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| Old Tips, Tactics, and Guides POTCO's Tips, Tactics, and Guides Archive |
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#1
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Enemy Ship Respawns/Locations
Just look at post #2 and post #10
#10 is more acurate on some ships Thanks Max and Gereth! Last edited by Wheelsim; 07-11-2008 at 09:14 PM.. Reason: Maxximvs had the list and gereth updated it. |
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#2
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Current Locations I know of...
* indicates Boardable Sloop Class: NAVY-L Ferret: Front of PR, between PR and Devils EITC-L Sea Viper: Front-Right of PR, Right of PR between PR and Tormenta EITC-W Barracuda: Left of PR, towards PAdres but closer to PR - *Flagship at Perdida, sails to Cuba then back EITC-R Bloodhound: Front and Back of Driftwood, Left of Toug NAVY-W Kingfisher: Front Of Perdida - *Flagship Left of Toug, sails to Perdida and back *SPANISH-W Blood Scourge: Right of Cutthroat *SPANISH-W Cerberus: Left of Cutthroat, between KH and Cut but closer to KH *FRENCH Scrouge - Behind Left of Canjaros *FRENCH Cerberus - Behind Right of Canjaros EITC-W Consair: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus Galleon Class: NAVY-L Bulwark: Front Of PR, Right Side of PR *EITC-L Sentinel: Right of PR, *Flagship from behind Cuba to Outcast to behind PR then back NAVY-R Vanguard EITC-W Ogre - Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus EITC-R Ironwall - Front Of Padres, Left of Toug towards Perdida Navy Colossus - Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus *Flagship spawns at Outcast, sails to back of Cuba and back Frigate Class NAVY-R Centruion: Behind Rums, Left of PR NAVY-L Panther: Front of PR, Right of PR *EITC-L Corvette: Behind Rums, Rotates Spawn with an Ironwall and a Setinel *Flagship from KH, sails to Padres, then to Outcast, then back the same route GHOST-W Reverant: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus GHOST-W Storm Reaper: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus GHOST-W Halbringer: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus Ghost-W Phantom: Behind Driftwood and Rums, Left of Toug *NAVY-W Man-o-War: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus *Flagship at KH, sails behind KH then back NAVY-W Dreadnaough: Far Right and of Padres, Rotates spawns with Dreadnought, Black Halibringers, EITC War Lords, Navy-Man-O-Wars, EITC Ogre and Navy Colossus |
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#3
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So much for making a list.. Max already has it set up lol
Thanks MAX! |
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#4
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WTG Maxx, hehe I was thinking, and how will I help? Told Wheelsim already they changed all the ones I knew!
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#5
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Well, looking at that list, I think I finally understand.
Let me see if I've gotten this correctly: The "front" of an island is the side that faces the Devil's Anvil, and likely to be the point you would sail towards if you were sailing to another island from DA; the "back" of an island, then, is just the opposite side of the island? "Left/right" assumes that your ship is facing toward the "front" point of a given island; so, if you were sailing away from that same island, then you'd want to reverse "lefts/rights?" --- I don't have any trouble finding the ships, but I've had a terrible time dealing with non-specific directions. If these seem to hold up pretty well, when compared to how other people give directions, then this will make a lot easier for me to respond to people's given directions better within the game. |
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#6
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I guess the 'front' is when I'm sailing to PR from Toug / Devils and I'm looking at the 'front' of the Island (the right would lead to cuba, then left would lead to Padres). So for the most part - yes, it is when I am sailing "to" a location, and the Right/ Left reference would be to it - if saling "FORM" a location - reverse the Right Left
![]() Should I get enough time, maybe I'll do it by compass... but I got a lot on the go now so for now, try to picture it
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#7
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I don't know that I'd worry too much about converting locations to compass directions; there don't seem to be that many people who see it that way. I suppose I'm just planning to use your reference points as though they are the uniform front/back and right/left orientations used by everyone; so, using those orientations for reference, I could now give my own front/back and left/right directions to players that don't respond well to my compass directions/referential landmarks.
Personally, I've spent hours on the high seas, not earning rep at all, but just observing respawns and sailing patterns (often just following vessels around to see where they'll sail). There are lots of things in the game that I have no awareness of, but the High Seas seem like a very small place to me and even after they make changes I pick up the changes quickly. Unfortunately, my sense of direction is heavily tied to either cardinal directions/fairly specific distances, or by reference landmark. So, for example, I might say that a ship is west of Padres Del Fuego, or that its sailing route is confined to Mariner's Reef, or that it is usually on the same side of PDF as the main town. |
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#8
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Just give us the longtitude and latitude coord.
and we will be satisified. Also wind direction and barometric pressure could prove useful.
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#9
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There is an underlying coordinate system that could be used, but it isn't necessarily tied to any unit of measurement for use in the game. I suppose I could also pull the map into ArcView, and georeference the PotCO map to somewhere in the Caribbean to force some lat./long/ coordinates on it. Personally, my campaign maps use a basic UTM (Universal Transverse Mercator) system.
In the real world, I usually have my Garmin Csx close at hand, so I can always give my own lat./long. coordinates (and barometric pressure too); however, my little hand-held only has 3-5 meter accuracy, so for precision field projects I have to rely on borrowing a Trimble unit with sub-meter accuracy. I guess it's the archaeologist in me, but I live in a world where everything inhabits a three-dimensional matrix where precise measurements can be taken/used to describe spatial relationships of not only the physical things but also the empty spaces. Since we destroy the real world record as we go, it is critical that we be able to recreate the entire 3D matrix with all original contexts (precise 3D spatial locations), so they can be completely (or as near as possible) recreated. |
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#10
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Corrections
Since there are no Lefts and Rights in a game using a Compass without a directional point of reference, here's some corrections on a few ships I hope some find a bit more helpful and accurate.
*EITC-Sentinel(Light Galleon): Spawns off the East shore of Outcast, sails North-East between Port Royal(Jamaica ~ incidently the island shape is a pretty accurate for 350'ish years ago) and Padres, continues North-East throught Cutthroat and Kingshead, does a 180 and back to Outcast very near Tormenta then repeats... *EITC-Corvette(Sloop): Spawns off the North shore of Kingshead, and takes almost the same pathing as the Sentinel flagship to Outcast then eventually returns to the North shore of Kingshead... *NAVY-Man-o-War(War Frigate): Spawns North of Kingshead a bit off the shore and does a Starboard circular holding pattern off the coast. *SPANISH-Blood Scourge(War Sloop): Spawns off the South-West shore of Cutthroat heading East, does a Starboard 180 heading back to spawn point and repeats that pattern making an oval... *EITC Barracuda(Not sure of the vessels class): Spawns off the South shore of Isla Perdida heading South to Cuba, then circles off the North shore of Cuba. I'll update more as I take notice. P.S. BTW Steely. Completely recreated = accurately perceived. While I'm sure examples exist, I'm confident it's not common pracite to recreate archeological discoveries. You mention precise 3D locations, but then site equipment that only offers 2 dimentions. Land height is determined by sea level and since 1 is no more constant then the other over time, rarely are they a reliable factor in geographical perception. More often then not in archeology, we know where'ish.. ...and that's frequently all we know geographically speaking. It's very common to be lost on "precise" details like how high, how wide, how big and so on, and that's the mystry of Archeology those of us love isn't it? Also a Virtual world doesn't change over time *tease*
Last edited by Gereth; 07-11-2008 at 08:55 AM.. Reason: Update for Steely Jim |
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#11
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Quote:
I have taken forever to finish off my MA, in large because my internship had nothing to do with my thesis topic. My internship project was the implementation of my idea for a "constructed archaeological teaching site;" the site was ultimately installed on County property that is also the physical property of a well known archaeological type site. My purpose for constructing the site was to use it for public education, and to reduce visitor (including staff/volunteer guided) impacts on the sensitive natural archaeological sites distributed throughout the park. One of the things that I explicitly stated in my long-term intentions for the use of the site was the precise recreation of recorded sites (these units were intended for use by local grad/exceptional undergrad students). Now, the Garmin 76 CSx does also provide an Altitude reading, and I've taken it to some USGS Benchmarks where I had decent satellite coverage and it came pretty close. I certainly wouldn't use it for final reporting without acknowledging the inaccuracy. Having said that, our game characters can access the game's x,y, coordinate system; we can't bring in a total station, or even a survey transit and stadia rod. OK, now the big issue we need to tease apart...precision. What we "know," archaeologically speaking, at any given time is limited and imperfect; however, that isn't a reason to abandon precision in excavation or recording, and it definitely doesn't change that the fact that archaeological activities, especially excavation, are inherently destructive. The question I ask myself as I think about my ideal research design for any project, is how can I make sure that what I'll create will provide equal value for what I am going to destroy (and how will that "value" be realized, and by whom)? I definitely don't think we can hope to improve the holism of our understanding about the archaeologically/historically/linguistically/genetically preserved past by adopting less precise methodologies, or abandoning the concept of precision entirely. Ultimately, I accept that I don't have precise control over the research universe and that the extent of my own "knowledge" will always be imperfect, incomplete, and couched in my own research biases, but that only seems to enhance the importance of self-control. In any case, environmental reconstruction should be part of any archaeological project, including the reconstruction of paleo-environments. We definitely don't want to suggest environmental determinism, but what is important is how people interacted with each other in their physical environment. So, back to the main point, our knowledge of the total archaeological, etc. catchment may be incomplete but that only accentuates our need to be as precise as possible in how we conciously choose to modify the archaeological record in the physical world. |
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#12
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Thanks so much!!
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#13
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Thanks for posting this information!
This thread can really help pirates for getting the big ships for notoriety, or for that corvette the level 10s need.
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#14
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I have a BA in Mass Communications and this is still getting too
deep for me. To think my four-year old plays this game and has a great time doing it and here we have people working on masters and doctorate degrees who enjoy the game just as much. Despite all its glitches, lags and flying soldiers, this game is still remarkably popular.
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