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Efficient min crew list?
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Belegorm
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PostPosted: Sun Feb 05, 2006 1:49 am    Post subject: Efficient min crew list? Reply with quote

Isn't there a list of the min crew needed to man the guns for every ship?
I know I've seen a list like that recently, but searching seems to get me a million answers (and I don't have enough free time to look through all them), and I was wondering if someone could post such a list, or link to where it is.
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van boelken
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PostPosted: Sun Feb 05, 2006 5:32 am    Post subject: Reply with quote

As much crew as fast the guns be reloading. Also, find yerself a gunner. I don't know aboout minimum... Sailor
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jbsmith
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PostPosted: Sun Feb 05, 2006 6:51 am    Post subject: Reply with quote

Min Crew for a ship?
This list is in that printed spiral bound thingy,,i.e.Read the MANUAL that should have been in the box that the game came in when you purchased it.
Generaly speaking,,the more the merrier.
The more crew ye have,the faster the guns will reload.
Having a master gunner aboard helps as well.

I'll make this list for ye anyways.
The information here is from the Manual.
Min Crew to effectively run the ship, There is No mention of crew required
for the Guns.
Get your printer ready if ye happen yo have one.

The First value is the min crew.
The second value is Max Crew for the ship.
[without triple hammocks,mind ye]
The third value is max cannon
The fourth value is cargo hold capacity
Pinnace Class
War Canoe= 6,50,8,20
Pinnace=6,60,10,25
Mail Runner=6,80,12,30

Sloop Class
Sloop=8,75,12,40
Sloop of War=8,100,16,50
Royal Sloop=8,125,20,60

Brig Class
Brigatine=12,125,20,60
Brig=12,150,24,70
Brig of War=12,200,32,80

Barque Class
Coastal Barque=10,75,12,60
Barque=10,100,16,70
Ocean Barque=10,125,16,80

Fluyt Class
Fluyt=12,50,8,80
Large Fluyt=12,75,12,100
West Indiaman=12,100,16,120

Merchant Class
Merchantman=16,125,16,100
Large Merchantman=16,125,20,120
East Indiaman=16,150,20,140

Frigate Class
Frigate=16,200,32,80
Large Frigate=16,250,40,90
Ship of the Line=16,300,48,100

The Galleons
Fast Galleon=16,160,24,80
War Galleon=16,200,32,90
Flag Galleon=16,250,40,100
Trade Galleon=16,100,20,120
Royal Galleon-16,150,32,130
Treasure Galleon=16,200,40,140

if i recall right,from the Original Pirates game,
4 men per gun is the ideal for optimal loading.

So,,if ye have 12 guns on yer ship,lets say a sloop. 4x12=48 crew is want at the very least for effective gun handling.
Personaly i would shoot for 48 gunners Plus the 8min crew for the ship,
that brings us to 56 for full combat effeciveness, plus i like to have a few extra crew if i choose to take the foes ship as a prize.
So,,i like to keep my crew size to the Max number of whatever type my
flag ship happpens to be. I'll raise up more crewmen if i plan to sack a city.

Size of crew,,thats up to you. Some like max crew, others like smaller crews.
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headrock
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PostPosted: Sun Feb 05, 2006 8:47 am    Post subject: Reply with quote

Fortunately, research has already been done on this subject by the Legendary Strange. Here you go:

http://www.hookedonpirates.com/forums/viewtopic.php?t=1772

Too bad this kind of stuff gets buried at the back of the forum... Sad
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Belegorm
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PostPosted: Mon Feb 06, 2006 1:10 am    Post subject: Reply with quote

Thanks Headrock, that was exactly what I was looking for! Victorious
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CGM3
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PostPosted: Mon Feb 06, 2006 2:59 pm    Post subject: Reply with quote

Essentially, the "optimum" crew is three per cannon, plus the minimum needed to run the ship. Any excess above that does nothing (significant) to improve gunnery or sailing.

However, as Strange points out, if your ship takes damage, more crew (to handle the ship) does come in handy. And I find it useful to keep a surplus of sailors to replace losses from combat and prize crews. Sailor
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Luiz
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PostPosted: Fri Mar 03, 2006 8:51 am    Post subject: Reply with quote

Basic rule, my rule . Cool Don't sail with minimum crew unless you are about to share the gold and retire. Remember you always lose crew in sea battles, no matter how good you are ! Wink
Carry as much crew as you can without upsetting your existing crew. Also carry more cannons than your ship requires, has they are also lost in battle and your firepower will weaked with insuficiant cannons. If you insist on taking crew at every port , you risk the chance that your crew will feel cheated by having to recveive less gold when the time comes to share it. Sailor Carry only 4-6 months of food aboard . If you need more , take out a grain carrier. Wink Sailor
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headrock
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PostPosted: Fri Mar 03, 2006 9:14 am    Post subject: Reply with quote

Luiz wrote:
Remember you always lose crew in sea battles, no matter how good you are ! Wink


What? No!

Quote:
Also carry more cannons than your ship requires, has they are also lost in battle and your firepower will weaked with insuficiant cannons.


What?! NO!

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Luiz
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PostPosted: Sat Mar 04, 2006 8:29 am    Post subject: Reply with quote

Well it happens to me . Maybe you have the expert of taking another ship without losing a man or a cannon Cool
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rupertlittlebear
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PostPosted: Sat Mar 04, 2006 6:34 pm    Post subject: Reply with quote

Try boarding.
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Matey...
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PostPosted: Sat Mar 04, 2006 7:53 pm    Post subject: Reply with quote

Quote:
Well it happens to me . Maybe you have the expert of taking another ship without losing a man or a cannon


Arr! I be losing crew at Adventurer, Rogue and Swash! But on Journeyman, I don't be losin crew except if I meet Raymondo or Monty. On Apprentice, I never lose crew, except in land battles
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Luiz
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PostPosted: Mon Mar 06, 2006 8:47 am    Post subject: Reply with quote

I started to face without shooting , sailing on bow to bow and fighting it out . Sometimes you don't have time and others, i bow the masts to pieces to get the food and continue Sailor
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headrock
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PostPosted: Mon Mar 06, 2006 10:10 am    Post subject: Reply with quote

For Boarding without Shooting, try a War Canoe.

For Shooting without Boarding, try a Large Frigate or SOL.

If you like combining the two, stick with the Sloop and learn how to avoid enemy shots - this is the most important skill for ALL ship types, more then gunnery or fencing. Learn to leave combat with as many men, guns and damage you had when you entered it, and you'll be ready to hop all the way up to Rogue easily.

You might also try a Brig; as Airsaw so wonderfully presents it, it's good for anything. The Sloop is usually undergunned to tackle the big ones like Monty and Ray (it tends to take a while to beat them up), and the Brig suffers a disadvantage if you don't start in a good place.

But again, for all ships, learning how to dodge cannonballs will improve your combat results dramatically. This is true for ALL shiptypes, and in some of them it is also crucial.
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Matey...
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PostPosted: Mon Mar 06, 2006 2:56 pm    Post subject: Reply with quote

Cool. Better try that out. Arr!
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