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Post by Rayce Banyon on Jul 17, 2014 1:06:08 GMT -5
And in the very latest turn:
Stumbled upon the Heavy Schooner and Pursuit Brig, then bought the Brig and AoP-Elite...
Hull. -24 Mast. -25 Sails. -34 Crew. -48 Cargo. -36 Cannons. -22 Guns. -12 Run. Great Tack. Good
Started upgrades on INTRACTABLE w Cargo Lockers (never did acquire an Interior Upgrade for my Merchant Schooner) which brought cargo back up to the 48 I had been accustomed to, as well as +5Crew. If I had the unlock for Cargo Hold, that could reach 54 (still respectable for all the other stats as well as a Great n no Poor), but I will be enjoying more Hull/Mast or Cannons until then. No longer suffering the weak mast of the Merchant, which was nearly offset with +2Sail/+5Mast (forgot name), I have gone instead w Improved Canvas +6Sail/+1Mast. I expect I will reacquire Whaleboats, but am undecided whether my 12 Guns need to be 16 or if Chainshot might be better now (the Merchant Schooner came to only 9 Guns WITH the +4 in the Forecastle).
I see in others' descriptions an array of craft that possess significantly better numbers for pure combat or pure trade purposes, but three things lessen my desire for those vessels: I won't accept a Poor rating at all and prefer at LEAST one Great; my ability to control the crew size of some of those behemoths is as yet untested; I have no idea how early/late in the game those vessels become available anyhow, so might be stuck fer awhile w what I can best field now.
Anyhoo... just passed 90 Rep so gotta go bow at Uncle's knee in pursuit o the storyline... May your plunder cost you no blood of your own; hunt well, all...
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Commodore DuWitt
Consul
"The difference between genious and stupidity is that genious HAS its limits..." - Albert Einstein
Posts: 84
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Post by Commodore DuWitt on Apr 26, 2015 19:46:08 GMT -5
Criminy, I scarcely even remember my posts as Rayce Banyon, so early on were they that I hadn't even created my account yet and was still a guest...
So... after shelving AoP fer some 16 months over technical frustrations, I dusted it off, finished the Sveet story (as Rayce Banyon piloting the Black Sanction), and started a Knight... Chance DuWitt commanding the Icosahedron. (no need to Google; it's the technical name fer a 20-sided die)
Since I upgraded to Elite after starting Rayce on the free version, I've only now had the option to start with the Darksail Cutter; a satisfying improvement for a first vessel, to say the least, and definitely my choice to start any class in any type of career. Fairly soon thereafter I had the opportunity to commandeer a Pirate Redsail from some pesky Corsairs... and she was QUITE the nasty little vixen; one of those few craft with Great/Great run and tack (most essential overall stat, to my mind), and plenty mean for her size. But, alas, only yet half upgraded, I had to give her up for my third acquisition when chanced upon by an Octopon crew that didn't deserve to keep their Pursuit Brig (a progression that took Rayce FOUR ships to arrive at the same place). And again now, I find nothing compellingly superior over this design... primarily because nothing I've seen provides a significant improvement to any numerical stats without having to drop from Great to merely Good on running, or worse, from Good to Poor on tacking... or WORST, both.
But... this is only because, among such others as the Carrack, Barque, Caravel, Pinnace, Corvette, and Howker, the Frigate has yet to be introduced in the game. (hint, hint) I continue to have drooling, slobbery dreams over the possibilities; I can absolutely see a Light Frigate with Great/Great and a Heavy with Great/Good, both with some pretty impressive numbers... but as such, they would likely be both expensive as plans, and rare as encounters. But until then, dream I shall. (hint, hint)
(P.S. hint, hint, hint)
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Post by fallen on Apr 26, 2015 23:00:14 GMT -5
@commodorebanyon - we are hoping to see a number of new ship designs added throughout the following updates. Thanks for the suggestions and hints!
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Commodore DuWitt
Consul
"The difference between genious and stupidity is that genious HAS its limits..." - Albert Einstein
Posts: 84
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Post by Commodore DuWitt on Apr 27, 2015 21:42:10 GMT -5
*** REDACTED DUE TO UNRELATED OUTSIDE INFLUENCES ON AUTHOR ***
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Post by fallen on Apr 27, 2015 22:28:46 GMT -5
commodore - I'm sorry that you feel like our games are sophomoric efforts. We'll keep on working to improve - that's how we do.
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Post by Benjamin on Apr 12, 2017 9:32:58 GMT -5
Vessel name: Kraken Slayer (Because she slays every Kraken that tried to fight with little to no scars) Vessel type: Tradewind Schooner
(With upgrades) Hull- 30 Mast- 23 Sail- 25 (around that atleast) Cargo- 70 | | | Crew- 35 Carronade- 12 Long gun- 9
Upgrades list: Muskets and axes for crew Stone wood keel (4 keel, 4 hull) for the hull strength Cargo lockers (5 crew, 12 hold) for the interior Forecastle guns (4 long gun) for cannons /sorry, forgot name/ (2 sails, 5 mast) for sails and masts.
Originally built for merchant business after choosing to settle down for a merchants life after 8 long years in the military until one month I saw nothing but krakens. Guns are for long range defense and the cargo lockers are for supplies, shot and powder and products. I did settle for a merchant life in the end, but also hunting Krakens and ice demons as a part time.
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Post by Gideonic on Apr 10, 2020 2:08:38 GMT -5
I would say patrol galleon and merchant brig for my favorite. Patrol galleon for knight, pirates and swashbuckler while I use merchant brig for my smuggler and merchant.
For upgrades, I usually take +4guns, +4sails +3masts, +5crews +12 cargos, +4hulls +3keels, whaleboat/axe+musket/hook+pistol for crew.
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