Guns and cannons. The number of gunning stations on a ship is determined by the ship size (see above for your type of ship). Each gunning puzzle has a board of 4 guns to fill. As a b-naver, you want to find the best gunner you can so that guns will be filled and available as quickly as possible. Be selective when choosing gunners.
A gunning master is usually be sufficient to meet your needs but a standing of grand master or better will ensure that you always have enough loaded cannons. Three or four pirates to fill gunning stations and can be used on a war brig and war frig. On a bigger ship, you have a little more leeway in allowing less experienced gunners to help out.
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- My suggestion is, per pirate on the ship, a skilled swabbie would come aboard with equal stats to the player that has boarded the ship. The swabby could do any station the navigator requires, if the required liqueur (more regarding this below) is available in the hold. The pirate must not be dormant in the puzzle for their swabby to perform the puzzle on the ship; this is to avoid pirates reaching high stats and avoiding the puzzle just so their swabby can perform well in it. This would effectively cut the required pirates on board for a lot of voyages in half, allowing for bigger ships to be used for pillages and more sea monster hunts and flotillas. The only fault in this suggestion I currently see is - if the player base drops another 30%, this might not be enough again, and eventually reaching the same point the game is at currently. This would also only benefit the Emerald Ocean, as the other oceans do not have the player base to support voyages.choice
Flag Mercs would start out with very basic stats, but could be trained to increase their skill in each puzzle up to a certain maximum skill level like master or renowned. A flag could also have a very limited number of "Elite Specialized" mercenaries that would be more expensive and could be trained up to Grand-Master in only 1 puzzle and the specialization could not be switched to a different puzzle. The way they would be trained is by actually performing the puzzles on them to level up their stats. Any officer+ in the flag would be able take one of the Flag Mercs out to train them by going to the Flag Hall and going to a special mercenary room where they could access the flag mercenary hub and see a list of all the flag mercenaries names and their stats to see who needs to be worked on. They would select the mercenary to train and then they would take control of that mercenary and have to actually go perform the sailing/carp/bilge/ironworking whatever puzzle well enough to rank up the skill. They could do this on a pillage/evading/IO/SMH, whatever they want so it won't impact their ability to go on voyages that they like, and won't feel like a chore. When they are done they'd return the mercenary back to the flag pool of mercenaries to be available by anyone else in the flag again to either be trained or put on contract for a voyage. Similar to labor puzzles, mercenaries would need someone in the flag to perform the puzzle 1 time every 10-15 days(or maybe longer because theres a lot of puzzles) or they will become rusty and their skill rank will drop by 1 level. In the mercenary hub at the flag hall it would also tell you how close your mercenaries are to getting rusty in each puzzle to help you see who needs to be worked on. Even swordfighting and rumbling could be improved by taking the mercenary to the inn tables to challenge other pirates.
I think this could be a fun way to include the community and teamwork aspect that has always been important in this game while providing a way for more people to have a way to help contribute to a flag's success other than donating poe to fund cades, by being able to train mercenaries for their friends to use by playing their best puzzle. For example I am good at sailing and could train that for our flag mercenaries where someone else may focus on carpentry and another person on gunning or swordfighting etc. This would also reward more active flags with the ability to have and maintain a larger amount of well-balanced mercenaries that could score well on a variety of puzzles and could switch to a different station if needed based on the situation. I also think this would make it harder for a flag to just buy good mercenaries to win cades, because it would take a certain amount of coordination and teamwork among members of the flag over time to maintain a lot of good quality mercenaries for their flag to use. By: Vancord
[Empathetic] If tan/color & color/tan parrots would be too tedious to implement, can we restart the automated familiar tournament schedule? The schedule used to run every 10 days & 5 hours per carousing puzzle when Bia had it automated, and would cycle through all sorts of different tan familiars before gold boxes were an option. Newer pirates should have the opportunity to get coveted tan/color & color/tan parrots - color the ocean!
Let players adjust the star level of duty puzzles (like the speed slider for gunning) so it's easier for a player to enter a puzzle at the level of complexity they find enjoyable. Could put some upper limits on how far from your current standing you can adjust things. Maybe set it so that if you keep things at lower levels, your standing can decrease, but not increase. Tilinka (talk) 6:25, 1 June 2022 (UTC)
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Puzzle Pirates is open-ended and community-driven. Over time, pirates can join a crew, progress in rank within that crew, buy and run sailing vessels and shoppes, and perhaps even become captain of a crew, royalty within a flag (an alliance of crews), or governor of an island. Islands are governed and shoppes are managed exclusively by players. From time to time, players are also called upon to help expand the game, whether it be new puzzles (developed on Game Gardens), island objects to be used on new oceans (servers), or artwork used for a variety of purposes in-game.
Six games exist that simulate production of goods. Shop owners and employees play these games to create the goods other pirates have ordered from the associated shops and stalls. So far, only five types of shops have puzzles associated with them as of March 2010: distilleries, apothecaries, shipyards, iron mongers and weaveries. The sixth game, foraging, is played from aboard a ship docked at an uninhabited island; ship owners can pay crew and jobbers to forage for them. Performance on non-existent craft puzzles is simulated.
On subscription oceans, each account receives 24 "hours" of labor per ocean each day, split evenly among multiple pirates on the same ocean. On Doubloon Oceans, each pirate (avatar) may hold a Labor Badge to receive 24 hours of labor per day or a Deluxe Labor badge to receive 72 hours of labor per day, giving a potential 216 hours of labor per day per account. One completed crafting puzzle uses one hour of labor, and each crafted good requires a certain number of hours of labor to be completed. Once a pirate's allotment of hours is used up, that pirate cannot contribute to the production of goods until the next day (although the puzzle can still be played, for practice). Pirates who have jobs can contribute their labor to a shop without playing the puzzle, although they must play occasionally to keep their ratings from going dormant. 2ff7e9595c
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