Talk:Player-owned port/Strategies

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This talk page is for discussing the Player-owned port/Strategies page.

Untitled[edit source]

The advice in this should be region specific. (WoHenRe (talk) 19:08, January 25, 2013 (UTC))

Feel free to update the article yourself, as we are a wiki. Otherwise, what exactly needs to be changed. Hair 19:10, January 25, 2013 (UTC)

More strategy, less general info?[edit source]

I think the strategy guide should assume that players already understand how to to play the game and have read the pages that explain the different functions. Link to the relevant page, by all means, but there's no need to reinvent the wheel.

I also think it should focus more on concrete strategy advice that is based on some hard number-crunching. I'm not sure that the numbers support some of the advice I see here. Shogo Yahagi (talk) 19:22, January 25, 2013 (UTC)

Great guide[edit source]

Really like it. I've been thinking about something along these lines for crew strategy but haven't put it together.

I made a change to try to separate two-skill crew which are useful for their skill totals from crew which are useful primarily for attributes. My changes may be clunky but I think it's an important distinction, so you may want to see if you can incorporate them better.Haystacks (talk) 04:46, January 26, 2013 (UTC)

The part about two-skill crew as effective units in later regions needs to be changed. They provide almost no extra stats in later regions, assuming ideal circumstances. In non-ideal circumstances, they are just trash in later regions. Assuming that all possible combinations of stats are all equally likely two-stat units only have their slight extra stats in 2/7 of missions while single stat units are effective in 4/7 of missions. They are also more expensive and in the case of the cyclopse and feral chimrea, can seriously hinder your ability to get the office upgrade.

The suggesting that you should wait until you have bought previous regions port upgrades other than the office is also bad because then you will not get distance as fast, and thus not reach the 3rd ship, 4th ship, and the pincers crew (which does not ever need replacing!) as fast. 

The suggestion to put in units specifically for rallying cry is bad because it you get less of a sucess chance, end up training only only 5.5 units worth of experience instead of 6, and since units level up by an exponential curve, they don't actually get that many more levels with 10% extra experience (in most cases it just allows them to get their levels a voyage or so eariler).

Merchants should be labeled as a mainline unit. As far as "average resources gained" in the scythe and on merchants are always better, and when you consider the ships stats the slate merchant is almost always better. The ardougne shopkeeper is usually better aswell.

This is also missing some key regional pointers.

In the Arc buying ship upgrades are a waste of bamboo because they will delay you getting the third ship.

In the skull's resource, gunpowder, doesn't have much use so you should use your time in the skull after you have all ship and neccesary crew upgrades to get scroll pieces.

In the Hook you should avoid most ship upgrades and favour a strategy where you buy the crew then rush the 3rd ship, and only after you have the third ship buy ship upgrades.

In the scythe you need to save about 10k cherrywood after you have all the crew and ship upgrades to buy the 4th ship.

In the bowl you need to rush the 4th ship quickly.

(98.84.107.28 01:46, January 28, 2013 (UTC))

I haven't really tried a rushing strategy, but if you want to write a section on rushing, I think it would make a good addition. I've been trying to get in the overal strategy info and haven't started to look at regional tweaks yet.
The strategy I've been describing focuses on maximum gain/minimum risk with a goal of ending each area with the highest possible stat total so you can begin collecting resources from the next area with the highest chance of success. I went into the Bowl getting high-90s to 100% on every voyage in that grace period you get until you hit 10% progress and it starts throwing in the next tier of voyages.  I'm more than 1/3 of the way through the Bowl, and I still haven't had to run one at less than 90%. I've got all of my port upgrades done through the Scythe and am just about ready to start building those from the Bowl with 13K cherry wood in reserve. It's not as fast as rushing, but I feel like this strategy is working reasonably well for the time I have available.
Regarding your other points, 2-stat units provide more points in their home area than 1-stat units. In the next area, not only do they provide more points than an equal-level 1-stat unit from the new area in 2/7 voyages, but they can provide stats in 6/7 voyages, and they come in pre-leveled using resources that I don't have to collect from the new region. They're good mainline units in their home region and good, flexible support units in the following area. You do pay a little extra for that. I think I've laid out the advantages and disadvantages of Rally Cry units to let people decide when they want to use them. They can be useful to help kickstart units at the beginning of an area, when you're trying to get a few units into service fast and the rest are going to be retired anyway, or near the end, when you're about to start retiring units anyway. I'm not sure if I ever defined how I'm using it, but I'm using mainline units to mean the units that contribute most to your chances of success. While Merchants are definitely very useful units, they don't contribute much in the way of stats. By that definition, they're support units. Shogo Yahagi (talk) 06:19, January 28, 2013 (UTC)

Seafaring Lagging Behind?[edit source]

Both in the captain as well as the crew section, the guide currently states: "At every area, your Seafaring total lags behind Morale and Combat. If you have a choice between upgrading a Seafaring crew member or one of the other types, you should probably upgrade Seafaring first." What calculations does this come from exactly? Sure, the Ram might not have an option that gives Seafaring; but the Hull's best Moral hull is /bad/ until you manage to get Bowl's hull upgrade... Also, Bowl and Pincer don't have 2-stat special crew unlocked by voyages. 83.101.44.209 05:52, January 26, 2013 (UTC)

For each area, I calculated the best available Ram/Figurehead + 2(best Deck) + best Hull + best Rudder to find the maximum available bonus from ship upgrades for each stat. Despite the long gap in Morale hulls, the availability of the Figurehead slot kept Morale at least slightly ahead of Seafaring.
Region Morale Combat Seafaring Speed
The Arc 600 650 550 250
The Skull 1550 1550 1100 550
The Hook 2200 2450 2100 850
The Scythe 2950 3400 2900 1300
The Bowl 4200 3900 3600 1600
The Pincers 4900 4900 3900 2400
It's not a huge difference in the Hook and Scythe, but it is still the lowest and the difference is substantial elsewhere. The big gap in Morale hulls that you mentioned is why it's a good idea to buy the Morale hull upgrade before the Morale deck upgrade in the Bowl. You have to do a few more voyages, but you get a much bigger boost. Shogo Yahagi (talk) 16:11, January 26, 2013 (UTC)
The OP's numbers are off, though for at least one case it's by a fixed amount. In the scythe, for seafaring you can have: 900 (hull of storms) + 2000 (2x ornate rigging) = 2900. For combat you can have 500 (battle ram) + 900 (war hull) + 2000 (2x cannonx3) = 3400. For morale, 500 (ghostly figurehead) + 450 (golden hull)  + 2000 (2x eastern artifacts) = 2950. So in this case it's combat which is a bit ahead and the other two are essentially tied. That said, I think the argument that this gap should drive your hiring is a bit weak. I think convenience -- letting go the weakest player who is currently not needed first is stronger than the gap. In practice, you might decide to forgo some of the less cost-effective upgrades anyway to save cash for port improvements -- I just got into The Bowl but have not upgraded to War Hull because the difference is so slight (+200C vs armoured).Haystacks (talk) 02:13, January 27, 2013 (UTC)
Thanks for pointing that out. I did the spreadsheet on another computer and emailed it to myself. Somewhere along the line, the last three sets of deck upgrades got deleted. In each area, they're equal for all three, so it changed the total, but not the differences. I've updated the table to the correct numbers.
Your hiring is probably going to be driven by what crew you manage to roll and how they level is going to be up to which voyages come up, but if you have a choice, I think it's a good idea to err on the side of Seafaring. I'm not saying that you should upgrade all of your seafaring crew before you upgrade any of the others, but if all other things are roughly equal, the only way to close the gap is to have your seafaring units gain more levels. Having stronger Seafaring units also gives you more flexibility on multi-stat voyages. If your Morale or Combat crew are a little bit behind your Seafaring crew, you have more ways to make up the difference. Shogo Yahagi (talk) 04:52, January 27, 2013 (UTC)

Bad Math?

It is stated: "The traits unlocked in the Pincers currently appear to be glitched, but if corrected will provide powerful bonuses--a 1% bonus to a ship stat in that region can easily be worth 1500 points or more."

if 1% = 1500 points, then the 100% total must be 150,000...  Maybe someone got their 1% mixed up with 10%?

Port events[edit source]

I think the guide should show how to maximize getting port events. 70.112.171.193 23:53, May 23, 2013 (UTC)TheShadowMan

The only way to 'maximise' the number of random events you get, would be to build Pandora's Box totems, and to do every random event you receive immediately, before welcoming back another ship. Not too much strategy involved. IP83.101.44.209 (talk) 18:24, January 28, 2014 (UTC)

"Maximum Voyage Requirements" Section[edit source]

What is exactly the point of this section? The only use I can see is listing what the best possible setup is for a certain end-game voyage, using "default" crew (without personality or trait bonuses). Perhaps including the variant with a forced merchant (of the appropriate area) on board. The current numbers are at least partially off. For the "22,500" voyage, it lists that using 5 stat-specific crew members will provide 14800 in that stat; however the maximum stat you can reach using 5 stat-specific crew members AND a captain in the same stat is 13400...

There is also the annoyance of the chosen Shipwright affecting the end result, which cannot exactly be changed on the fly for every voyage.

Anyhow, I figured I'd keep myself busy, and figure out the best proper setup for each voyage, so I'll edit this section as I find time to crunch the numbers.

The Pincers
22,500 Morale: M Captain, 5* M Crew, M Ram, M Hull, 2* M Deck, Luxurious Shipwright: 19125/22500 = 85%
22,500 Morale + Jade Merchant: M Captain, Jade Merchant, 4* M Crew, M Ram, M Hull, 2* M Deck, Luxurious Shipwright: 17325/22500 = 77%
22,500 Combat: C Captain, 5* C Crew, C Ram, C Hull, 2* C Deck, Warship Shipwright: 19125/22500 = 85%
22,500 Combat + Jade Merchant: C Captain, Jade Merchant, 4* C Crew, C Ram, C Hull, 2* C Deck, Warship Shipwright: 16695/22500 = 74%
22,500 Seafaring: S Captain, 5* S Crew, ? Ram, S Hull, 2* S Deck, Nautical Shipwright: 18165/22500 = 80%
22,500 Seafaring + Jade Merchant: S Captain, Jade Merchant, 4* S Crew, ? Ram, S Hull, 2* S Deck, Nautical Shipwright: 15645/22500 = 69%
11,500 M and C: 2 options, depending on the Shipwright:
  • Luxurious Shipwright: C Captain, 3* M Crew, C Crew, Judge, C Ram, C Hull, 2* C Deck: M10185, C10300/11500 = 88%
  • Warship Shipwright: C Captain, 2* M Crew, 2* C Crew, Judge, C Ram, C Hull, 2* M Deck: M10300, C10185/11500 = 88%
10,000 *3: 3 different options, depending on the Shipwright, equal percentage, however:
  • Luxurious Shipwright: S Captain, M Crew, C Crew, Judge, 2* Oxhead, M Ram, C Hull, 2* S Deck: M8190, C8137, Se8240/10000 = 81%
  • Warship Shipwright: S Captain, M Crew, C Crew, Judge, 2* Oxhead, C Ram, M Hull, 2* S Deck: M8137, C8190, Se8240/10000 = 81%
  • Nautical Shipwright: C Captain, S Crew, Judge, 3* Oxhead, C Ram, C Hull, 2* M Deck: M8446, C8137, Se8295/10000 = 81%
10,000 *3 + Jade Merchant: S Captain, Jade Merchant, Judge, 3* Oxhead, C Ram, C Hull, S Deck, M Deck, Warship Shipwright: M7673, C7560, Se7776/10000 = 75%

IP83.101.44.209 (talk) 18:24, January 28, 2014 (UTC)

If anyone wants a certain voyage calculated with certain crew restrictions (e.g. max 2 oxheads, or so), drop a note. IP83.101.44.209 (talk) 18:45, January 28, 2014 (UTC)

Warehouse reevaluation?[edit source]

The warehouse evaluation dismisses it as inadequate due to the costs being much higher than the payoffs, to the point that it won't pay for itself even after purchasing all available upgrades. But it doesn't take into account the fact that the trader offers to trade the same materials for spices, plate etc. In my opinion the guide should be written to reflect this, it seems like a pretty crucial piece of information to not include. Brainwasher5 (talk) 15:12, May 25, 2015 (UTC)

The amount of resources asked by The Trader makes trading resources for trade goods rather bad practice. You'll end up with significantly more trade goods by doing those voyages instead. The few percentages extra likely won't make any significant difference. That said, I like the warehouse upgrades, as I'm stockpiling resources for fun. IP83.101.44.209 (talk) 15:47, May 25, 2015 (UTC)

Speed caps[edit source]

The guide mentions speed caps for each region; there's no doubt they exist, but are there exact numbers for each region? I've looked around but have been unable to find any. Hydrokinetic (talk) 14:52, September 17, 2015 (UTC)

Recommended captain/crew traits?[edit source]

Which are the best captain traits to have? Same with crew. --Jlun2 (talk) 00:40, October 19, 2015 (UTC)

Ambigious language[edit source]

>>Voyages to your current region will earn approximately the same amount of experience as two voyages to the previous region, but will generate twice as much distance toward unlocking the next area.


This seems ambiguous. What does it mean, does it mean:

A) Voyages to the current region earn 2x xp than previous region and earn 2x distance

B) Voyages to the current region earn 2x xp than previous region and earn 4x distance



SenoraRaton (talk) 11:19, 16 October 2020 (UTC)

It means the latter. 2x XP and 4x distance. Pet cat (purple) chathead.png WiggleCat Meow! 12:44, 16 October 2020 (UTC)