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Pirates! - Guide and FAQ
System: PC
Rated: E
Shop: Buy It Cheap · Get The Guide

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[8.3] CREW SPECIALISTS
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Enemy ships might carry specialists which you can recruit for your crew. This
happens automatically if you capture such a ship, and specialists remain with
your for life. They are basically "crew upgrades", each of them affecting a
different part of the game to your benefit.

Bartenders can often tell you if there's a ship sailing nearby that has a
specialist you don't have yet, so you can follow their advice to get them. You
can also just randomly attack ships and gather them soon enough; especially
when you don't have any yet, you'll find some easily. Finally, if you capture
Marquis Montalban (see section 7.6), you will get a full complement of
specialists right there and then if you didn't have them already.

CARPENTER
Carpenters are capable of making hull repairs at sea. At the start of each
month (signified by the sound of a bell), Carpenters repair a small % of hull
damage to all your ships. The effect is strong enough to be useful but not so
strong that it's an absolute lifesaver. You'll still do the bulk of your
repairs in port.

COOK
Cooks prepare tasty meals at sea, which helps to keep crew morale up. With a
cook, you can basically go for longer without your crew getting unhappy.
Particularly on the higher levels where your crew tends to be unruly, this
makes a big difference. The cook is therefore one of the most useful
specialists around.

COOPER
Coopers help you preserve your food in barrels. In gameplay terms, this reduces
your food consumption rate, and thus lets you sail longer with less food. This
saves you money for supplies, decreases the risk of starvation and frees up
cargo space for more valuable goods. All in all, a specialist you want to have.

GUNNER
Gunners train your crew in fast reloading. Your accuracy is unaffected - but
that's where Bronze Cannons come in - but the reloading speed is increased
significantly, almost doubled by some accounts. This is an important advantage
in battle, depending on how often you rely on your guns. If you're the kind of
pirate who prefers to ram the enemy without using your cannons at all, you'll
likely be indifferent about the gunner.

NAVIGATOR
Navigators increase the speed of your ships both in and out of battle. It
should be obvious that this is a significant improvement: shorter voyages and
better battle results. As with the other upgrades that affect speed - Cotton
Sails on your ships and the Navigation skill for yourself - you'll find this
especially helpful when sailing against the wind. Saves you a lot of headaches.

QUARTERMASTER
The quartermaster enforces discipline at sea. This manifests itself in the same
way as the cook's special ability: your crew remains happy for longer than
usual. The cook and the quartermaster are equally effective, and they're also
cumulative. You'll want to get them both at your earliest opportunity,
especially if you intend to maintain large crews.

SAILMAKER
Just like carpenters repair damaged hulls over time, sailmakers do the same
to sails. A small % of repairs is done to the sails on all your ships at the
start of every month. The sailmaker *seems* to be able to repair a higher %
of damage than the carpenter, too, but I haven't run enough tests to confirm
that. Might have been luck of the draw. At any rate, the repairs are minor;
useful but not vital.

SURGEON
Surgeons can treat injured crew members. This basically manifests itself as
fewer losses in battles of all kinds, as crew members who might otherwise die
or be too injured to continue sailing can now be patched up. How big the impact
is, I haven't been able to figure out yet. The surgeon does not affect the
decay of your character's health over time as far as I'm aware.
 




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