Talk:Rigging

=Scoring Discussion=

Looping
There seem to be two things in this game that get referred to as loops. The first is the indicator at the bottom, and the second is surrounding a piece to create a gaff. This second loop is not named anywhere and I think it should be. --Moonfish1985 10:16, 22 April 2009 (UTC)
 * Since it's currently believed that "looping" extra pieces adds a bonus to your score - I added a note about it to the scoring section. It should also add extra loops to your rope coil. --Sagacious (talk) 12:45, 22 April 2009 (UTC)

Special Piece Generation
Related to Looping, Above, but it seems generating special pieces (Tar, Gaff, Splice) is a big point boost, from personal experience. Is completing the 20 loop worth anything? --Hikthur 00:58, 26 April 2009 (UTC)
 * I think there is a small bonus for earning these pieces, but it should not be confused with the fact a large pull yields a big point score in itself - regardless of if it triggered a special piece to be made. Scoring discussion can be found here --Sagacious (talk) 01:17, 26 April 2009 (UTC)

Splicing
Seems that hitting multiple pullies when you splice also causes bonus points, thoughts? --Hikthur 00:58, 26 April 2009 (UTC)
 * Since you can only have 1 splice piece on the board at any one time, I would guess the bonus for getting 1 splice piece is multiplied by the number of pulleys affected. You should get an extra wild piece for the other pulleys too. --Sagacious (talk) 01:17, 26 April 2009 (UTC)

RIGGING!
I am by no means the best rigger on midnight, no, that would have to go to my rigging model Nine. Nine is absolutely amazing and while i have no idea how she rigs, i have some great tips.

Tzz, the almost Ultimate pirate of Made of Fail on Midnight, posted a video under the username puzzlepiratetzz. He is astounding at rigging. His main tip is to get tars. I go with this plan as well. My tip is to watch his video constantly, create an alt to practice getting tars efficiently, and getting to know how pieces work. Pieces on opposite ends of one rope will become two if switched. Tars and special pieces are not reliable as connectors--they are usually sucked in by other pulleys by accident. Do not be discouraged if your first duty report happens to be poor, fine, or booched. It depends on the pieces and the skill. Usually though, when you can get increds confidently, i would move onto flotillas and blockades--no messy first duty report. Also, if the chain has little pieces and can be a potential loop/splice, then definitely go for it, but do not spare more than 3 moves than it would have been originally (otherwise, completely ignore the wild piece scorer at the bottom). efficiency is the key to everything. if you are trying to get a 16 chain with a sparkly flag and it takes more than one round (that is, 6 pulleys) then you'll have a bluish one by the time you get it. It's a pain after that to sustain a nice flag and may ruin your inc spree (i like to call consecutive incs sprees). also, sometimes it is just better to get the chain without trying to get a tar, but only do this if it is at least 15. things that would prevent accidental clears that result in unaccountable pieces are not using tars in the chains, tars will account for most of the replaced pieces. (still don't get what i mean? watch tzz's vid!)

Mauritius, another great pirate, known as Mauritius5 on his youtube account, has a great video, i particularly like his ultimate rigging tutorial and his "rigging for cappy". his strategy is loops. you're either good at creating loops efficiently, or you're not. he also combines them with splices and tars, which is impressive, but a lot harder than tzz's strategy, which scored him a spot as number 1 rigger. mauritius, in my opinion, is better but a number 1 is a number 1 ;). i can't really explain his strategy, so go look at his videos!

my crewmate and friend Knotalot gave me extraordinary tips as well. she looks for bunches around far away pulleys--i usually build up the first chain around the last pulley before the cycle starts over again.

Crispix, a fantastic pirate in other areas as well, describes his strategy through loops. i thought it was pretty funny because he was giving tips to one of my alts without knowing i was higher than him on the ultimate list. anyway, Crispix is competely right, just keep in mind efficiency.

Quacktastic is a pirate i have rigged with, and has the number 1 too. he is excellent at rigging and has yet to see a bad duty report. his tips are few since i dont ask him, but he supposes being a good planner is a good idea, along with being slightly autistic. ;)

also, gaffs are harder to take care of than they seem! they may snag important pieces. ways to handle them are to view their position on the board, and put them directly at the pulley's mouth. don't waste moves or take extra time, however, and usually placing gaff in the center of the board helps unless you have many bunches of colors.

if you are unsure of what color/shape to pick next, use your eyeball, like with jellyfish in bilge. if there are little, make loops and work till the tars dot he work. keep in mind of being efficient.

ask your captain to alert when shockwaves are coming. you do *not* want to set up a huge combo--with a dark blue flag--and then have all the work erased for nothing.

blockades--manuevers are great, but obviously, when saving up for combos, they are not common! just work on getting increds, and the little amount of manuevers will add up by themselves.

incredibles--don't be discouraged when your sail goes blue (this tip is mostly for flots/blockades). you can still get incredibles with huge clears, 20s and up.

be mindful of those stupid stars. i hate them because im about to get a huge combo and then--board cleared! but although they are a nuisance, you can use them to your advantage. finishing off with one last mega-chain (with 1 star left) is a great thing to do. and when you have just a sliver left of a star, immediately just get a clear of about 10 or 15, dont wait until it just clears itself out through accidental clears.

extra moves? things to do are to make sure none of the pulleys before your designated one have clears set up. you don't want to take care of pieces. see if you have enough moves to shift it a little earlier, potentially earning a splice, but dont do this until the pulleys leading up to it have clears ready. Also, you can start working towards a next color *around* your set up chain, careful not to disturb it. Or you can just shift around a useless line, which should be one of the 6 sides of the hexagon.

be careful not to abandon! don't stop to talk, unless necessary. dont start to treasure haul until duty report or the screen exits the puzzle. if you are doing so badly and you have to abandon, you should definitely sail, because that is your designated duty, if on a pilly or flot/blockade. although abandoning isn't always a good idea, it may get yourself out of worse situations.

remember, efficiency + clears + special pieces. practice is perfect, try to use an alt. one inc doesnt mean you'll always get you many, and through time, you may be able to become the ultimate rigger, just like i have achieved!

~KIZQUEEN, known as Kiz. ;) rigs&carp&treasuredrop&alchemistry&blacksmithing&sailing&bilge&distillery&treasurehaul.