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+ | {{ship |
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− | {{Infobox Ships visible |
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+ | |name = 'Santiago' Galleon |
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+ | |role = Merchant |
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+ | |description = |
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− | | imagecaption = |
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+ | |careers = Buccaneer; Freetrader |
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+ | |special tags = |
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− | | acceleration = 0.63 |
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− | | deceleration = 1.25 |
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− | | hsturning = 8.10 |
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− | | turning = 3.25 |
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− | | aturning = 6.90 |
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− | | dturning = 8.00 |
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− | | bestpoint = 135 |
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− | | capacity = 870 |
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− | | visibility = 66.7 |
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− | | spotting = 0.0 |
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− | | totalcrew = 180 |
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− | | tracking = 18 |
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− | | durability = 5 |
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− | | hull = 1600 |
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− | | port = 840| portdr = 5 |
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− | | starboard = 840| starboarddr = 5 |
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− | | bow = 420| bowdr = 2 |
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− | | stern = 210| sterndr = 2 |
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− | | sails = 2080 |
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− | | offense = 0 |
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− | | mdefense = 31| defense = 31 |
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− | | swivels = 6| swivelre = 8.0| swiveldm = 6.0 |
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− | | topdeck = 14| topdecklb = 9| topdeckre = 27.0| topdeckdm = 28.0| topdeckrg = 525| topdeckac2 = 107| topdeckac4 = 84 |
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− | | aftguns = 2| aftgunslb = 12| aftgunsre = 35.0| aftgunsdm = 31.0| aftgunsrg = 575| aftgunsac2 = 110| aftgunsac4 = 89 |
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− | | profession = [[Freetrader]] |
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− | | profession2 = [[Buccaneer]] |
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− | | osspeed = 56 |
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− | | angle = 50 |
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− | | upwind = 0.25 |
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− | | luffing = 0.35 |
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− | | closehaul = 0.65 |
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− | | beamreach = 0.825 |
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− | | broadreach = 1 |
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− | | running = 0.85 |
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− | }}__NOTOC__ |
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− | ==History== |
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− | This type of ship compares historically to the medium Galleon designed by the Spanish in the 15th and 16th century. While not as big as the Royal Spanish galleons used for the Treasure Fleets (this would be more the [['San Mateo' Galleon]] or the [['Couronne' Galleon]]) this type was used by traders during the Age of Exploration. And beyond. |
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− | Such was the success of the design - a large cargo hold coupled with seaworthiness (to an extent - galleons were prone to rolling) and the added protection of fore- and aft-castles to protect the ship against boarding, which was the preferred state of sea warfare at the end of the medieval ages. |
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+ | |sailing stats = 16.90; 0.47; 1.25; 8.10; 3.25; 6.90; 8.00; 135 |
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− | Only when newer designs like the Dutch Flute (for in-game example look for the [['Limburg' Flute]]) came along traders slowly changed. After all smaller crews with comparable cargo holds meant bigger profits. |
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+ | |ship stats = 870; 66.7; 0.0; 180; 18 |
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− | Still, where the trader had to deal with the prospect of pirates or hostile environments the extra manpower that the Galleon could hold meant that galleons were still in use in the latter half of the Age of Sail. In addition the perceived "superiority" of Spanish designs meant that Spanish traders for a long time kept using this design. |
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+ | |integrity = 1600; 840; 840; 420; 210; 2080 |
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+ | |DR stats = -; 5; 5; 2; 2; 5 |
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+ | |OFF stats = 0.0; 0.0; 0.0; 0.0; 0.0; 0.0 |
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+ | |DEF stats = 31.0; 31.0; 31.0; 31.0; 31.0; 0.0 |
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+ | |RES stats = 0.0; 0.0; 0.0; 0.0; 0.0; - |
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+ | |swivels = 6; 1/2; 8.0; 7.0; 100; --; -- |
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+ | |topdeck = 14; 9; 27.0; 29.0; 525; 107; 84 |
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+ | |upperdeck = |
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+ | |middeck = |
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+ | |gundeck = |
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+ | |fore guns = |
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+ | |aft guns = 2; 12; 25.0; 32.0; 575; 110; 89 |
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+ | |polars = 0.85; 1; 0.825; 0.65; 0.35; 0.25; 50 |
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+ | }} |
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==Strategy and Use== |
==Strategy and Use== |
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==Tactics== |
==Tactics== |
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Don't get caught in one or for that matter in any trading ship. Only under the best circumstances (starting downwind with the wind in the back and your attackers half a mile off upwind facing upwind) is it possible to get away. More than often the acceleration and speed of attackers is enough to get you into range for their special skills to slow you down. |
Don't get caught in one or for that matter in any trading ship. Only under the best circumstances (starting downwind with the wind in the back and your attackers half a mile off upwind facing upwind) is it possible to get away. More than often the acceleration and speed of attackers is enough to get you into range for their special skills to slow you down. |
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− | Consider yourself warned to enter red circles in any of the big haulers. |
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On the other hand the 9 pounders give you a little advantage in that properly loaded and with some lucky shots you might slow down a single attacker enough to let you get away. |
On the other hand the 9 pounders give you a little advantage in that properly loaded and with some lucky shots you might slow down a single attacker enough to let you get away. |
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==Comparable Ships== |
==Comparable Ships== |
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+ | [['Santiago' Trader's Galleon]] |
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− | [['Santiago' Trader's Galleon]] is a superior design that allows it to hold more cargo and is one knot faster than the [['Santiago' Galleon]]. |
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− | For a lower level big cargo ship try the [['Atlas' Bark]] which has a bit less cargo hold and smaller cannons but is available at level 19. |
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− | Not a real comparison but if you are in need of a fast small ship to handle precious cargo check out the [['Bermuda' Trader's Sloop]]. |
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− | ==Distinguishing Characteristics== |
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− | ==Sources== |
Revision as of 05:06, 1 September 2012
SAILING Sailing These parameters determine how your ship sails. Max Speed: Maximum Speed SHIPHow fast your ship can move in battles. Improving battle speed does not improve Open Sea speed. Acceleration: Acceleration Determines how fast the ship gains speed. Deceleration: Deceleration Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly. Turning (Fast): Fast Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed. Turning (Slow): Slow Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots. Turning Accel: Max Turning Acceleration This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate. Turning Decel: Min Turning Deceleration Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better. Best Point: Best Point The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back. Capacity: Capacity How many units of cargo the ship can hold. O.S. Visibility: Open Sea Visibility How far away other ships will spot you on the open sea. O.S. Spotting: Open Sea Spotting Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility. Crew: Crew The maximum number of crew on your ship. Shows the fighting strength of your crew. Target Tracking: Target Tracking Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships. |
16.90 0.47 1.25 8.10 3.25 6.90 8.00 135 870 66.7 0.0 180 18 |
27 ( Large) LEVEL (SIZE): Level and Size5 1107 The level required to use this ship, and the size of the hull. DURABILITY: Durability The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish). INSURANCE VALUE: Insurance Value Amount of doubloons you will receive for this ship if she is sunk or scuttled. |
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HEALTH Health The ship's Health stats show how much damage it can sustain. Hull: Hull (Structure) The internal structure of your ship. When your structure runs out, your ship sinks. Port: Port (Left) The ship's port armor. Armor facings protect the ship's hull. Stbd: Starboard (Right) The ship's starboard armor. Armor facings protect the ship's hull. Bow: Bow (Front) The ship's bow armor. Armor facings protect the ship's hull. Stern: Stern (Rear) The ship's stern armor. Armor facings protect the ship's hull. Sails: Sails & Masts Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage. |
Integ. Integrity The ship's Integrity stats show how much damage it can sustain. 1600 840 840 420 210 2080 |
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives. - 5 5 2 2 5 |
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MODIFIERS Modifiers These change your chance to hit, chance to get hit and the damage you take. Sails: Sails Offense, defense and resistance values for your ship's sails and masts. Crew: Crew Offense, defense and resistance values for your ship's crew. Bow: Bow (Front) Offense, defense and resistance values for your ship's bow armor. Stern: Stern (Rear) Offense, defense and resistance values for your ship's stern armor. Sides: Broadsides (Left & Right) Offense, defense and resistance values for your ship's broadsides. Grapple: Grappling Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts. |
OFF Offense Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items. 0.0 0.0 0.0 0.0 0.0 0.0 |
DEF Defense Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items. 31.0 31.0 31.0 31.0 31.0 0.0 |
RES Resistance Resistance is a percentage reduction in the damage you take. 0.0 0.0 0.0 0.0 0.0 - |
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Polars
Upwind & Luffing
Close
Haul Close
Haul Beam
Reach Beam
Reach Broad
Reach Broad
Reach Running
25% - 35% 4.23 - 5.92 knots 50° 10.99 knots 65% 10.99 knots 65% 13.94 knots82.5% 82.5%13.94 knots 16.9 knots 100% 16.9 knots 100% 14.37 knots 85% Open Sea Speed: 56
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A galleon with great cargo capacity. It's cheap, but slow and outgunned by smaller ships.
Strategy and Use
The first "serious" big cargo hauler for the up and coming Freetrader at level 27 (level 32 for the 'Santiago' Trader's Galleon) her main use is to deliver big freights at acceptable speeds. Never as fast as the 'Bermuda' Trader's Sloop the cargo hold is nearly four times as big. On the other hand it is much more visible on the Open Sea than her smuggling counterpart.
Tactics
Don't get caught in one or for that matter in any trading ship. Only under the best circumstances (starting downwind with the wind in the back and your attackers half a mile off upwind facing upwind) is it possible to get away. More than often the acceleration and speed of attackers is enough to get you into range for their special skills to slow you down.
On the other hand the 9 pounders give you a little advantage in that properly loaded and with some lucky shots you might slow down a single attacker enough to let you get away.