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Managing Your Ports - A Guide To Player Owned Ports



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#1 zhyiou

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Posted 22 December 2012 - 06:58 AM

Player owned ports - a STARTERS guide


By: Zhyiou



Table of Contents
  • 1.0 - Introduction
  • 2.0 - The basics
  • 3.0 - Ship upgrades
  • 4.0 - Port building upgrades
  • 5.0 - Random event rewards
  • 6.0 - Regions
  • 7.0 - Credits

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1.0 - Introduction

Player owned ports, it is a minigame introduced in runescape about a week and a half ago (on december 11th '12), and it is time for a guide to get all those who haven't started yet started.

Up front: The requirements to start managing your port are high. You need at least 90 in one of the following skills:
  • Fishing
  • Herblore
  • Prayer
  • Runecrafting
  • Thieving
  • Slayer
And better results are to be expected if you are 90+ in more of them. I will explain why later on (when covering regular and special voyages). Without 90 in any of the above mentioned skills you can still go to the port, but are unable to do anything really port related, so I will not cover it.

On a note: There are other skill requirements to making the reward items. E.g. 90 smithing for tetsu and fletching requirements for scrimshaws. Luckally you can play the minigame and gather the resources without the requirements for making the reward items.

So, you are at least 90 in one of the skills mentioned above, and you wanna try this thing out? This is where you go:
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Fig. 1: Starting entrance for player owned ports

Some possible ways to get there (the first three are recommended, the last two are for lower levels who happen to have one skill 90+):
  • Via your own planted spirit tree
  • Lodestone network - port sarim teleport
  • Cabbage port - explorer's ring
  • Walk from falador
  • Walk from draynor village, get there via amulet of glory
When you first enter the port, a cutscene is played which is followed by a brief tutorial - I highly recommend you to play through the tutorial since it explains all the basics, and helps you to understand what I am saying in this guide. At the end of the tutorial you get a logbook, which you can use to check on player owned port related business when you are not in the port itself. And also...., you can now start managing your port!

So, after the tutorial you can immediately do two things: 1) speak to meg, and 2) buy port resources from the black marketeer.

Meg is a D&D which resets every week. You have to answer three of her questions after which she wil vanish. After the reset (every wednesday) she comes back with the results of her adventures, and gives you a reward according to how helpfull your answers were. She can be found south-west of the portal.

The black marketeer can be found north west of the portal, and sells port resources for RS gp. Since it is never is bad to have more port resources it is advised you buy his goods EVERY day, since you can only buy his goods once a day. It is explained later, but you should set your captains to search the highest region they can before the reset at midnight, because then the marketeer can sell you higher lvled goods.

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2.0 - The basics

What does this minigame essentially mean? It is easy: You send out ships with crewmembers to complete missions, and in return (should you succeed) you obtain materials which you can use to upgrade the port, crew and ship. However, all is not that simple. Your ship and crewmembers each have three distinct skills, and a fourth complementary one, being:
  • Morale
  • Combat
  • Seafaring
  • Complementary: Speed
Each mission you can do actually requires your ship to have certain stats in each of these skills. The closer you are to meeting those stats, the more likely you are to succeed the mission. I will explain this at the hand of figure 2:

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Fig. 2: Required voyage stats - ps. don't worry about the high reqs shown, for starters they are way lower.

As you can see in the figure, you can get a voyage which requires only one skill, but higher stats in that skill. It is also possible to get voyages which require stats in two or even three of the distinct skills. A speed requirement is not possible, speed only affects the time the voyage takes. Each voyage has a base time it takes to complete, which is determined by the type of mission (e.g. regular, scroll mission or trade good mission) and the region where the voyage is in. For this is only a beginners guide I will not cover all the regions, suffice to say that you unlock new regions when you complete voyages, and these regions are further away and thus have a longer base traveling time.

Different regions also offer different port resources and different crewmembers. The later a region is unlocked, the better the crewmembers from there are, and the better the shipupgrades are which you can buy with the port resources from that region.

There are a few ways to get better skill stats to meet the requirements for your voyages. These are:
  • Hiring better crew members
  • Leveling up your current crew members
  • Crewmembers with traits (inherent, or obtained via voyages)
  • Random bonusses
  • Upgrading your ship
  • Upgrading buildings which boost your ship's stats (shipwright)
  • The first one is easy. If you unlock a new region, you also unlock the ability to hire the crewmembers from that region, which posess higher base stats then crewmembers from lower regions.

  • The second one is easy as well. If you send out crewmembers on a voyage they gain xp, and at some point they level up. When they level up, their stats increase by 10% of their base stats. This means if you have a crewmember with 0 morale, 0 seafaring and 70 combat, if they level up they will gaint +7 combat (10% of 70). When they level up again, from lvl 1 to 2, they will still only gain 7, since the base stat is unaffected.

  • The third one - traits. These are sometimes already shown before hireing the crewmember, but usually they only show after you've hired the crewmember. They can affect your crewmember in positive as well as negative ways. For a list of these traits I refer to other guides e.g. runescape wiki.

  • Fourth one, random bonusses: As the name states, these are random. They do not show before you've hired a crewmember.
I will explain the last two (ship upgrades and port upgrades) later. In the following figure All what I've said is summarized:

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Fig. 3: Ways to get a higher stat in a skill

When you first start, you need to hire yourself a crew, this can be done in the crew roster interface:

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Fig. 4: Crew roster button and interface

In this interface the crew members that are in your port and for hire at that moment are shown. Each day you get 15 rerolls, which you can use to roll for a new crewmember, upon which the ability to recruit the previous crewmember is lost. You can do this by clicking the green round button in the upper right corner for each crew member. Also every day there is ONE captain in your port for hire. This is important because you cannot sent a ship without a captain.

So, to start travelling, you first need to hire a captain and a crew (each ship consists of 5 crewmembers and one captain, alongside a ship). The total stats for each ship are a combination of your ship's stats, your crew's stats and certain modifiers. You want to come as close to the required stats for the mission as possible to have the highest chance to complete the mission.

For missions the following counts: The chance of succes is equal to the lowest required stat you have. So say you have 50% morale, 89% combat and 97% seafaring, your lowest filled stat is morale with 50%, and your chance of succes thus is 50%. In this sense, it is best to try to meet requirements evenly, meaning you fill all up as much as possible, but around the same value (e.g. 75%, 73% & 81% - if you have a 3 skill voyage).

For the stats of possible crew members for your region I redirect you to rswiki: http://runescape.wik...ayer-owned_port

I suggest the following crew set-up (remember, this is just for starters):
  • 2x good captain
  • 5x crew member with best possible stat in morale
  • 5x crew member with best possible stat in combat
  • 5x crew member with best possible stat in seafaring
  • 10 specialists, meaning crewmembers with inherent traits which help with certain missions.
The specialists actually are not that important in the very beginning - I will give some advice, but keep in mind that this is especially for later regions: You will want two crewmembers with the solidarity stats. For lower regions these are called first mate. Solidarity gives you a bonus for your stats PER UNIQUE CREWMEMER. Meaning if you have a crew with 5 different members (e.g. first mate, smuggler, pirate, drunk, stowaway) you get a bonus for each unique member. This is very usefull for missions that require two or three skills. Further, you will want two crewmembers with the merchant skill. For lower regions these are called shopkeeper. Crewmembers with this skill improve the rewards you get at the end of a voyage. Lastly you will want crewmembers which have stats in two skills. This is for the higher regions, but you will want crewmembers which have stats in both morale and combat, both combat and seafaring and both morale and seafaring. These are called cyclops/golem (morale & combat), siren whalerider (combat & seafaring) and sea witch (morale & seafaring). It is also possible to hire crewmembers with inherent stats/traits that enhance speed or the chance you get a random event. I find those useless personally (speed one only gets important when you reach scythe and further).

I really want to state clearly that these ten crewslots are not that important (except for the first mate) for lower regions. It is better to save resources than to waste them I'd say.

In the beginning, you will not be able to get this set-up, so two or three of each will have to suffice.

So, now you have your captain, your crew and a ship. You can now select a mission and tweek your crew according to the mission stats, and hit send voyage!

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3.0 - Ship upgrades

So, in the previous section you hired a crew. This is important, if you are just starting. However, ship upgrades give you more worth for your goods (at least for lower regions)! Since obtained goods are limited (limited goods per voyage, limited voyages per day) it is wise to use them carefull.

There are four important ship upgrade hotspots, and a fifth one which only affects speed - which is not really relevant when just starting.
These hotspots are:
  • Rams/Figureheads (bonus to Combat or Morale)
  • Deck Items 1 (bonus to Combat, Morale, or Seafaring)
  • Deck Items 2 (bonus to Combat, Morale, or Seafaring)
  • Hulls (bonuses to Combat, Morale, Seafaring, and Speed)
  • Rudders (bonus to Speed)
If you buy a ship upgrade, this upgrade can be used at every ship you own, at the same time. So, if you buy an item that boosts morale 150, you can use it on two ships at the same time, which is equivalent to a crew member with 300 morale. This is the reason why personally I always first make sure to have upgrades as much as possible from my ship before I start hiring better crew members. It is best to find a good equilibrium between ship upgrades and upgrading your crew, but for lower regions ship upgrades usually are better than crew upgrades. This changes when you reach higher regions, but this is only a beginners guide - keep that in mind!

Of these four relevant upgrade hotspots, there is an order to which is most usefull:
  • Deck items 1 & 2 - if you upgrade an item in deck items 1, it automatically unlocks in deck items 2. So you get two items for the price of 1! And you can use these deck items on every ship at the same time, so the more ships you have, the better this one becomes. Always upgrade your deck items whenever you have the chance.

  • Hulls - After deck items, the hull upgrades give you the most extra stats for the goods you pay for them

  • Rams/Figureheads - These upgrades are on par with upgrading your crew, and are limited to only combat and morale as well, so when you have upgraded all the Deck items and hulls, it is time to start upgrading your crew, and depending on the situation the Rams/Figureheads.
For possible ship upgrades I again link to rswiki for additional information: http://runescape.wik...t/Ship_upgrades

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4.0 - Port building upgrades

If you are just starting, there are only four port upgrades that are worth your while (very low cost vs decent gains):
  • Upgrade your bar to a refitted bar (higher chance of better crew members)

  • Upgrade your office to a refitted office (gives you an additional ship slot!)

  • Upgrade your shipwright to a refitted shipwright (Ship's stats boosted by 2%)

  • Upgrade your warehouse to a refitted warehouse (bonuses to gained rewards)
Further port upgrades should be done after you've upgraded your ship and crew. They do give some bonusses, but very little compared to their cost. However, at some point you will accumalate more resources of a kind (e.g. gunpowder) than you need, which you can then use to upgrade your port. I want to make it especially clear that port upgrades are indeed important,  but they only become so after quite a while (with the aforementioned 4 upgrades you can easily forget about upgrading anything else in your port for at least two weeks)

For the possible building upgrades I link for rswiki again and again and again: http://runescape.wik...d_port/Upgrades

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5.0 - Random event rewards

After you complete a voyage, it is possible to get a random event. I will refer to rswiki again for how to complete these random events (click here), but I will cover the rewards here:

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Fig. 5: Random event rewards

As you can see in the above figure, there are a few rewards that affect your ship. Other than the rewards shown above, you can also get a captain reroll, special voyages reroll, regular voyages reroll or crewmember reroll. This means that you can gain stat boosting items, or items that increase the number of rerolls you have a day from these random events.

The captain reroll, special voyage reroll and regular voyage reroll rewards are quite straightforward. You can reroll the visiting captain, you can reroll the special voyages you got that day (even after you've already completed all your special voyages, thus increasing the number of special voyages), and increase the number of regular voyages.

The other rewards are easily understood from figure 5 I think. The upper row are ONE TIME affectors of your stats. The lower row are items which affect your ship indefinitely - the lifeboat lowers the chance of crewmember death, and the other two are clearly shown in the figure.






__________________________________________________________________________


6.0 - Regions


Regions: As you travel more distance (every trip you gain distance), you get closer to unlocking the next region. In this next region you can get different resources/goods with which you can buy better crew members and ship upgrades. However, the voyages to these better regions also take longer, and the required stats are also raised!

After you have unlucked the skull region (first unlockable region), you can open the port management:

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Fig. 6: Port management interface

In the port management you can select the region you want missions for (sometimes you wish to not do the highest region you can go to because you are in need of lower resources or you want to level up your crew with lower leveled voyages)

And also you can select which scrolls to look for - which you need to make the possible rewards.

Also, if you get to the higher regions, the voyage time is thus high that you can not complete only voyages in the highest region. You will have to do a few high lvled voyages and then switch back to the quicker, lower lvled voyages (lower regions).

Allright, a quick word on regular en special voyages:
Regular voyages - you have a limited amount of rerolls, which means a limited amount of voyages per day. It is best to complete the lower leveled voyages first, to level up your crew and gain resources to upgrade your ship/crew. At the end of the day, do the harder missions.

Special voyages - the more skills you have 90+, the higher the chances of getting these (more possibilities). If you have more than 1 skill 90+, then it is possible to get joint missions between two different persons. However, you can only do one special mission per person per day. So say you have got a joint mission between the waler and the convict, and a mission for just the waler, then you can only complete one of these two, since the other one will dissapear.





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6.0 - Credits

I would like to thank Hemostacks for his contributions, which were very helpfull. Other than that nothing xd

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This is only a first draft, suggestions are always welcome. I don't know when I have time to update it, but we'll see. It is just meant for starting up, not how to manage your port for for months on end :).

Edited by zhyiou, 05 January 2013 - 08:49 AM.


#2 spoonheb

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Posted 23 December 2012 - 11:12 PM

If you're going for depth you may want to add a section on the random events, also budgeting your resources is very important so you may want to delve into that.

Finally I think most importantly you need to know how to budget your time so you can get all your voyages done in a day.
Some ways to do this would be; if your running out of time switch to a lower tier region because the voyages are shorter and you might be able to squeeze in one or two more. If you do not log out at the game day tick you still have the ability to send off that last voyage or two before its forever lost.

P.S. you now get 15 normal voyages per day rather then 12.
Another tip, more of a bug fix, if your ships are stuck at Soon.. log in and out because they may stay like that for hours.

Edited by spoonheb, 24 December 2012 - 09:30 AM.

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#3 Jay

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Posted 24 December 2012 - 04:39 AM

Very detailed guide, +1'd. Hope to see it improve with more detail as time carries on.

"Men have called me mad, but the question is not yet settled
whether madness is or is not the loftiest intelligence whether
all that is profound does not spring from disease of thought
from moods of mind exalted at the expense of general intellect"


#4 Hemostacks

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Posted 30 December 2012 - 06:51 PM

Very nice guide!

Some comments:
  • You list the skills needed to play, but you ought to note that without 90+ in other skills (crafting, fletching, etc.) you won't be able to make use of the rewards:

In addition to the requirements to manage the port, you need 90 in additional skills in order to construct reward items. However, you can still play the game and accumulate resources if you lack these additional 90s, then make your rewards later as you level up.

  • In "Some possible ways to get there": could you time some of these or make a recommendation of fastest to slowest?
  • 2.0 The basics: spelling ("essentially")
  • ("Each day you get 12 rerolls,..., upon which the previous crew member is lost") That sounds as if you're going to lose an actual crew member, not a potential recruit. You might clarify this, something like

In this interface, crew you've already hired are shown on the left, and potential crew for hire are shown on the right. If you don't want to hire any of the crew for hire, you can reroll, upon which the previous potential recruit is lost. You get 12 rerolls per day, resetting at 0:00 UMT.

  • Crew setup: I like that you are making specific recommendations. You should go into more detail on the "10 free spots". In particular, you should mention:
    • Crew with "Solidarity" trait (First Mates, Eastern Overseers, Bureaucrats) - these are a must
    • Specialists (Merchants, speed guys, palmist/soothsayer) - recommend whether to hire any or not
  • Detail you might want to note: the "base value" which determines level gain is not the initial value but the base value of the character class aside from bonuses or penalties. So all Brimhaven pirates gain +15 combat every time they level.  You might reword your example "For example, Brimhaven pirates have 150 combat as a base, so they bet 10% * 150 = 15 combat every time they level up.
  • Ship upgrades: I don't think it's right to upgrade all ship items before hiring crew, particularly at the higher levels. I do think your prioritization within the ship upgrades is right.
  • Port building upgrades - As others have noted, it would be nice to extend this to higher level upgrades as well. If not, you should note that priorities will be different at higher levels. (For example: with a few exceptions, port upgrades at the higher tiers should be done after crew and ship upgrades.)
  • Might mention the "Meg" minigame, particularly as anyone can play it (including those who don't have the 90+ requirements to manage the port).
  • You should at least mention the Black Marketeer/Death Lotus and Barkeeper random events as these provide "Effects" that are useful in the game. You can refer people to other guides (e.g. wikia) if you want for details on how to play these.
One other note, not specific but a matter of tone. Several of your sentences start with "Alright, ..." , "So,..."  This works well when you're speaking or giving a presentation, but it detracts from a written guide. You can/should get rid of most of these -- it will make your sentences stronger and more direct.

Edited by Hemostacks, 30 December 2012 - 06:58 PM.

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#5 zhyiou

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Posted 05 January 2013 - 06:44 AM

Ahh, actually people replied XD. I had forgetten about it already, since I saw that there was already a guide on zybez actually. I am afraid that everything that's in here is also clearly stated there and thus I don't think this guide is nessecary :).


EDIT: Scratch all that - I am gonna make this guide especially for beginners, which is clearly different than the guide on zybez. I'm bored anyhow XD. I'll try to incorporate all the suggestions, but upon rereading I probably will change the entire thing XD.

Edited by zhyiou, 05 January 2013 - 06:51 AM.


#6 Rarez

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Posted 27 January 2013 - 06:06 AM

Thank you for creating this guide. I can tell you put time and effort into it. I learned more from it than anywhere else... keep updating it :D

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#7 Sasha Black

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    The Frayed Ends Of Sanity

Posted 27 January 2013 - 10:26 AM

View Postzhyiou, on 22 December 2012 - 06:58 AM, said:

Some possible ways to get there (the first three are recommended, the last two are for lower levels who happen to have one skill 90+):

Captain's log teleport (right-click Teleport Captain's log option)


Guide looks great  :yes:

Edited by SashaGrey, 27 January 2013 - 10:28 AM.

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#8 sir_mctavish

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Posted 25 February 2013 - 11:28 AM

Can anyone help me with crew roster/recruitment a bit?  

I am wondering what the difference is b/w crew member stats that are RED and GREEN ?
I guess I would have the same question for any morale, seafairing, combat, speed stats for ships that would also be RED and GREEN.
Is one(red) a negative that takes away from the total and the other(green) a positive??

Sorry if this is a silly question but I can't seem to find the answer in any of the port guides.  If any one can get back to me that would be cool. :hat:

Thanks!




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