Tlzallen's Battle Navigation Tutorial

From YPPedia
Opinion.gif
Not everyone puzzles the same way.
Developing a unique approach to a puzzle or challenge that works for the individual is the most important aspect of mastering the craft.
These pictures and/or suggestions derive from personal opinions and are meant as guidelines only.
They are in no way hard and fast rules as to the "correct" way to do this puzzle or game action.

This page is currently under construction.

Introduction & Overview

So you want to be a better Battle Navigator and you came looking for advice. Well, maybe ... just maybe ... you've come to the right place.

The Battle Navigation portion of Puzzle Pirates can be one of the most challenging puzzles found anywhere. There are some 'patterns' that can be identified and some techniques to help you succeed, but in the end it's you versus the game's Artificial Intelligence (AI) in a battle of wits for poe and glory!

Now for something of a disclaimer. I'm a good Bnaver, typically ranked at Grand-Master or Legendary and occasionally flirting with Ultimate. But I do not proclaim my knowledge to be all encompassing or complete. I'm too smart to think I know it all. I learn new things and look for new techniques every time I go out on a ship, and that may be my biggest advantage. Of all of the things I have heard and seen in game, I will say that the ability to change and adapt your skills to subtle changes in the AI can be by far your greatest weapon. Observing trends and reacting quickly to them in the heat of battle are traits that far to few Bnavers possess.

So, let's get on with it then, shall we?

Ship & Crew

Perhaps the biggest decision you can make to ensure the success of a pillage is the selection of your crew. If you're just starting out on your sloop, my suggestion would be to secure at least one good sailor and one good gunner. Movement and shots can mean the difference between winning and losing on the waters of YPP, and having one good mate on each of these stations can give you a huge advantage.

The gunner is obvious - the more you can shoot, the more damage you can do.

The sailor is a little trickier. The reason being that one really good sailor, say GM or above, can supply a sloop with all the sail tokens it will ever need in battle. Anyone extra you have on that station is gravy, especially if they are good. But a good sailor will give you the edge as the battle wears on against the brigands, allowing you to move in for the kill or limp away why your crew repairs some damage.

If at all possible, get good people on all of the stations, as their puzzling ability will help your crew win bigger booties from the opposition. But if you have to choose, focus on the sailors and the gunner.