This guide will look at how best to use your ten structure lots to build ships. It is not intended that you make everything yourself. Some items are required in such small quantities that it is not worth putting up a structure only to demolish it the following day. Other items require a multiple-lot production line in themselves and cannot be fitted in with only ten lots. Purists who wish to make absolutely everything themselves will find ways to do this but the average player is advised to reconcile yourself to having to buy some items.
Most players can only see Auction Houses of their own nation in the same area they are in. Below level 17 or so, players rarely venture outside their starter area so selling ships to the British in Guyana, the French in Florida and the Spanish in New Spain is a good idea. Pirates are unlikely to want full-specification ships as Cutthroats can capture their own and Buccaneers can buy the far cheaper Captured deeds.
You only have 10 lots so you cannot build every structure you require. This table will help you work out what you are best off making and what you are best off buying. It assumes you are using standard structures and advanced recipes and is for one week's production.
At the time of writing, for all items except for ships and outfittings, I use a mark up of 200 db per lot-hour. Not only for items I sell, but I use the same mark up as a guide price for items I buy. If I can buy an ingredient for less than 200 db/lot-hr, I will usually buy it rather than make it. If I cannot buy an item for this price, I will try to make it.
Refits allow you to obtain different ships for your Ship Deeds. Simply purchase the Refit corresponding the Ship Deed you want to trade in, and take these two items to your Nation's capital. Here you can trade these items in for a new ship.
To buy Notes, simply open Treasure Aisle (press T), and click the Buy Notes button in the left corner. Here you will see Notes for sale in different ammounts. You can spend less per Note by buying more Notes at once.
You may not share accounts with, buy accounts from, or sell accounts to other players. You may not let other players log into your account for any reason. Any items, ships, money, etc. lost as a result of account sharing, selling, or buying will not be reimbursed and accounts implicated in sharing, buying or selling may be permanently banned.
Players in Pirates of the Burning Sea can create up to six characters per server to represent themselves in the game. Each of them will captain their own ship and fight either for a nation of their choice or as a Pirate (see above). As the player moves along in the game, the character will develop by gaining ranks (The equivalent of levels in other MMOs). The player can thus unlock new features, such as fighting abilities, and, most importantly, will be able to captain larger and better ships. The maximum rank a player can reach is 50.
As it stands there are approximately 55 ships in the game, with the aim to add more over time. What ship the player chooses to sail will affect both his combat capabilities and his economic capabilities. Most of these ships have been user created (see customization below).
As a general rule, the bigger the ship, the less maneuverable it is. This means that even though a ship is bigger and has more and heavier cannons, it will not necessarily be the better choice. Because of the way combat works, ship speed and maneuverability has a great effect on combat. Small ships, especially in large groups, will in many cases be able to beat larger ships solely because of this. However, the developers have stated that smaller ships are not designed to take out larger ships in a one-on-one stand off, but to play support roles to other ships such as harassing the enemy ships.
Ships of different sizes also have different cargo hold sizes. This is especially important to freetraders (the more cargo the player can bring from one port to another, the more they will be able to earn on a single trip). Merchant ships are generally less armed than warships, but have more cargo space.
A player is allowed to have up to 5 ships at various ports at any one time, and can save up to 100 additional ships in storage at their nation's capital. Though only one can be sailed, the others can be docked in port, fitted and ready for action. The player will also be able to transfer himself directly from one docked ship to another. This means that the player will have easy access to any of his ships, no matter how far away they are.
Durability is a system devised to deal with ship losses. It accounts for the largest expenditure in the economy, it assures that players tread carefully in their expensive ships, and is, together with specific cargo items that are lost when a ship is sunk, the only 'death penalty' beyond lost time.
In order to keep the bigger ships in demand and in order to make them more expensive and precious the higher level ships will have much fewer Durability Points than the expendable, smaller ships. This assures that the high level ships will be risky to bring into combat, and players will think twice before sacrificing their ship.
The 1.5 patch added an insurance system which refunds 90% of a ships construction value (not the actual price paid by the player) upon loss of all points of durability. This was implemented for varied reasons, which included National players being unwilling to fight against Pirate players.
Pirate players capture highest level ships for free. This caused national players to avoid the free ships as the risk of losing an expensive ship was much greater than the reward of defeating a pirate who had a free ship.
One of the unique features of Pirates of the Burning Sea is the system in place for players to create and submit ships, sails (emblems) and flags. If the ship, sail or flag passes a rather rigorous approval system, it is implemented into the game for anyone to use. Some user created ships, sails and flags were in the game at launch, and further additions continue.
Although your traditional fantasy online role-playing game puts you in the role of some kind of elf who has to go bash orcs for a while until you can gain a level or buy a shinier sword, Flying Labs' Pirates of the Burning Sea charts a completely different course. In this unusual game, you'll play as a seafaring captain in the Age of Sail who seeks great adventure and even greater riches in order to purchase larger and more-upgraded battleships to conquer the seas and rid them of dastardly pirates. We recently had the opportunity to see some of the game's "supernatural content," which will offer landlocked tales that could've come straight from Treasure Island, or maybe a certain multimillion-dollar-selling motion picture series.
Aside from running land-based quests in the Bermuda Triangle, you may also encounter ghost ships in the surrounding waters. Though we weren't able to watch an actual naval battle with them, we did see a player sight a ghost ship, with its ragged sails and dozens of gray-skinned sailors in tatters on the bridge. Ghost ships will apparently figure into the game's quests, though exactly how remains to be seen. This unusual massively multiplayer game seems more distinctive and quirky each time we see it. The game is scheduled for release in 2008.
Q: When can I buy my first ship? A: I would suggest at level 8. The Bermuda Sloop is a nice group ship and should cost from 3K to 7K. The Mediator Cutter is a nice solo ship and costs around 5K to 10K. Navy and Privateers will want the Refit ships at level 15, 25, 35. They cost around 15K, 45K and 60K (Answer for pirates): At level 5 you can start capturing ships from NPCs that will take you all the way to level 50. Players from other nations sometimes offer pirates even better ships to capture.
Q: What is a careening camp, and how do I build it? A: Careening camps are pirate only structures that take up TWO lots, and allow pirates to haul in hulks and turn them into a ship (three deeds from one manufacturing cycle). The careening camp deed can be obtained from the Brethren Quartermaster in Tortuga (near the eastern-most longboat coxswain) in exchange for 10 captured pennons. Note that ships built this way are more expensive than FT ships, and require more resources to manufacture. The careening camp is not a proper shipyard, and cannot make ship outfitting (as far as I know).
Hulks themselves are obtained via scavenging (chance-based) level 15 or above (need confirmation here) enemies. The hulks are: minor, major, warship, superior. Each one is used for different kinds of ships. All other materials needed must be manufactured / acquired.
The more time and effort you put into the economy the bigger profits you will make. However not everyone enjoys this play style. This page will show you how you can set-up a simple economy which will only take 5 minutes a week to run and can net profits of 300k a week as well as helping lower the price of ships. Higher profits can be gained from playing the market, which takes more time but can be great fun. Ultimately it is up to you to decide how you want to play the econ game.
When hauling for profit by buying in one port to sell in another for a higher price, you can help make the markets more steady and reliable by pricing your hauled goods at a price that will give you sufficient profit to the point where you wouldn't mind doing the hauling on a regular basis and keeping the port supplied. Often, there will be constant shortages of materials in a port where the materials are needed, yet the most recent prices are fairly low and don't make hauling worth it. So everything is bought out when it arrives, but few people are willing to do the hauling. In this case, you should raise you prices. This gives potential buyers the option to buy if they are willing to pay more, while encouraging more suppliers to do the hauling for the better profits. 781b155fdc