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| POTCO Sails and Ships Official discussion of sailing and ships |
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#1
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Ooh!
I've had the Ship stuck "Glitch" many times... When Porting, I suggest asking ALL Gunners and Repair Crew to leave their tasks a few moments before you reach Port... I've found this minimizes the "risk" of a pirate getting stuck on your ship and subsequently disconnecting as it sinks. Just another odd thing I noticed, when Porting, Dancing a Jig seems to help myself and many others from disconnecting, also making sure the Loot/Cargo Display is closed. Hope these little tips assist, dunno WHY they help, but they certainly do I find. Cheers!
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#2
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I believe I heard that someone could stand just behind the helmsperson and - just as they land and the helmsperson lets go of the helm - they can grab it and keep control of the ship.
There must be "vandals" doing this on purpose. Then they have fun going and getting your ship sunk. Maybe going out and charging into the hunter and warship that are following you in. It must be if they are getting sunk as fast as I can run from shipwright to hearby dinghy. What do they get out of it? Kicks? Like the hackers who create computer viruses? A time or two I have found myself crewing on a ship when the helmsperson/owner gets DC. I usually head for the nearest acceptable port. |
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#3
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Aye!
A further note to my below post, Crimson bought to my attention my oversight... When Sailing, I normally appoint pirates as Second and Third Navigators just in case of DC, these pirates will standby on usually the 2 Cannons closest or Repair Slots closest the Wheel and in the event of a DC they rush to the wheel and assume command. Usually these pirates I select are Higher Level and more than capable of handling Bounty Hunters and Warships, their duties are to simply keep the ship afloat while I log back on and return to the ship. Obviously this is why some of my friends are almost never in a Second or Third Navigators position, as I prefer to continue the run until it's predesignated end, rather than rushing to Port. Kriss.
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