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BatMUD Forums > Guilds.sailor > Welcome

 
 
#1
08 Sep 2003 20:29
 
 
Welcome to the new Sailor's Guild!

As you must know by now, you once again have to own a ship in order to be a
member of the guild. If you are selling a ship to somebody, then you are still
technically the owner of the ship until the completion of the sale.

I will use this post to highlight some of the main changes to the guild. First
of all, you will soon notice that this is not a 'standard' guild for BatMUD
anymore. Since the old sailor's guild was 0 levels, this is essentially no
change. It does free up some interesting possibilities however...

You now have a choice of 3 'subguilds' if you wish to call them that. You may
align yourself with the Merchant Navy (default), the regular Navy, or you may
become an outlaw Pirate. Each of the three subguilds has their own private
channel. All three share this newsgroup. Look at your guild item for more
details.

All records for ships are kept at the Maritime Authority (where you picked up
your guild item). Go there to sell ships, salvage ships, etc.

There are several classes of ships now. Class 1 is little more than your basic
rowboat, slow and not seaworthy. Class 2 is strictly better than Class 1,
having a larger hull, greater stability at sea, and is generally your standard
ship. Any class higher than class 2 is a luxury ship, and each of these have
their own special benefits. As such, classes 3+ are better than class 2, but
not neccessarily better than each other.

The single biggest difference between old and new ships comes from hiring your
own crew. The larger your crew and the better trained it is, the better the
ship will perform. Visit the sailor's union on the west side of the wharf for
details about ship crews.

Melemkor

 
 
 
Melemkor
W i z a r d
31y, 192d, 11h, 53m, 15s old
Level:
50 [Wizard]