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11-Dec-2012 - Player-Owned Ports

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i launch all the long missions early on, then crunch whatever i couldn't fit in afterwards into shorter missions to mop up, using the folks i hired earlier so that they absorb as much exp as possible


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Need to stop buying crew and work on the deck items. Really interested in what the cherrywood rudder might do on 4:45 times.

 

Edit: I may just buy the cherrywood rudder; enchanted rudder, which is only 2400 chimes and 500 cherrywood. Normally I would say save for the deck and crew, but compared to the scale of all the other upgrades this is a steal. Besides the speed boost jumps from 650 to 1000! After this I think ill finish up crew and ship upgrades.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Could anyone take a picture of their ship with full Cherrywood upgrades? Just noticed what a cosmetic difference armored hull made on mine. Cherrywood must be spectacular!


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I think crew are best first, because they are cheaper and provide more benefit the longer you can train them.. but deck items are great too.


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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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what the actual [bleep] I'm getting only trait missions... 5 in a row, this shit is useless

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I think crew are best first, because they are cheaper and provide more benefit the longer you can train them.. but deck items are great too.

 

Well keep in mind that lvl 6 cherry crew is only like 300 more than lvl 6 slate crew. Deck upgrade is also +300, x2, for all ships, and cant be lost


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Considering how cheap the enchanted rudder is and how strapped for time people usualy are you should get this after you've got a few crew. I mean 650 to 1000 speed is a way big jump. Everything as far as ship upgrades are pretty heavy costing 700 for ram/figurehead, 800 for deck, 1200 for hull. This might be the ideal time to buy a rudder over deck if you are sitting well with your crew. I'm guessing jagex slumped on the price scale here because they thought people would (or give them a fighting chance to) upgrade and camp for other resources more at this point.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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As suspected. Just the upgrade to the enchanted rudder cuts off 43 minutes. This takes a typical scythe voyage from 4:45 to 4:02 to completion.

 

15 voyages / 3 ships x 4 hours = 20 hours

 

Pretty much giving yourself some leeway to getting the voyages done in time. Without the rudder you have to put the all out with almost no dock time.

 

The rudder is well worth it, but probably only once you've got a couple sf, morale and combat crew.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Had two randoms at the same time one for each ship but only one of them worked. I guess one cancelled the other out, how annoying.


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Mercifull <3 Suzi

"We don't want players to be able to buy their way to success in RuneScape. If we let players start doing this, it devalues RuneScape for others. We feel your status in real-life shouldn't affect your ability to be successful in RuneScape" Jagex 01/04/01 - 02/03/12

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Does this make any sense?

 

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_____________________________________________________________________________________________________________________________________________________

 

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I've been to the Crunch once...

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The rudder is awesome, it was my first ship update after I got myself a few crewmen. The extra ship is very helpful too. Once I got it, the voyage reqs seemed to stagnate and even go down a bit. I was able to send out all three ships with 100% success rate on cherrywood missions. My next ship update will be a seafaring one, since I've had the bad luck of only finding one new SF guy.

 

I've also seen new traits in the crewmen: my SF dude has "seafarer", which brings a +100 SF boost, one of my combat guys has "storm magnet", which brings -1% seafaring to the ship :(.

 

Am now wondering if I should buy the explosives expert for 2000 speed. Does extra speed still make a difference once you have the speed rudder? I feel like there's a limit to how much you can shorten the trips.

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The enchanted rudder is the cherry wood one. This rudder takes off 43 minutes from your base time.

 

Honestly at this point I think this piece becomes a game changer. Once you hit the scythe I think people should break from tradition and reprioritize such as:

 

1. Get third ship first and foremost

2. Get enchanted rudder for a -43 min on scythe voyages

3. Replace all but 1-2 t2 crew or have at least 2 of each t4

4. Work on having 2 if not try for 3 solidarity units for duo/trio spec voyages. They'll help cut usage and make it easier for 3 simultaneous hard voyages.

5. Get deck upgrades and continue with tradition.

 

Some consideration for players who might be collecting scrolls or doing high level missions. Consider getting a sea witch to reanimate dead crew should a good one be risked.




Maxed [February 14, 2012] | Completionist [October 25, 2012] | Trimmed Completionist [in Progress]

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Wat do


 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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Wat do

Switch to Voyage List and select the appropriate ship for the appropriate journey, then try again.

 

Could anyone take a picture of their ship with full Cherrywood upgrades? Just noticed what a cosmetic difference armored hull made on mine. Cherrywood must be spectacular!

It's really not very spectacular, the ram has these underwater spikes that make it very high-drag, the rest is mostly the same.


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The enchanted rudder is the cherry wood one. This rudder takes off 43 minutes from your base time.

 

Honestly at this point I think this piece becomes a game changer. Once you hit the scythe I think people should break from tradition and reprioritize such as:

 

1. Get third ship first and foremost

2. Get enchanted rudder for a -43 min on scythe voyages

3. Replace all but 1-2 t2 crew or have at least 2 of each t4

4. Work on having 2 if not try for 3 solidarity units for duo/trio spec voyages. They'll help cut usage and make it easier for 3 simultaneous hard voyages.

5. Get deck upgrades and continue with tradition.

 

Some consideration for players who might be collecting scrolls or doing high level missions. Consider getting a sea witch to reanimate dead crew should a good one be risked.

 

I'll have to adress the rudder situation and say that that's not true at all. The rudder is NOT a flat decrease in time, but it does add to speed. The thing is, you would most likely already hit the first speed thresghold with a 2.5k chimes captain and a Bureaucrat anyways, and since you will need these 2 units to achieve good success rates, the rudder is not that useful unless you don't have either.

 

Source: I just bough the enchanted Rudder, it decreased time by 2 minutes, would rather have spent the wood on a new hull or deck upgrades.

 

I did finally get a Fortune of the sea though, and activated it on my main ship. Sent that ship with a merchant on a 200 cherrywood mission, can't wait for the results *drool*

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Could anyone take a picture of their ship with full Cherrywood upgrades? Just noticed what a cosmetic difference armored hull made on mine. Cherrywood must be spectacular!

 

Storm Hull + 2x Ornate Rigging + Ghostly Figurehead

 

stormhull.png

 

 

I'll have to adress the rudder situation and say that that's not true at all. The rudder is NOT a flat decrease in time, but it does add to speed. The thing is, you would most likely already hit the first speed thresghold with a 2.5k chimes captain and a Bureaucrat anyways, and since you will need these 2 units to achieve good success rates, the rudder is not that useful unless you don't have either.

I only have one 10k and one 2.5k captain, so when I use my Arc captains on voyages the rudder helps push down the 4:42 to a much more reasonable time (yes, I can still manage 100% voyages with an Arc captain). The rudder makes it much easier to hit the milestone speed requirement which starts to cut down voyage time.


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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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I only have one 10k and one 2.5k captain, so when I use my Arc captains on voyages the rudder helps push down the 4:42 to a much more reasonable time (yes, I can still manage 100% voyages with an Arc captain). The rudder makes it much easier to hit the milestone speed requirement which starts to cut down voyage time.

I have two 2.5k captains and haven't even seen a 10k, and got the rudder because I could use it on both of my ships (And the third, whenever I end up with one). Cut a good 40 minutes off of my scythe voyages, if not an hour.

 

Naturally, I keep forgetting to add the rudder to the other ship :wall:

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Anyone know if you autofail a trait voyage if you send a captain with four traits already?


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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Anyone know if you autofail a trait voyage if you send a captain with four traits already?

 

you won't get the new trait

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So did I understand right? Adding lifeboat/spectacles/fortune of sea is permanent bonus to a ship?


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I assumed it lasted a week or some other fixed amount of time but not sure, if it is permenant atm it's probably a glitch, maybe somebody who has used one of the items close to release day can confirm if it's still active


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The lifeboat I activated in one of the first days is gone, still got +50% exp, which I also activated one of the first day though. The fortune of sea I activated yesterday is gone too.

 

Althought when all my boats are sailing and i press "Add effects" it shows that all three are still active.

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The lifeboat I activated in one of the first days is gone, still got +50% exp, which I also activated one of the first day though. The fortune of sea I activated yesterday is gone too.

 

Althought when all my boats are sailing and i press "Add effects" it shows that all three are still active.

 

Are you aware that the effects are boat specific?


How many hotdogs does it take to mow a garage door?

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Ok.


From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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