Yes, but those ships no longer default as enemies on the compass from the moment the war ends and you must manually fire on them in 1st person so really you can only do it deliberately.
True. Only exception is if you were making use of False Flags. But even then, you do indeed get a warning.
I think it would be more interesting if this could happen through no real fault of your own--simply being caught-up in politics since, in reality, that was a major risk of that trade.
I can tell you that ever since I rewrote the Nations Relations so that false flags work, but actions have consequences,
people have
accidentally been triggering themselves being marked as a pirate already!
This despite my very hard efforts to add in explanations and warnings so that players could prevent that from happening by paying some measure of attention to what is going on.
So while the players do need to do this deliberately, often enough they still don't realise that they did it.
This is actually why the Ship's Log now has details on the nations of the ships you capture/sink, what flag you were flying at the time and whether that was considered a legal attack or not.
That way, if players drop by the forum to ask for whatever reason nations suddenly turned hostile to them, at least we can now track down the specific reason through the Ship's Log.
That being said...
wouldn't be nice if the relations "you know" only update after you talked to someone on land (or have been on land if you have a first mate or something like that). So just like with shop prices they might be different then the ones in your log.
This shouldn't be that hard to make right?
Doing that certainly does make realistic sense to me. And it does add further gameplay potential, with all the additional role playing and potential annoyances that come with it.
So this could definitely be a good thing, but whether it really is will depend quite massively on the preferences of the players.
Consider the amount of confusion people already have when they DO do it on purpose (just aren't aware), then think of what will happen if it REALLY happens through no fault of their own!
In other words: I certainly support the idea, but I expect we will definitely need a toggle on it so players who really don't like that, can disable it.
in that case this would work because a ship might show up as enemy for you while its actually friendly
This does mean we would need to have TWO relation systems again: One being the actual one that the player sees, the second being an invisible one that can change without the player knowing.
Consequences from actions would not be updated with immediate effect as is currently the case, but only later on (otherwise the player would still be immediately informed without possibly knowing about it).
I do believe this would be a great step forward. And it would work in with what
@Armada and
@Flannery have been suggesting about actions only having consequences IF the word gets out.
But I don't imagine this will be a 5-minute job. The way I figure it, it'll require:
1. Double Nations Relations System
2. Plus points from actions being moved to a later stage, such as when you report to a governor/pirate leader
3. Negative points from actions being moved to a later stage, such as when you ask for Tavern News OR randomly when you're recognized for what you did (even if you weren't already aware)
I wonder what
@Grey Roger would have to say about this one....