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Post by Daos on Mar 7, 2022 21:50:32 GMT -8
I'd look at it this way--if you had to fight five orcs, which would you prefer? Five level 1 fighters or one level 5 fighter?
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Post by GreyWolfVT on Mar 8, 2022 16:02:44 GMT -8
five lvl 1s unless I was level 6, then I'd be more apt to take the one level 5 for a challenge.
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Post by HorizonsDream on Mar 8, 2022 20:07:32 GMT -8
It would take some tactics to take on five orcs with five level one characters, but I see the point.
If that is the case, then we need to hire crews for both the cargo ships. We also need to upgrade the Bluemoon so that it is battle ready.
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Post by Daos on Mar 8, 2022 22:30:08 GMT -8
What kind of upgrades do you want?
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Post by GreyWolfVT on Mar 9, 2022 7:08:48 GMT -8
I'm thinking at least something we can use for offense maybe even if they are smaller ones but some canons if there is a place that we can put them and chain them in place. Other than that, certainly more repairs. Is there any defensive shielding or anything that can be added to a ship?
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Post by Daos on Mar 9, 2022 14:43:24 GMT -8
Artillery can be installed at a cost to cargo capacity. That is, the more weapons on the ship, the less cargo it can carry. There are a number of options including ballistae (light, medium and heavy), catapults (light, medium and heavy), alchemist fire projectors, and cannons. Cannons are probably the best, but also by far the most expensive (about 6,000 GP a pop).
You can also buy some bows or crossbows and equip them to your marines to use in battle.
As for improving defense, as far as I know, that's not something you can upgrade. A ship's defense is built into it's type, so the only way to improve defense would be to buy a more defensive ship. However, the Blue Moon already has a defense class of A, which is the best there is (from best to worst, it goes A, B, C, D and X.)
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Post by Bishgada on Mar 9, 2022 23:05:46 GMT -8
Well, in my view 5th level fighter is much superior to 5 level 1 fighters up to being overcrowded but 4th level + 1st level will be better against 5 orcs than 5 1st level.
Anyway, do we have intel on the enemy fleet, ensuring we are going against 5 "orcs" and not 20 "orcs" or 5 "giants"?
Defensive also means maneuverability and being able to flee to fight another day, so repairs, extra sails, extra row boats can be considered as helping "defensive".
Tactics & intel are always important. We may be able to sneak to the enemy underwater (Senllip has some magical cape that can make this easy) and set some "ship traps" or bombs (if there are any) that may come as surprise and completely change the tide in the battle following the trap settings. Going head to head usually doesn't work for us. Every fight most of us finish close to death if not dead.
I wish we had better relationship with Moiroloi. I bet she would enjoy taking down some ships.
[edit] Also, we haven't heard new rumors about the son of crizza. Does he have his hands involved in the attack on Shadowshore as well? [/edit]
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Post by HorizonsDream on Mar 9, 2022 23:46:13 GMT -8
They don't have that munch money, just to get one cannon, do they?
As for the Shadowshore ordeal, once they are in safer waters, she will tell the whole crew the story.
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Post by GreyWolfVT on Mar 10, 2022 7:00:52 GMT -8
well maybe if we pool personal funds and ship funds we can afford one small cannon ... otherwise my only idea is strap some crossbows to the ship rails and it's the best we can do that or a lance to the ship for ramming.
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Post by Daos on Mar 10, 2022 12:56:11 GMT -8
Also, we haven't heard new rumors about the son of crizza. Does he have his hands involved in the attack on Shadowshore as well? Not as far as anyone knows. They don't have that munch money, just to get one cannon, do they? If you include the platinum in the ship's funds, they have just barely enough--6,089 GP--for a single cannon. Unfortunately, they won't really have anything left for anything else, including smokepowder (1,000 GP per keg) and cannonballs (30 GP a pop) to go with it.
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Post by HorizonsDream on Mar 10, 2022 21:05:01 GMT -8
Which means they won't have money to pay people.
First, let's focus on hiring people for the other ships, probably marines since they are the ones that can fight, right?
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Post by Daos on Mar 10, 2022 21:39:26 GMT -8
Sailors and Marines are interchangeable. You assign them after you hire them. Sailors keep the ship moving, marines are on stand by in case of a fight, but you can have them swap roles if needed. A cargo ship can have a minimal crew of 5 (skeleton crew), need at least 10 crewmen to operate normally, and can't have more than 30 crewmen maximum.
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Post by HorizonsDream on Mar 10, 2022 23:53:29 GMT -8
So how much would it to be to hire 20 marines? 10 for both ships.
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Post by Daos on Mar 11, 2022 14:29:14 GMT -8
Crewmen are level 0 characters who can serve either as sailors/rowers, boarders, artillerists, or firefighters. These are all completely interchangeable, if necessary. In fact, as captain, one of Kalana's duties is to assign these positions in battle. Anyway, how much it costs to hire crewmen depends on their level of experience. They fall into the following groups: Landlubbers, Scurvy Rats, Mates, Mariners and Old Salts. Landlubbers - These individuals have little to no previous sailing experience and no desire to perform well. Traveling with a crew of landlubbers is often very dangerous. Landlubbers hire themselves out for 2 GP a month. A crew of slaves usually fall into this category, but work for free, obviously. Landlubbers suffer a -2 penalty to any maneuverability or pursuit checks. So basically, they are super cheap, but not very good at their jobs; but if you are strapped for cash and just need warm bodies, they'll do in a pinch. Scurvy Rats - These are crewmen with some sailing experience--perhaps a couple of short voyages--and some desire to perform well. Cutthroats and other rogues often appear among sailors with his degree of experience. Scurvy Rats hire themselves out for 3 GP a month. A crew of slaves might rise to this category if well trained, well cared for, and highly motivated. Scurvy Rats suffer a -1 penalty to any maneuverability or pursuit checks. Mates - Professional sailors (men and women who make their livelihood sailing the seas) fall into this category. Mates make up the majority of most sailors found in any given place. They are competent, dutiful, and fairly loyal (as long as the captain treats them right). Mates hire themselves out for 4 GP a month and have a modifier of 0 on maneuverability and pursuit checks. Mariners - These are highly experienced sailors. Often these crewmen are somewhat older and have a few scars--physical or emotional--from their years of sea travel. They often have a few outrageous stories which they like to recount over a cool drink. They hire themselves out for 5 GP a month and get a +1 bonus to their maneuverability and pursuit checks. Old Salts - These weathered men and women represent some of the most skilled sailors in the world. Old Salts have spent most of their lives at sea. They often prove tough, leathery, and argumentative--though never to their captains or first mates. Younger sailors often hang on every fantastic yarn these oldtimers spin. Old Salts hire themselves out for 6 GP a month. Sometimes, they demand a small share in any profit netted from a ship's voyage in addition to wages. They receive a +2 bonus to maneuverability and pursuit checks. Do note that 10 crewmen is the bare minimum to not be considered a skeleton crew. Meaning if you have 10 crewmen and even one dies in battle, you're now down to skeleton crew numbers and suffer penalties.
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Post by HorizonsDream on Mar 11, 2022 20:58:40 GMT -8
I could hire 30, which would put 15 on each ship.
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