wrong flag without admin approval will be seen as exploiting the system and is a punishable offense.

Cargo pallets cannot be used on aggressive battleships to minmax the weight of supplies. These are meant to be a quality of life item for transport and trade.

4. Ship Classes

All ships must be realistic in design for the time period (1650-1720).

The Royal Navy

  • Class Color: As Shown
  • Combat Style: Combative
  • Can demand any ship stop and raise sails.
  • Can engage any manned vessel at sea.
  • Can attack black sails without initiation.
  • More information: Law Enforcement.

Pirate

  • Class Color: Black
  • Combat Style: Aggressive
  • Can demand any ship stop and raise sails.
  • Can engage any manned vessel at sea.
  • Can attack non-civilian ships without initiation.

Civilian

  • Class Color: Any Unclaimed Color
  • Combat Style: Defensive or Passive
  • May not demand any other ship raise their sails.
  • May never initiate attacks on any other ships.
  • If armed, and attacked, may defend themselves.
  • Unarmed ships must be disabled, not sunk.

Privateer

  • Class Color: Red
  • Combat Style: Combative
  • Must obtain a letter of marque to fly red.
  • Marque: Can demand non-naval ships stop.
  • Marque: Can attack black sails without initiation.
  • More information: Law Enforcement.

5. Ship Weaponry

Ships with visible weaponry can be sunk in combat if aggressive actions are taken or the ship does not comply to demands.

  • Top deck: Cannons may never be stacked or enclosed by structures.
  • Below deck: Cannons must be spaced one per gun-port.
  • Gunports: If a ship has gunports, it will be treated as if it has cannons.
  • Swivel Guns: NPCs may never be used to man swivel guns.
  • Civilian Galleons: Civilians may not sail Galleons armed with cannons.

6. NPC Limits on Ships

NPC Crewmembers (or “Mutes”) can be used on player ships to perform various tasks. Keep in mind that as currently programmed, AI is not needed to operate sails.

Total Amount of AI Allowed on Ships

Dinghy
Raft
Sloop
Schooner
Brigantine
Indiaman
Galleon
Max Total AI
0
1
2
4
8
10
16
Max per Side (PvP)
0
1
2
3
3
5
8

Players may not station more than 3 AI Crew on weapons per side of the ship when engaging in PvP.
Due to their increased size, Indiaman ships are allowed a maximum of 5 AI crew on weapons per side and Galleons are allowed 8 per side.

7. Sailing Party Limit

Due to server limitations, players are restricted to:

  • Sailing Party: Up to 25 players (including allies).
  • Convoy Size: Up to 2 ships (including allies).
    • If sailing an Indiaman or a Galleon, they may only convoy with Schooner or smaller.

8. Homefield Advantage

If you are intentionally aiming to incite a battle by threatening a company’s home island, even if by acts of intimidation such as blockading the 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.

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