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11-Dec-2012 - Player-Owned Ports


chenw

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How come my first mate has better success rate than someone else even though that other person has a better stat. Like if the combat req for 100% success was 3000 and first mate has 100 flats while another crew member has 200 combat, using the first mate will yield higher success rate. Does anyone know why that is?

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The Solidarity trait gives a bonus for each unique member aboard the ship. Unique is defined as being a single type of crewman, like an Eastern Bannerman. So you get the bonus for having one on board, but the second wouldn't count for the bonus.

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A unique crew member is one which focuses only on one stat to the best of my knowledge... like a varrock chef only having morale..., solidarity would give a boost to him

Does the bonus get added to the ship's stats e.g. +100 to combat towards overall stats for for 4 unique members, or does it add 100 to the varrock chef's morale?

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Two Eastern Overseers worth having?

For each ship probably especially for split requirement missions when deck stock and crew might be oddly split to meet demands.



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The first mate and overseer's solidarity are so powerful, you might consider getting two of them (one for each ship) before you go for a non-deck ship upgrade. It'd be impressive if you could get a captain with that skill.

 

Anyway, I'm going for six crewmen of each skill and if I can get the special crewmen, golem replaces combat, siren replaces seafaring pirates. Since I'm only 50% into the Arc, I should be able to get them all to level 4 prior to the next section. So far, the only voyages I've rerolled are the ones requiring 6000 in a stat, when I can barely muster 4000.

 

If this mini-game has done one thing, it's encouraged me to level my stats to 90. Luckily, I have some prisms and recharge gems to help out a bit more. Prayer should be today, then I work on RC at runespan, thieving via pyramid plunder and then fishing via C2 Dungeoneering.

 

EDIT: Jeez, went to do the gossip voyage and it turns out you can activate it ONLY on Thursdays. Feel stupid recommending people to put it off till they've leveled their crew.

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I think the deck upgrades are more powerful than the eastern overseers (300 gunpowder each!!) and the deck items are 300 gunpowder but give a 500 increase in the ship's stat in a single skill compared to the bamboo upgrades. While overseer is great, I don't think it's worth putting the deck upgrades off. Now they are probably better than the other ship upgrades..

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The Overseer has a more powerful Solidarity bonus, so if you use a unique crew, it might still be a smaller bonus overall, but it's versitle. Maybe the requirements are too large to matter though.

 

I liked the part where I desperately need morale crew, and the only one I got cost gunpowder, and I don't have enough left from the smuggler to buy him. I still have seafering up to yinyang though. Unfortunately, it's the only skill I can really muster anything reasonable in. There might be a day of suckage in the skull, where I just do the missions I can, and get what I can. Whatever. I getting lucky with the order today, and am able to keep two ships out every time, sometimes using the ship bonuses and the captain/firstmate only, which is providing me some opourtunity to train my crew a bit. I need the resources special mission, but it's 2400 in the skills I can't muster. If one of them had been seafaring, I'd still be in a bad place. I was able to get it a little over 50%, so we'll see how this goes once I finish up yesterday and todays voyages. Unfortunately, all I really have now is training. I'll probably be back to bamboo crew available tomorrow as well at least. I need one more day of them.

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I think the deck upgrades are more powerful than the eastern overseers (300 gunpowder each!!) and the deck items are 300 gunpowder but give a 500 increase in the ship's stat in a single skill compared to the bamboo upgrades. While overseer is great, I don't think it's worth putting the deck upgrades off. Now they are probably better than the other ship upgrades..

I went with all three deck upgrades, then overseer x2 and all three crew x4. Next I'm going hull (combat), prow (morale) then the last three (hull morale, prow combat, rudder). After all that I'll upgrade whatever buildings needs gunpowder. Since I'll be done with 90 prayer today, hopefully that means more special voyages for items.

 

Now I'm wondering what the base time will be for the next arc. Is it exponential such as 30 min (bamboo), 70 min (gunpowder), 300 min (slate), 700 min (cherrywood), etc. Or will it be linear: 30 min, 70 min, 120 min, 180 min, etc. Hopefully it's the later.

 

By the way, are people noticing their re-rolls carrying over to the next day? I haven't fully tested it, but voyages and crewmen on screen will stay for the next day. I haven't tested if re-rolls also stay yet. This'll become important when missions take longer and doing 12 in a day just won't be possible.

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is there a guide for this? I am sending out ships, but still not sure how to do this? Do crew get tired? some of their stats are in green others in red. What is the order to do stuff?

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Rerolls don't carry over but it is like you say. When the new day ticks it won't override any you have open so if you want to save one or two regular missions in hopes that you can do it the next day go for it. No penalty aside from potentially running out of time.

 

Also I'm thinking about buying the warehouse upgrade before I buy anymore ship ones. Already have all the deck items. My theory being it gets me more resources faster. Only thing is I should be into the next region by morning if not one or two missions into tomorrow so I may need the ship upgrades to beat those missions.

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I've been choosing what to upgrade based on a mixture of what I can get quickly to improve future voyages, what I'm currently weak on from the previous tier and what crew are available. I had to go through a day full of skull voyages with only brimhaven pirates, cyclops and and exploding golem for combat because I simply didn't have any of the eastern combat specialists appear, so double cannons was the first ship upgrade requiring gunpowder for me. I'd also be interested to see how voyage rerolls work, I hope they'll stack but I'm doubtful it'll be like that unfortunately.

 

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Currently at 66% with 2 voyages out and 3 left which will land be at around 72-75% completion of the skulls. I think it's a good assumption we will barely get into the hook tomorrow night by only maybe one or two voyages left.

 

Edit: I got a good hunch that after all is said, done the materials to make scrimshaws, soup and armors will only be attainable from special missions. Maybe the materials will come at ten pieces per mission?



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60-70% chance to succeed appears to be fairly reasonable, but I have yet to complete any of them since launch date... Am i on a streak of bad luck or is it actually the norm?

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I thin bad luck. Honestly you should be making sure to upgrade as much as possible with buying deck pieces first priority, rams second to last priority, rudder last priority and everything else between.

 

Don't be like everyone else afraid to launch at 50-60 percent or using all your resources to upgrade.

 

Also it seems that any arc voyage gets you 1% and skull voyages get you 2%. I'm expecting the hook to be something like arc = 0.5%, skull = 1%, hook = 2%.

 

Definitely hitting the hook tonight. Miiight see two missions from it.



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