Jaysehn (prime)/The Silver Sun: Difference between revisions

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4. If an enemy cannonball hits the room you are in, you will be subject to a SMR roll to see if you are struck by shrapnel. It is usually a Rank 1 wound and a knock down with some RT, if it hits.
4. If an enemy cannonball hits the room you are in, you will be subject to a SMR roll to see if you are struck by shrapnel. It is usually a Rank 1 wound and a knock down with some RT, if it hits.


5. '''ESSENTIAL!''' - It is very useful to CUSTOM HIGHLIGHT the phrase ' in boarding range'
5. ESSENTIAL! - It is very useful to CUSTOM HIGHLIGHT the phrase ' in boarding range' There are ambient messages that tell you just how close the ships are to colliding and beginning a boarding action. It is VERY IMPORTANT that you are in your assigned STATIONS prior to the ships connected, especially if you are much lower level than other members of the crew. ==You will hear the Captain call for everyone to go "To your stations!". When you see this, drop any cannonballs or wooden planks you have on you immediately and head to your station. It means combat will be start in moments.==

There are ambient messages that tell you just how close the ships are to colliding and beginning a boarding action. It is VERY IMPORTANT that you are in your assigned STATIONS prior to the ships connected, especially if you are much lower level than other members of the crew.

'''You will hear Jaysehn call for everyone to go "To your stations!", "Teams!" or something similar. When you see this, drop any cannonballs or wooden planks you have on you immediately and head to your station. It means combat will be start in moments.'''
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===Phase 3b: Combat-Boarding===
===Phase 3b: Combat-Boarding===

Revision as of 18:13, 22 March 2021

The Silver Sun
SilverSuncopy.png
The Carrack, *The Silver Sun*
Class Carrack
Affiliation(s) Order of Voln, The Sentinels of the Southern Order of Voln


Welcome to Open Sea Adventures on the Silver Sun!

This OOC page is meant to help new Open Sea Adventure (OSA) players, as well as those who have not done so in awhile, with some brief reminders about how the system works.

Ship Rules and Customs

1. Have fun! There is no worry or concern about doing anything wrong. This is just a game. Don't worry about it.

2. The worst outcome for any player in OSA is that your character dies in combat. If any of the crew die, we sail back to port immediately and get them raised. No exceptions.

3. Herbs are highly recommended for dealing with injuries. We have no typical healer aboard.

How to OSA for beginners

Phase 1: Departure

Before a ship can sail, three things MUST be done. See the graphic

1. Sails must be fully lowered for maximum speed. Sails are located on the Main Deck and Forward Deck

2. The capstan must be pushed until the anchor is fully raised.

3. The gangplank must be PULLED into the boat.

Once all three above are done, the Captain (and ONLY the captain) may use the DEPART verb to launch the ship from dock into the Open Seas. A ship or its crew cannot return to land unless they redock in a port.


RECOMMENDATIONS


Taking several additional steps are VERY helpful for ensuring a fun and productive OSA experience.

1. Each player should make sure all of the cannons are loaded. There are FOUR cannon on the Main Deck and THREE cannon on the Forward Deck. By standing in a room with cannon and using the LOOK CANNON command, you can see if the cannon are loaded or not. To help deal with unloaded cannon, see the summary under Combat: Cannonfire below.

2. Each player should ensure they have a BLESSED weapon on hand if they are physical fighters. 1/3 of all enemy ships will be fully incorporeal undead. They are best handled by large amounts of HP damage done in short bursts as they cannot be stunned (typically) and cannot be crit. The Captain of the Silver Sun, Jaysehn, is a Voln Master and can bless a weapon for you if you ask him.

3. Each player should go UP from the Main Deck into the Crow's Nest. In the 'nest', you will see a crow. This bird can fetch you Adventurer' Guild styled task specific to the OSA system. Just type GET CROW to dispatch the bird. If its not there, some other player has dispatched it recently. It should return within 30 seconds if you wait your turn.

4. Player teams, based on similar levels, will be formed before departure. When hand to hand fighting occurs (see Combat-Boarding, below), each player should join their team leader and take up their assigned stations for the upcoming fight.


Phase 2: Sailing

Once on the Open Seas, a ship must be piloted in a direction to move.

1. Each player should use the WATCH OCEAN command to see what the ocean conditions are as the ship moves. This command only needs to be entered once.

2. By ship custom, one crew is asked to pilot the ship. Doing so requires the WHEEL on the Helm as well as the MAP in the Captain's Quarters.

3. TURN WHEEL [DIRECTION] is the proper syntax for setting a ship sailing direction. LOOK MAP will help you see the ship's position on the map.

4. If a ship cannot continue in a particular direction, it will drift aimlessly in the water. TURN WHEEL in a valid direction to get it moving. **note** - the OSA system does NOT tell you if a direction is valid or not, so use the map if you are uncertain of your position.

Advanced concerns

1. A storm can make it impossible to use the map (unless you are sufficiently skilled Navigator (see Roles under 'Next Steps' below). Storms can also blow the ship off course, disrupt the sails and may even strike players on the ship with lightning. Take care in a storm and ask veteran OSA players what to do if you are confused.


Phase 3a: Combat-Cannonfire

Eventually, the ship will attract the attention of enemy vessels! It is time to fight or flee!

1. To engage an enemy ship, TURN WHEEL SHIP. This command works regardless of the size, type or crew of the enemy ship. This will set our ship on a collision course with the enemy ship.

2. While the ships close with one another, cannonfire can be used to thin the enemy ranks and damage their ship. Stand in a room with a cannon and use the FIRE CANNON command. Once a cannon has been fired, it must be reloaded to be used. See the graphic on the top of this page for information on the firing procedure.

3. Anyone inclined to repairs can assess the ship for damage and use WOOD from the Hold to FIX the ship. This is usually best done by Master Captains and Veteran boatswains who can see damage in all rooms of the ship at once.

4. If an enemy cannonball hits the room you are in, you will be subject to a SMR roll to see if you are struck by shrapnel. It is usually a Rank 1 wound and a knock down with some RT, if it hits.

5. ESSENTIAL! - It is very useful to CUSTOM HIGHLIGHT the phrase ' in boarding range'

There are ambient messages that tell you just how close the ships are to colliding and beginning a boarding action. It is VERY IMPORTANT that you are in your assigned STATIONS prior to the ships connected, especially if you are much lower level than other members of the crew.

You will hear Jaysehn call for everyone to go "To your stations!", "Teams!" or something similar. When you see this, drop any cannonballs or wooden planks you have on you immediately and head to your station. It means combat will be start in moments.


Phase 3b: Combat-Boarding

The boarding phase of combat is the most entertaining and dangerous moment of an OSA encounter. Please spend a few moments reviewing the KEY elements of this phase. Once the boarding action begins, you can use the PUSH GANGPLANK command from our Main Deck to deploy our gangplank over to the enemy ship. At that point, anyone who uses the GO GANGPLANK command from the Main Deck will board onto the enemy ship.

Keys to OSA Boarding Actions

1. ENEMIES will spawn at a rate of 1 enemy/ each character in a room. The enemies are spawned at the level of each character in a room. Enemies spawn of both our ship and the enemy ship.

2. Teams will be assigned by level, to ensure that only characters reasonably close in level are fighting together to ensure no one is slaughtered by a much higher level OSA enemy.

3. The only place on either ship that is safe from enemies is in the Captain's Quarters on our ship. Go there if you need to avoid a combat, are badly hurt and need to heal, you POPed your muscles and can't use CMANS or any other issue that would force you to withdraw. There is no point in being a hero and dying in a fight. If you can save yourself, do so.

4.There are Three different ship types. Think about your best way to handle each type. - Pirate ships (which contain stunnable, critable, humanoid enemies that function like bandits) - Ethereal ships (which contain non-corporeal, non-stunnable(usually), non-critable undead enemies like Reim) - Krolvin (which contain a wide variety of foes with various and sundry abilities. Easily the most dangerous of all OSA foes.)

5.Once all foes on an enemy ship have been killed, a Pirate Captain will spawn. The Pirate Captain, regardless of the type of ship, will have a LOT of health and will be non-stunnable and non-crit-killable. On the Silver Sun, Jaysehn almost always disarms the captain of its weapon in the first seconds of combat, at which point it usually safe to approach if you need to get credit for killing the captain for OSA task purposes.


===Phase 4: Loot, RAZE and FIX

WIP