Difference between revisions of "Ship"

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== Other information ==
 
== Other information ==
http://flaprider.dyndns.org/~hair/batmud/ships/ {{Finger|Hair}} <br />
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* http://flaprider.dyndns.org/~hair/batmud/ships/ {{Finger|Hair}} <br />
http://www.megami.com/bat_help_ships.php
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* http://www.megami.com/bat_help_ships.php
  
 
=== 'sailor help' ===
 
=== 'sailor help' ===

Revision as of 17:33, 14 July 2010

For a long time, ships were absent from BatMUD, however they have now returned in a far more useful form than before. They have introduced naval battles and allow sailing from continent to continent while offering recovery, almost unlimited space for loots and very expensive "summon chest/teleport without error" feature.

Overview and Features

Captaining any ship provides you with the ability to build sailor reputation for stat bonuses; this also grants access to a few special areas. Captaining a good ship will tremendously speed up your ability to travel from region to region. Some guilds and backgrounds will also have a much easier time getting around without needing to hike everywhere.

Ships are currently available in six size classes. Melemkor<analytics uacct="UA-3466433-3" ></analytics> dismisses ideas of ships offering place where to store sailor chests thus allowing you to live in ship like real marines did, but it is anticipated that he come around sooner or later. Boats and Sloops are the smallest and relatively useless, but are a good place to learn about how ships work without investing millions of gold. Class three and higher are the expensive luxury vessels, each having certain advantages and disadvantages when compared to the others.

List of ship types in order: Boat < Sloop < Schooner < Frigate < Warship < Dreadnought

Modules & upgrades

There are a large number of modules and upgrades for ships; after all, a ship without any crew or abilities is little more than a big bucket floating in the water.

There are three places to go when looking to upgrade your ship. A merchant when you want to add new modules, reinforce or "upgrade" your ship. At Silverlake you can upgrade existing modules and enhcance existing features. Lastly Bob Stance is the one to meet if you want a dimension vault.

As there is lot magic involved with ships, its required to dry dock her before making any changes.

Captain's cabin

Every captain deserves a cabin, and the ones a merchant can build for you will provide a place for a dimensional vault, bookcases, and elixir cabinets.

Bookcase

Bookcases store the maps that are used for the autocruise feature. They used to be limited to 32 maps apiece, but this number was raised with the expansion of the realms to 60. To get new blank maps, you need to insert (spell) scrolls into the bookcase. Available for 57,440-66,920 gold each. You can also have one removed for 1,510-1,673 gold.

Dimensional vault

Bob Stance will install one of these special vaults in any ship that is at least Class 3 and has a Captain's cabin. They function as normal chests, except only the captain can ever open them. At a cost of (100k * number of current slots + 100k), this is a secure but very expensive way to permanently store items onboard a vessel.

Elixir Cabinet

These cabinets store special elixirs which help heal or boost your crew. These elixers are going to be fairly important for anyone who gets involved in combat. Each cabinet has space for ten elixers, and up to four of these cabinets can be stacked in a Captains Cabin. 77,850-84,300 gold.

Stash

Every ship has a hidden safe in the captain's cabin which contains a portion of all the fees spent summoning it. Ships without cabins still have stashes, they just can't be accessed. This means if you don't care about dimensional vaults, bookcases, or elixir cabinets, you can make your ship invulnerable to stash robbery. Stash money is stored in highcoins, and if there are large amounts of it, the morale of a Merchant Navy ship is raised. Merchant Navy captains can visit their guild room to have additional money deposited directly into their stashes, minus a percentage fee. Pirates who disable a ship are able to plunder the stash, which is the only way money can be removed from it. The percentage fee removed from stash deposits is transparent for the most part, it exists so that merchants can't use the stash in a level 2 ship as a cheap and 100% effective way to transform all their gold into highcoins with the help of a pirate friend.

Cargo hold

Most other rooms on a ship can't safely hold items. Cargo holds are the only room onboard a ship you can drop items in. If you somehow manage to drop something in another, it will tend to fall overboard. Each cargo hold is to carry 1000 kg worth of materials or 150 items.

Forges

Class 4 ships can have mobile forges and workbenches placed in their cargo holds, to the limit of one forge per hold. They take up 250kg of hold space, but can contain 500kg worth of materials. All of the forges can be bought from Silverlake for 47,850-123,500 gold. If you would like to rearrange their placement in your cargo holds, it will cost one tenth of the current forges cost.

Crew quarters

Adding in quarters for crew to live in is required before you can actually hire them. Each of the types of crew gets its own style of living area, and each separate quarters allows up to five of that crew type to be hired.

Sailors

Sailing speed is directly affected by how many sailors you have.

Cannonneers

Its critcal to have enough hands to man a cannon unless you want to blow your own ship apart.

Speed magis

Altough the name would suggest that speed mages would affect overall speed of the ship, they actually only afect the ships flight speed. The more you have, the faster she flies.

Lift magis

Flight height is affected by how many mages you got floating her.

Defence magis

The ones that keep your ship protected from harm.

Assault magis

Best ones to take opponents defence magic down.

Crows Nest

The crows nest grants an enhanced radius to the 'map' command to those who stand in it. This bonus radius starts out at only one, but can go up significantly if the ship is flying high in the air.

Telescope

Telescopes can somewhat improve the range of your crow's nest. 8,950 gold at Silverlake.

Galley

A galley is where you can store provisions in drink cabinets, food lockers, and water barrels. The food and booze stored in those items saves.

Drink cabinet

A Drink Cabinet can be added to a galley, and allows you to store saveable booze over boot. 10,000-11,130 gold.

Food locker

The term "Chill Chest" is fairly accurate here, Food Lockers can be added to a galley and allow you to store saveable foodstuffs over boots on board your ship. 10,000-11,130 gold.

Water barrel

Sold at the bakery for 10,000-10,620 gold, these barrels can be placed in any galley and provide a nearly inexhaustible supply of water for your voyages.

Deck

Regaldes of the size or type, each ship has a deck.

Gangplank

The gangway which all ships come with can be upgraded so that it is sturdy enough to be extended when the ship is not anchored. This permits any golems on board to force undesirables to walk the plank. 47,500 gold.

Helm

On bigger ships the stern part is usually levelled. This area is called the bridge and it is the command base of the ship. From there the ship is controlled and commands are given. On bridge is located helm that is used to steer the ship.

Informative console

A basic helm can be upgraded with a special console. This feature will allow you to get some information on the welfare of the ship and crew.

Console levers

The console can be further upgraded with controls, which allow a ships air/water speed and height to be reduced, if for some reason someone would want to do that. Air and water speed controls can be purchased for 24,930-25,000 gold, the altitude control costs 37,935-37,500 gold.

Scanner

Your maximum scanning radius is equal to the number of emerald discs installed in your helm. Scanning repeatedly will give either a reduced radius or fail entirely, depending on how quickly you try again.

Landing gear

Once your ship has lift magi and is able to fly, you might find it useful for it to be able to land. Landing gear gives your ship the ability to set down nearly anywhere it can get to. The Silverlake smithy can fix up any class 3 or better ship with some gear for the price of 105,000 gold.

Rescue equipment

Carried at the Silverlake helm shop for 37500 gold, rescue equipment can be added to any class 2 or better ship, enabling the officer at the helm to have people outside the vessel pulled onboard after a brief wait.

Ship's bell

For 25,000 gold you can have the smithy at Silverlake add a nice bell to your ship. The practical use of this is unknown, but it may call crew to combat or something similar in the future.

Lounge

Lounges provide a place to rest, and at Silverlake you can buy healing crystals, fireplaces, and firewood racks assist in your recovery from exertion. A fully stocked lounge isn't quite as good as a player city crystal combined with a ranger's campfire, but they are still pretty effective.

Crystal sphere

Enchanted spheres can be added to lounges to help with your spellpoint and to a lesser extent, endurance point regain. They need no fuel, and give better spell points than a player city crystal, but lesser endurance points. Crystals work best when accompanied by a lit fireplace. 37,000-40,000 gold.

Fireplace

Lounges can be equipped with fireplaces to speed the recovery of hit points and to a lesser extent endurance points for all those in the room. Many wooden items can be dumped in to instantly catch fire. The strength and duration of the fire depends on how much wood has been added to it, but even just a handful of torches will last a decent while. Fireplaces work best when accompanied by a regenerative crystal. 37-40k.

Firewood Rack

Firewood racks offer a long term storage solution for firewood. Place wooden items heavier than 1kg in this to have them converted into saveable fuelwood for a fireplace. Just stoke to add more wood to a fire. 14,805-15,000 gold.

Ogre Pistol

Ogre pistols are cannons, which when combined with cannoneer crew and shot form the primary offensive force of most ships. Beware that they are prone do misfiring, which can have unpleasant consequences for your ship and crew. They cost in the range of 25-50k gold on any given day at Silverlake.

Teleportation chamber

This provides a couple advantages for class four and higher ships. First, it offers a room onboard your ship where it is possible to raise the dead and use transportation magic (excepting dimension door). Second, it permits you to use the goto ship spell to reach your vessel, and allows you to reach other vessels with teleportation chambers much more easily.

Note that these chambers are the vulnerable points of your ship, anyone with the spell goto ship can get onboard, so long as both the player and the ship are in the outerworld or in the same room. You better have a quicksilver golem with a defined friends list if you have this module.

City

You may peer through the city exit. The city depends on which continent's waters you're sailing in. From Silverlake for 33k-71k.

Ferry

You may peer through the ferry exit. From silverlake for ~45k.

Home

You cannot peer through your home exit. From Silverlake for 33k-71k.

Brig

A jail on ship.

Unrestricted upgrades

There are couple upgrades that that can be placed on any module.

Golems

Ship golems act as guards, their purpose is to toss people overboard via a Gangplank. Their ability at blocking an enemy from moving, speed of tossing, and ability to detect intruders are based on their material. Golems will never toss unless a friends list is defined for them and the character in question is not on the friends list, it is even safe to have aura of hate on while in the same room as one. Stone golems are inept and weak, whereas quicksilver golems are durable, toss people nearly instantly and can see invisible. Golems, like normal crew, do essentially no damage in combat, nearly any character can destroy your entire crew given enough time to wear down their hit points. Golems must follow a path of upgrades, beginning at stone, and moving to iron, then steel, then quicksilver. Golems require that you have deposited 100kg of whatever material they will be made of before they can be made. Golems can only be placed in one type of room, either deck, transport chamber, or cargo holds, and which room the golem shop supports varies whenever it's open, which isn't all that often. Stone golems cost from 53k-125k and each upgrade costs another 53k-125k, not counting the cost of material.

Furniture

Aside from the descriptive items you can add into ship rooms for free, Silverlake has a shop that sells furniture that can be added to various ship rooms. The buyer selects the type of item, it's quality, and the materials involved and then can bolt the furniture in rooms that support it once it has been made. To the best of knowledge they are only useful for show. Prices range roughly from 8k for the shoddiest work to 30k for extremely fancy items.

Sailor Reputation (arr)

Sailor reputation can be seen with 'arr'. The stat bonuses depend on the branch of the sailors guild and the arr level. Pirates can choose between intelligence, dexterity, and strength. Marines can choose between wisdom, dexterity, and constitution. Merchant Navy members can choose between wisdom, intelligence, and charisma. The maximum bonus is +10 to one stat. Gaining reputation in the Merchant Navy is related to the quality of the ship and how much it used. There are ten things that can be done to gain reputation during a boot. Some are common activities, others almost never done. It is said that by doing maximum reputation each day, it takes three RL years to gain maximum reputation. Marines and Pirates have no limit on how much reputation they can earn a day, but they earn reputation only through combat.

List of Arrs:

  • 0) Clearing your throat, you barely whimper an 'aarrrr.'
  • 1) A pitiful squeak of an 'aaarrrr' escapes your parched lips.
  • 2) After a slight grunt, you give a strangled 'Aaarrrrr.'
  • 3) Focusing hard, you pull forth a quiet 'AAarrrrr.'
  • 4) Puffing up your chest, you let out a decent 'AAArrrrr.'
  • 5) With the barest of efforts, you bark out a resounding 'AAAARRrrrr.'
  • 6) Eyes blazing, you give forth an undeniable 'AAAARRRrrrrr.'
  • 7) An 'AAAARRRRRrrrr!' bellows out of your throat, strong enough to make hardened warriors tremble!
  • 8) You glare about, and then you let out a piercing 'AAAARRRRRrrrr!!'
  • 9) With a long, low 'AAAARRRRRrrrrrr!!!', you prove that you are not someone to be taken lightly...
  • 10)

Other information

'sailor help'

The following commands are available for use (all preceeded by 'sailor'):
  info  - Receive some information about the Marine Authority.
  align - Show your current status with the Marine Authority.
  stat  - Adjust your sailor stat bonus.
  choose <navy/mnavy/pirate> - Change your alignment.
    Note: Some bonuses may be lost if you change alignment.
  credits - Check how many credits you have stored at the Marine Authority.

  ships - List all ships you own.
  ship <shipname> - Specify what your 'current' ship is.
    Note: this setting only matters for those who own more than 1 ship.
  signal [shipname] - Signal your ship to come to you.
  gangway [dir] - Operate your ship's gangway.

  emotes - List your available emotes.
  guild leave - Remove yourself from the Guild of Sailors.
  shiptasks [num] - View the current tasks for ships.
  shipyard [info/shipquests/jobinfo/check/update/orders/modules]
    - Access some shipyard commands, if you have a shipyard.

You have access to the '<alignment>' channel for sailors.