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basic staions manual for crewmembers

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basic staions manual for crewmembers Empty basic staions manual for crewmembers

Post  halowins Thu Jan 26, 2012 2:33 am

THIS IS AN OVERVIEW OF ALL THE STATIONS AND HOW THEY ALL EFFECT A BATTLE AND A PILLY, THIS IS RECOMENED READING FOR ALL PIRATES IN THE CREW- love Halo.

Sail/Rigging:
While not in battle these stations affect the vessles speed of travel. It is generally recommended that at least half the available staions of this type are fiiled at all times. The more pirates sailing and the better thier duty reports are the faster you travel.
In battle these stations generate your movement tiles. Movement tiles are what allow you to manuever and escape damage.
The number of movement tiles generated is also affected by the bilge levels in this fashion: more bilage equals more skill and time needed to generate one movement tile. High damage levels means more water is taken on by vessle and raises bilge levels, so all stations are tied together and have an effect on the ship.

Carp/Bilge;
yypedia gives the following minimal recomendations for these stations based on the vessels you are on: (these are MINIUM and only to be used with no damage/ bilge)
sloop 1 carp 1 bilge
dhow 1 carp 1 bilge
baghlah 2 carp 1 bilge
longship 2 carp 1 bilge
fauchan 2 carp 1 bilge
Generally you can NOT sink a ship on a pilly ( however this is not true if your crew is at war). In some adventures such as blockades or smh's the ships CAN BE SUNK. If ye enter an activity where ships can be sunk you see a warning in your chat box that lets you know ships can be sunk. IF your crew is at war and you are attacked in a pilly by the crew ye are warring with then the vessle can be sunk, and ye may not get the same warning notices. If a ship is sunk the deed owner does not get the ship back (IT IS LOST), the pirates who are on board will be placed on the closest island. Sinking on vessles too many times may result in a pirate injury ( see yypedia).

Gunning station:
THIS IS A SPEED BASED PUZZLE.
There are some good Utube gunning videos availble to learn to gun better and this station takes practice.
It will be VERY helpful to you if you are decent gunner. Good gunners are harder to find, and will not always volunteer. If your crews officers are at least decent gunners this is very helpful (unfortunately i am not...lol).
Gunners fill the cannons and the bnaver fires the cannons so the faster your gunners can fill the cannons the more likely your bnaver is to have cannon when needed. bnavers need to remeber each ship only has so many cannons to fill know your vessle ( sloops have 4 cannons so you can only fill one gunnig station at any given time).

Navigatting ( Bnav will be covered seperately):
Duty report of "good" or better at this station will multiple the work done by all stations on the vessle. Every league point that your pirate navigates over multiple times (usu around 3-4) with a Duty report ranking of "good" or better will be memorized by that pirate so they will no longer need those maps.
There are some who theorize that having the nav station manned by a pirate will increase the number of battles your vessle recieves, others say the battles occur randomly usually every three to five league points and usually just before your targetted destination- decide for yourself which ye belive.
At every league point the Officer iin charge must click on the sail button before any pirates aboard can prform there duties and ye will see a duty report durring the time ye can not preform your duty simular to in the navy.
We will cover the auto target buttons later in the officers manual.

Bnav:
Everytime you enter in a battle ye must be at the nav station as the officer in chrge to do the bnav it can NOT be done from another station. Bnaver is the one who can place the given movement tiles durring the battle. At the bottom of the screen ye will see a ships diagram and it will have upto four movement tile spaces ( bigger slower vessles may only have 2 or 3 spots, smaller faster vessles will have four). The officer naving the ship will also see an hourglass timer next to the vessle any movement tiles ye wish to use must be placed along with cannons or grapples in the spaces before the timer for that round runs out. After about 15 rounds the defending vessle can leave the battel and after about 22 turns or rounds the attacking vessle can disengauge or leave the battle. IT is not a timed based puzzle though, it is ranked on skill and damage you cause not how fast you grapple.
rocks: ye will be able to fire over the small rocks only NOT the large rocks.
Windgusts- appear on your bnav screen as arrows it will affect your ship as follows your movement tile move will be made then the wind gust will move you one space in the direction of the arrow then any cannons or grapples will be thrown.
Whirlpools ( these are the bane of most navers): Again movement tile move will be made then the ship will move to the opposit corner of the whirlpool and rotate 90 degrees clockwise, then any cannon or grapples will be played.
Ramming of any rocks, vessles, or the edge of the map will cause 0.5 in damage to your vessle.
On this screen you will also see the damage circle lets you know how much damage your ship has taken on but not how much ye have caused. and the bilage circle that allows you to see how high the bilge or water level onboard is.
Damage ye take in battel even if repaired during the same battle will not remove the effects on the SF or Rumble that ensues when the ships grapple. The more damage your ship takes durring the battle the more immovable lines for your crew durring the swordfight and the lower the ceiling the rumble. IT IS VITAL THAT DAMAGE FROM ONE BATTLE IS REPAIRED BEFORE YE ENGAGE IN ANOTHER BATTEL OR THE DAMAGE AND BILGE WILL BOTH GO UP VERY QUICKLY,THUS LEAVING YOUR NAVER WITH NO MOVEMENT TILES AND YOU WILL LOSE THE BATTLES MORE OFTEN THAN NOT.
Max Damage:
ship name fires amount of damage ye can take or need to cause
scb mcb Lcb
sloop scb 6.5 4 3
cutter scb 7.5 5 3.75
dhow mcb 7.5 5 4
fauchan Lcb 8 5 4
longship scb 9 6 4.5
baghlah mcb 12 8 6
junk Lcb 15 10 7.5

you have now read halowins basic to ship stationing and should understand how all the stations effect one another now and why all the stations are important to have filled at all times. Fair Winds and Full Sails Mates. may ye be better pirates and have more sucessfully pillys. REMBER THIS IS A GAME HAVE FUN OUT THERE.

halowins

Posts : 7
Join date : 2012-01-25

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