Fun, Crazy Concepts — Carefully Planned to Make Sense

  • Before anything else:
    The idea of a 6‑player galleon is interesting and worth exploring, but the next idea is the one I truly want to propose.
    The text is translated by AI because I don't know English. But aside from that, it is very similar to what I wrote to it.
    6‑Player Galleon – Disadvantages First
    Disadvantages
    4 decks.
    It is the slowest ship in the entire game, both in straight line and against the wind.
    It also has the slowest turning speed, making tight maneuvers extremely difficult.
    The helmsman has poor visibility because the sails block most of the forward view, making alignment harder during chases or combat.
    The front and rear cannons are fixed; they cannot rotate, so the ship must be aligned perfectly to use them.
    The lowest deck contains the brig and the two side cannons, but being so low makes it extremely vulnerable to flooding, especially during long fights.
    The bottom‑deck cannons become dangerous to use once water starts entering, limiting combat options in emergencies.
    The ship requires high coordination; disorganized crews will struggle more than on any other ship type.
    More complexity to manage overall, so uncoordinated crews are punished.

    Deck Layout (Full Details)

    Top deck (exterior):
    Main sails.
    One forward‑facing cannon (fixed, cannot rotate)One rear‑facing cannon (fixed, cannot rotate)
    No side cannons on this deck
    The rear cannon is great when being chased, and the front cannon is useful when chasing others.
    Strong chase potential, but the helmsman has poor visibility because the sails block the view, making alignment harder.

    Second deck (below the sails)
    Kitchen
    Cannonball barrels
    Ammo crate
    Map table
    This is the operations deck: navigation, supplies, and food are all here.

    Third deck (central deck)
    Clothing chest
    Wood planks storage
    No cannons on this deck
    This is the repair and customization deck, with planks placed in the most central, accessible position.

    Bottom deck (lowest deck)
    Brig
    Two side cannons (one on the left, one on the right)
    This deck is powerful for broadside shots, but being so low, it’s very vulnerable to flooding.
    Advantages
    Better tools for chases thanks to the front and rear cannons.
    Clear separation of roles by deck (combat, navigation, repairs, prison).
    Designed for high coordination in a 6‑player crew.
    Strong tactical identity without breaking the game’s balance.

    Greetings! I wanted to share a few ideas on how Sea of Thieves could introduce simple, lightweight “classes” without breaking the core experience. These classes are intentionally very small in scope — almost silly — but if used creatively, they could add fun layers of strategy without changing the essence of the game.

    ⚓ Slippery Buccaneer
    This class has no limit on how much food they can carry.

    When they eat a fruit, they can throw the peel on the ground, leaving a temporary hazard.

    If another pirate steps on it, they slip and get stunned for a couple of seconds.

    It’s not very strong offensively because players can clearly see when the Buccaneer eats and throws the peel.

    However, it could be useful defensively, especially in tight spaces or during escapes.

    🐾 Critter Corsair
    This class can carry only one firearm — no sword.

    Their pet can attack enemies, acting as a small companion in combat.

    Enemies can kill the pet, and the player can revive it.

    If the player doesn’t revive it, the pet appears on the Ferry of the Damned, and after crossing back, it respawns next to the player.

    It’s a fun risk‑reward mechanic: more ranged focus, but you must protect your companion.

    ⚡ Stormstride Duelist
    This class can use only a sword.

    Their unique ability is a short mobility dash, allowing quick repositioning or aggressive plays.

    It keeps combat simple but adds a small tactical twist.

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  • @lightning-yata said in Fun, Crazy Concepts — Carefully Planned to Make Sense:

    🚢 Idea for a 6‑player Galleon

    Stopped reading here.

    No. Just....no. A 6-player galleon would be unsinkable and seriously imbalanced for the game. Resetting the counter.

  • Ships don’t need classes.
    We have categories. Galleon, Brig and sloop

    We go off these three and just change the layout. Design of them but they still function as such.

  • @europa4033 “Well, you’d really have to read it. Believe me, it’s well balanced if you analyze it.”

  • @lightning-yata

    AI written seems and appears. Even my scan says 80%

  • @burnbacon It's because I don't know English

  • @burnbacon And the classes weren't of ships, but of each player.

  • Thanks for the AI garbage.

    Next time: use it for translation only.

    Not interested otherwise, bye.

  • @mrpalmerdixon Now I understand why the game is so bad. If they can't even tolerate a text like this just for having AI. I only asked the AI to translate and to analyze if any word does not correspond with what is used in the game Sea of Thieves and yes, it corrected some words for me. Because some words in my language, when translated, mean different things. But in general, what is written is almost the same as what I told it to translate.

  • @lightning-yata

    What makes a galleon dangerous isn’t more cannons, it’s the amount of players. Imagine having 5 dedicated borders constantly coming at you while you’re a solo sloop trying to avoid them.

  • @lightning-yata

    Now I understand why the game is so bad

    Ok ... weird conclusion from just your thread here

    what is written is almost the same as what I told it to translate.

    "Almost". There it is.

    In any case, here's my feedback if you insist: Those are horrible ideas and not thought out at all and break the idea of SoT's sandbox concept.

    I'm out.

  • The idea of a 6‑player galleon is interesting and worth exploring

    Have you ever come across a galleon with more than 4? It's a nightmare, pure and chaos. Example is the burning blade with AI skeletons + 4 players.
    So no

    Sea of Thieves could introduce simple, lightweight “classes” without breaking the core experience. These classes are intentionally very small in scope — almost silly — but if used creatively, they could add fun layers of strategy without changing the essence of the game.

    This class has no limit on how much food they can carry.

    Already unbalanced.

    Their pet can attack enemies

    Pay to Win.

    Enemies can kill the pet

    Cruel.

    Their unique ability is a short mobility dash, allowing quick repositioning or aggressive plays.

    Another OP.

    See, AI offers these up without player though, it doesnt notice these are OP and just adds them because "they are cool" without using proper thinking or explaining how these wont actually balance the game for what it is.

  • @capt-greldik But at least list how the one for 6 people is used?

    As soon as you damage it, they won't be able to shoot at you anymore and they can't see where they are shooting with the side cannons. And it's easier with the front cannon. But it's difficult for the person driving the boat to align properly.

  • @burnbacon dijo en Fun, Crazy Concepts — Carefully Planned to Make Sense:

    The idea of a 6‑player galleon is interesting and worth exploring

    Have you ever come across a galleon with more than 4? It's a nightmare, pure and chaos. Example is the burning blade with AI skeletons + 4 players.
    So no

    Sea of Thieves could introduce simple, lightweight “classes” without breaking the core experience. These classes are intentionally very small in scope — almost silly — but if used creatively, they could add fun layers of strategy without changing the essence of the game.

    This class has no limit on how much food they can carry.

    Already unbalanced.

    Their pet can attack enemies

    Pay to Win.

    Enemies can kill the pet

    Cruel.

    Their unique ability is a short mobility dash, allowing quick repositioning or aggressive plays.

    Another OP.

    See, AI offers these up without player though, it doesnt notice these are OP and just adds them because "they are cool" without using proper thinking or explaining how these wont actually balance the game for what it is.

    Where do I say that you pay to win?? They are classes that you select for free before starting a game. Like in role-playing games, you choose to be a mage or a warrior or others. Who said they are bought? And another thing. None of that was invented by AI. I wrote it all. It's what I told it to translate.

  • @lightning-yata said in Fun, Crazy Concepts — Carefully Planned to Make Sense:

    @capt-greldik But at least list how the one for 6 people is used?

    As soon as you damage it, they won't be able to shoot at you anymore and they can't see where they are shooting with the side cannons. And it's easier with the front cannon. But it's difficult for the person driving the boat to align properly.

    The one person would be driving, chasing the sloop.

    When a galley approaches with 4 players, this is already the concern. Add two more players and the concern increases.

    Sure, if that solo sloop damages the galley then one of those 5 boarders might have to repair the whole if the helm can’t handle it.

    It would be very imbalanced.

  • @capt-greldik
    I think everything can be balanced.
    For example, the 6‑player galleon could have several limitations:

    Its cannons wouldn’t be able to launch players, removing one of the strongest offensive tools.

    It would have multiple ladders, making it easier for enemies to board.

    Its anchor would be extremely slow to raise, making it difficult for the ship to chase others.

    And because of its size, it would be so slow that it couldn’t chase a sloop for very long.

    With enough drawbacks, even a bigger crew can be balanced.

    What I’m proposing is a ship that is meant more for defense than for offense.
    If you see a 6‑player ship, you’re not supposed to fight it head‑on — they will win for sure.
    But you can feel confident that it won’t be a problem if you keep your distance.

    You could even beat it with hit‑and‑run tactics:
    give it a few shots, sail away, and then come back to continue the siege.
    The ship can’t chase you.
    The only moment when it can fire effectively is when it’s following you and still close enough — but because it’s slower, it won’t be able to shoot for long. It’s a big ship, but it’s not a hunter. It’s a slow, defensive fortress, not an aggressive war machine. The way I see it, this ship is meant for players who enjoy PvE. It’s a ship that imposes presence, not one that hunts others. If you see a 6‑player ship, you’re not going to try to steal from it — it’s too big and too defensive. But at the same time, the crew of that ship won’t bother looking for PvP either, because it doesn’t benefit them. It’s a ship that looks intimidating, but it’s not designed to chase or dominate other players. It’s more like a moving fortress for PvE‑focused crews

  • Its cannons wouldn’t be able to launch players, removing one of the strongest offensive tools.

    Nobody will use it.

    It would have multiple ladders, making it easier for enemies to board.

    With 6 players able to watch, along with Traps. Hmmmm

    s anchor would be extremely slow to raise, making it difficult for the ship to chase others.

    Nobody will allow it to drop.

    And because of its size, it would be so slow that it couldn’t chase a sloop for very long.

    Against wind, sure. But with the wind it should have the speed.

    If you see a 6‑player ship, you’re not supposed to fight it head‑on — they will win for sure.

    You would say the same agains the Burning Blade or Galleon vs Sloop. But as the rules state, "All are Equal! on the Sea"

    this ship is meant for players who enjoy PvE.

    But be used for PvP

    If you see a 6‑player ship, you’re not going to try to steal from it

    Said same with Galleons but...we do.

    The crew of that ship won’t bother looking for PvP either, because it doesn’t benefit them

    If Reapers at grade 5 can hunt down G1 emissary regardless if they have loot, I dont see why not. Everything is beneficial.

    It’s a ship that looks intimidating, but it’s not designed to chase or dominate other players.

    Burning Blade looks the same, but it built for combat. YET people run with it mostly.

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