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
Initiation (Hailing Ships): Hold “delete” (default key-bind) to yell 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 ‘or else’. Additionally privateers sailing red flags can stop ships that they currently have an official bounty on. All other ships may ask, but not demand or initiate combat.
Begin Combat: If this is ineffective and the ship refuses to stop, fire a warning shot and then move into position to begin combat. No other initiation or previous PvP is required while on open waters as long as you are abiding by the “ship classification” rules.
a.) Combat Without Initiation: Pirates are able to open immediate fire on Naval ships, Privateers and other Pirates. Likewise, Naval ships can immediately fire on ships flying black flags.
Parley/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: All enemy ships MUST cease all fire the moment their target raises their sails. Failure to cease fire after the initial signal to further destroy the ship or cause extra unnecessary damage, can result in admin action.
b.) Surrender: If a ship surrenders and complies to demands, even if the crew is shot and downed during the RP, the ship cannot be further damaged or sunk.
c.) If at any point during the interaction, the ship that signaled for peaceful communications takes further aggressive actions (including lowering sails and attempting to escape), the attackers have full permission to re-engage and sink the ship.
Limits and Regulations
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 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.
Attacking Unmanned Ships: You may only attack anchored, unmanned ships in specific situations. Furthermore, sinking a docked ship should only be done to further RP.
a.) Bounty Target: You have a valid bounty for the ship and you leave a note marking the bounty (only one ship can be sunk).
b.) Engagement: You engage with the owner of the ship at their base/ dock and things escalate (this should be a last resort, not a first reaction).
c.) Permission: You have an agreement with the owner to bypass this rule.
d.) Galleons: In order to sink a docked galleon, members must be present and there must be an RP interaction leading up to the event even if you have a bounty.
Respawning on Ship Beds: Naval combat is the only time you may ignore New Life Rule and immediately return to combat. If you were not originally on the ship, you may not exploit this to join the battle. Once your ship has clearly been boarded and taken you can choose to respawn as a captive to continue the RP.
Explosive Barrels: You may only carry 1 explosive barrel on your person at a time.
“Suicide Bombers” or “The Hail Mary”: If you die while gliding to drop grenades or when placing explosives on an enemy ship you are subject to the 15 minute NLR and you may not return to the current battle (even if it goes on for another hour).
“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.) 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.) 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. 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.) Ships cannot travel parallel with the shimmer and weave in and out of loading to avoid battle or to gain a better positioning during an active battle.