So it is probably calculated just through the chances. You may have long period without accidents and than suddenly for some time you keep loosing ships. Pirate flute may last as long as pirate frigate / galleon. Almost wrecks sent away seem to last or sink in same way as bought/built ships. To me it doesn't seem that damage of the ship, crew or whatever else have any impact on chance to survive. So flute on piracy gets way more gold than any ship-of-war even 1st rate. Home Net Games The Pirate: Caribbean Hunt The Pirate: Caribbean Hunt Sail into the heart of the Caribbean in the Age of Piracy - the time of black flags and white skulls, blue waves and golden opportunities Game features 20 classes of ships unlimited fleet size control several ships in combat bombard enemy fortresses with heavy mortars. The only think I know for sure is that cargo has highest (if not only) impact on your average income per week. It is absurd that upgraded clippers and steam corvettes sink as quickly as caravels or flutes and make less money. of the ship does not seem to matter when calculating profits and survival chance. What stinke is, that the quality/size/armament/speed etc. Originally posted by AlienObserver:Thats the thing isn't it. It cant be too difficult to show some hints how upgrades influence the ships survivability when sending it out. ![]() Let's say that ship that brings me on average 200 per week on piracy and is called back to port after earning 1500 can usually survive at least 3 cycles. I send smaller captured ships for piracy (up to galleon size) - they normally bring more money than I would get from selling them. And I regularly call them back (I was told that it influence their survival - I haven't checked it) Yeah I’ve tried doing the Main scan and I did find the number however when I change the address is won’t change in the game Im assuming you meant you changed the value. You might start with the CE tutorial in the help menu though, just to get familiar with CE. Whenever I checked their life-cycle, they tended to pay for themselves. Its a single player game, so most likely yes. ![]() I send only ships that has enough cargo (this seems to be only feature that has impact on income value) and low crew requirements, so the "income - wages" is high enough. 124 Dislike Share GMVR 717 subscribers Pirates Today we are playing 'Pirates, The Caribbean Hunt.' In this episode, Gabe Mac teaches The Viking and The Case how to sail a pirate ship. Not a viable economic model-the cost exceeds any value. I have sent more than 60 ships on the safe adventure only to have them sunk at a rate of 100% in three months game time. Originally posted by lincolnfamily:The problem with the swashbuckling adventures is even when employing the safe adventures, the ships are usually sunk before they even pay for their upgrades.
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