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View Full Version : Where is the official break down of gaining/losing conquest points?


CaptainDartwick
02-14-2009, 06:48 AM
I have been looking all over the site and in game but i cant find it.

I want to know every way and reason you can lose or gain conquest points for boh nationals and pirates.

Spinnaker Sam
02-14-2009, 08:10 AM
There is no official breakdown of this. Ways to gain or lose that I know of

Economic Unrest bundles handed to the Garrison Commander or Rebel Agent.
Sinking the appropriate NPCs within 100 miles of a port.
Sinking the appropriate nation's players within the red zone.
Running the Port Unrest Missions.

Your nation can have all their points flushed if they don't flip the port before the reinforcement timer expires. Players keep their personal points though.

Conquest points are different than Contention points. Conquest points cannot be lost. Conquest points are the points you gain after the port has reached 10K and the port battle is scheduled. Conquest points are used to buy advantages in the port battle. You gain conquest points through sinking the appropriate ships (NPC or Player) within the red zone or 100 miles of the port.

All nations use the same rules.

CaptainDartwick
02-14-2009, 10:41 AM
Ok I made a mistake then.

I mean map points maybe.

The stuff your nation gets after capturing a port that lets you win the game.

Ryokan76
02-14-2009, 10:49 AM
For nats: 10 points for conquering another nat port. 3 permanent points if that nation hasn't conquered that port before. 3 points for raiding a pirate port. Lose 10 points if you lose a port.

For pirates: 4 points for each port succesfully raided.

CaptainDartwick
02-14-2009, 01:02 PM
When nationals raid rat ports do they get 3 every time or just the first time per port?

EDIT: Also do you get 3 permeate points the first time you recapture a port that was yours to start with?

Spinnaker Sam
02-14-2009, 03:34 PM
Nationals get 3 point only for the first time they capture a port.

You get 3 points for the first time you capture any port, so capturing one of your original ports still gets you 3 points.

What is most important is how many points you have when the server checks for victory on Sundays. You could have 305 points on Friday, but if you lose a point before the check on Sunday, you'll only have 295 points.

Pirates and Nationals get 10 points for each port they are in possession of at server check. So during the 3 days of raiding pirates and nationals will have 10 points added to their score for each port in the raided status. After the 3 days, they will lose those 10 points. In the closing days the strategy for when pirates are involved is to have as many ports in a raided state as possible when the server does it victory check.

valkiria
02-15-2009, 12:01 AM
Sinking the appropriate nation's players within the red zone.

Anywhere in the red zone or still within 100 miles of a port ?

Yardarm
02-15-2009, 12:09 AM
Anywhere in the red zone or still within 100 miles of a port ?

Depends on the ports, as some are closer together than 100 miles and some are unconquerable or in a state that doesn't allow unrest generation. Some ports you can be outside one of the circles and be under the 100 miles. Others have a huge circle and it cannot be avoided.

If you ever wonder which port your unrest is going to, just look at the little banner underneath your open sea compass. The name of the port on the banner is the port that will receive the points.

You will not see the names of unconquerable ports or ports that cannot receive unrest points in this banner. If you go outside of San Juan, for instance, the banner will list Guanica as the port that would receive the unrest/contention points.

Spinnaker Sam
02-15-2009, 04:17 PM
Anywhere in the red zone or still within 100 miles of a port ?
Since I was referring to sinking players, you have to be in the red zone to do that. The distance is mostly irrelevant for player vs player. The clue is to check your mini map display and see what title is displayed. If it is a port name then you are within the contention zone for that port and any points will go to that port's unrest.

The "mostly irrelevant" applies to the rare case when you come upon a PvP flagged ship outside the red zone. Then the distance rule will apply.

alfabet10
02-15-2009, 05:30 PM
Depends on the ports, as some are closer together than 100 miles and some are unconquerable or in a state that doesn't allow unrest generation. Some ports you can be outside one of the circles and be under the 100 miles. Others have a huge circle and it cannot be avoided.

If you ever wonder which port your unrest is going to, just look at the little banner underneath your open sea compass. The name of the port on the banner is the port that will receive the points.

You will not see the names of unconquerable ports or ports that cannot receive unrest points in this banner. If you go outside of San Juan, for instance, the banner will list Guanica as the port that would receive the unrest/contention points.

If you're at around 100 miles away from port you should also check exact range to port as sometimes we have seen the port name appear on the banner at just over 100 miles which may mean you are grinding just out of range. (please excuse my comment if this no longer happens but i still say better to check than sink a fleet for no reason

Nathanial Starbuck

DozerSE
02-17-2009, 04:22 AM
Say your french hitting a brit port, or any national hitting another national port, The pirates and there 10x more players can swoop in kill your npc ships and countergrind for the oposing faction, or if there really lame, the can hit the oposing ffaction ships out side of range kill 1 , run and leave and despwan all the fleets.(lame rats on blackbeard do it at every port grind).

Spinnaker Sam
02-17-2009, 06:04 AM
Pirates cannot counter grind for opposing factions. All they can do is steal away the defending port's NPCs from the attackers, reducing their ability to generate unrest for their nation. The points the pirates get go to the pirate's total for unrest, not the opposing faction. If the pirate's do enough of this they will be the one's to take the port to the conquest phase, not the attacking nation.

Hitting fleets and then running is a lame tactic though.