Talk:Sloop pillaging guide

Merchant Brigs can no longer fire twice. If that was ever true, I do not know. Which means, or tiny sloop can no longer be maxed in two moves like the tutorial says. BUT, A War Brig will still punch holes in you.
 * Please feel free to edit and make corrections to things that aren't right. It is, after all, a wiki article :) --Guppymomma 09:38, 13 August 2005 (PDT)

Bilging/Sailing numbers
I'm pretty sure the sailing effectiveness with bilging numbers are inaccurate, based on the fact that awhile back, the release notes indicated that vessels with full bilge will produce sail tokens at 30% the normal rate rather than 0%. However, I don't have any hard data on me, or I'd make the change myself. --Thunderbird
 * You could do a search on the release notes that we archive here. --Guppymomma 08:48, 27 August 2005 (PDT)
 * Yes, after checking my notes and sailing for quite a bit, it comes down to a loss of about 16% of your sail efficacy every 25% of the bilge meter that fills- and the relationship is probably more complex than outlined, but I still make a token on a sloop at max damage and bilge. --Demonyaj 8:33, 14 Oct 05


 * I just made these numbers up as an example to explain why one should focus on sails, or carpentry. or bilge at a particular time. I KNEW they were hokey, thus "Here is an easy way to think about damage to help make snap decisions". You are welcome to change them to something more acurate, but please keep the goal of being simple in mind. Cedricshock 12:55, 5 October 2006 (PDT)

Where to put pirates and SF teaming
As this is the sloop pillaging guide, you can only have 7 on a sloop.

Also, for the SF'ing numbers. For 6, I'd put 3 teams of 2 in as another option to use. I would hope the people that will see this could figure out when is best to use 2 of 3 and 3 of 2; But sometimes you just have to let them know that any particular way isn't the best in every situation. // majestrate
 * Just add that as another option in the little table. Various other numbers have more than one "option" mentioned, so just pop yours in for 6. --Guppymomma 06:26, 6 October 2005 (PDT)

Navigating; league points; how duty points are scored
About Navigation: When in command, I find it useful to stay at the helm and do the navigation puzzle, and have another Officer act as spotter/gunner, targeting enemies from the crow's nest and then moving to guns during battle (if there are at least 5 on board and the one on sails is competent). The navigation puzzle does enable a sloop to reach maximum speed noticeably faster (1 nav + 1 sail is faster than 0 nav + 2 sail), and it is also possible to memorize routes this way. Also, combining guns and spotting means that the gunner has something to do when the guns are loaded.

About league points: the article says that one can wait at a league point and wait for pursuing enemies to pass. Is this correct? I've been caught when I've tried this.

About duty points: there's some info in this thread [] about duty point scoring that every officer should know, if it's accurate. Scroll down to the comments by Quizzical about how only the best player's score counts (or the best two on a cutter, etc.) and the ensuing responses. --mikro

At Sea
Edit: Article reverted --Sagacious 05:14, 20 March 2006 (PST)

Last Second Moves
I don't think this article should be telling people that using these 'can be the key to successful battle navigation'. Practice and a solid knowledge of the mechanics and tactics associated is what you need, not some dubious attempt to incapacitate the AI through trickery. However, the warning that brigands will happily LSM you in return should stay.


 * I think it should be updated to say that this technique is a lot less effective now with changes made to the AI. -- Vorky 23:49, 27 March 2008 (PDT)

Restocking
you mentioned it was important to restock, but you must have forgotten to write how. To restock, you simply click on the ships hold, then select the trade comodites button. Then you buy whatever products you need.-Chim

Should restocking levels be suggested? For example, 30 units of rum (3 fine, 5 grog, 7.5 swill) per league, or 20 balls per expected battle? --Behindcurtai 12:47, 30 August 2006 (PDT)

Player vs. player
You mention that Player vs player battle is frequently unprofitable. That's true except that winning PvPs is the only way to higher your crew rank - which is a kind of profit.

The only case I would accept to disengage is in encounter of brigs, galleons, and frigates operated by a single person. Those are obviously doing something else then pillaging.

If you are pillaging you should be prepared to be attacked - including by other players. Furthermore battles against bots are often so easy that they are no fun at all. PvPs battle are exciting and are one of the best part of the game

selective jobbing
I see that this article dose not go over jobbing which is big in a pillage that isn't full of hearties and flaggies. Its not just as simple as clicking hire since there will probably be mostly able people on. It needs at least a mention of haveing a good sailer and a good gunner the later before going into battle. --Jolson123455

Number of mates
The article was just changed to hilghly recommend at least 5 other pirates for a sloop pillage. In my opinion this figure is too high. Personally I'd recommend at least 2 other skilled mates for a sloop pillage. Nothing wrong with 5 mates, but just not really that necessary. --Alfwyn 14:48, 30 December 2009 (UTC)

Low damage/bilge
Under "Finding a Boat to Use" it is statet that choosing a boat with low damage/bilge is only applicable for PvP at war. I fail to see the connection. Sure in war situations the risks are higher and a bad starting will cost more dearly. But that almost uniformal applies to all precautions (enough stock, ...). --Alfwyn 14:15, 21 December 2010 (UTC)
 * Well, I removed the PvP part. I rewrote the damage reset part. It stated that the reset time is 15 minutes but the port article says 30 minutes, which is correct?. --Alfwyn 19:39, 12 January 2011 (UTC)