Sloop/Galleon Speed - A Tale of Woe

  • I know this topic be discussed before. But gather round lads, for I have a tale to tell that brings light to a problem seemingly brushed aside or overlooked.

    For nay four days (about 1.5 hrs real time) I did me bet to elude a variety of ships in the stress test. Some say cowardice, perhaps. But truth be told, with nothing in me ship's hold, and seeing I be sailing alone, curiosity got the best of me. I decided to test my adversary's patience and see how long it would take for to give them the slip.

    To say the least, my results be frustrating. Sloop v. Sloop challenges proved fair. Both ships be of equal footing, equal armory and equal speed - a true measurement of captain and crew. But galleons? Har. Those outcomes be a bit more s**t.

    I read the lore of many pirates here who boast about such encounters, yet I be unsure of their validity. I am no novice sailor nor be I incompetent or a fool. So, it seems fishy to me when I hear tales of sloops out running a galleon by maneuverings and tight turns - because that ain't reality. Aye, you can make a galleon look a bit foolish for a while when ye hug an island's shore or make an abrupt about face. Galleons be sluggish at the helm to be true. But any moments of glory are almost always short-lived, as currently galleons be (stupidly) fast once they catch wind. That be equally absurd as a gameplay mechanic as it is impractical.

    Don't believe me? Check for ye self with the googles. Galleons average top speed be roughly eight knots. Sloops not just a hare faster, but nearly double that speed. I didn't even need to do me research to know these current ships be not only inaccurate, but unfair. So what fresh hell is this?

    Sloops already are at the disadvantage of crew size and armory. They also can take less of a beating in battle. Aye, smaller turning radius is a boon to be sure, but that as the only advantage of the ship type (beyond being a smaller target) just ain't enough says I. Twice as fast may be a bit of a stretch as far as fair gameplay is concerned, but no galleon should ever be able to seriously chase down a sloop if she be properly sailed. This madness needs to stop.

    I propose increasing the sloop's full-sail speed to a touch or so faster than that of a full-sail galleon. Not only it be truer to reality, but it be more fair to those choosing to sail alone or with a friend of questionable adroitness - without it being too much of an advantage over larger crews aboard galleons either.

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  • @fullcheli
    So you are saying a small ship with 1 small sail should be faster than a large ship with 3 large sails?

  • @logansdadtoo Aye. That be how it actually works. Galleons need three sails because they be so much larger and heavier. Three sails does not equate to 3x as fast. Three sails are needed to just get it to move.

    It be like comparing gas consumption of a two-door sedan to a monster truck.

  • Yes, a sloop is faster than a galleon.

    Sloop = lighter (less water displacement/resistance), more streamlined hull, and thus a fast mover (with the wind).

    Galleon = heavy (water displacement and corresponding friction (i.e. resistance), cumbersome (i.e. not streamlined), and less fast than a much smaller sailed vessel.

    The laws of physics applies to maritime vessels as it does to most everything else in life.

  • Aye agreed

  • @buildableshark1 Glad me be not the only one.

  • @logansdadtoo said in Sloop/Galleon Speed - A Tale of Woe:

    @fullcheli
    So you are saying a small ship with 1 small sail should be faster than a large ship with 3 large sails?

    Yes, the larger ships are so heavy that they are slower.
    The sloop was by far the most commonly used ship by pirates simply because they could outrun and evade the larger ships that hunted them.

    That said, it would really suck for actual gameplay. I think the sloop should be faster than it is but not faster than the galleon. Right now it's just too hard to shake a galleon, they should have a better chance at getting to an island at least.

    Even if you tack your way against the wind to outrun a galleon, eventually you'll come to the edge of the map.

    I think sloops need a bit more of a chance to escape. But they shouldn't be able to evade every galleon all the time.

  • You want something OP, add a Frigate those are built to be fast and had the greater firepower.

    Some people suggest an especially fast unarmed solo ship, like a skiff. All you could do in it is run away. I wouldn't even allow weapons to the solo user that uses it.

  • @casesugar401098 I be liking these optins me think perhaps rare should add em post launch at some point

  • @casesugar401098 Aye. Though adding ships feels like headaches waiting to happen. But of the two, thy skiff option seems the most fair.

    As a general rule, additions to cover up flaws elsewhere rarely solve the initial issue. Just by making the sloop a touch faster than the galleon solves the problem. It be an easy fix too.

    EDIT: After further contemplation, a frigate option would make a complete mess of things. No ship should be both fast and powerful. It need be one or the other to maintain balance. If small, fast and maneuverable be what you seek, then fancy yourself a sloop. If firepower and cabin space be your need, then set sail in galleon. A third or fourth option would just muddy the waters says I.

  • @fullcheli

    Me and my friend experienced the sloop as extremely powerful against galleons... We picked every fight and even chased galleons!
    Making the sloop even stronger by making it faster then the galleon, would make the sloop win every fight ( in the right hands ) sloop vs galleon.

    There are enough ways to escape a Galleon if you don't want a fight, the mobility is a huge advantage compared to speed.

  • @skaary27 Alas, you only escape if they let you. Furthermore, a sloop does not catch a galleon unless you happen to catch one off-guard or it be crewed by fools. This ain't lore, it be fact. In the end, physics win out.

    The fear of over-powered sloops be a real concern, though. That much I agree. Hence why I only suggest they be slightly faster than a galleon. Just enough to make wake should a pirate wish to flee. No single man crew should ever have to spend an hour (or worse still perhaps longer) trying to shake a 1v4 encounter.

  • @fullcheli
    fully agree about the 1vs4

  • @fullcheli

    Sloops are faster than galleons when sailing against the wind. Me and my Boat Buddy use this tactic to outrun galleons daily, that is if we don't have the resources to simply sink them.

    And when we have a full crew and we are in the galleon? I've only ever seen one sloop do this. For some reason, the sloopians' immediate reaction when they run is to fill our sails of wind and hope we get bored. We don't.

    So sloops, if you want to outrun a galleon, sail directly against the wind.

  • @shisizle said in Sloop/Galleon Speed - A Tale of Woe:

    @fullcheli

    Sloops are faster than galleons when sailing against the wind. Me and my Boat Buddy use this tactic to outrun galleons daily, that is if we don't have the resources to simply sink them.

    And when we have a full crew and we are in the galleon? I've only ever seen one sloop do this. For some reason, the sloopians' immediate reaction when they run is to fill our sails of wind and hope we get bored. We don't.

    So sloops, if you want to outrun a galleon, sail directly against the wind.

    This. There is absolutely no reason for sloops to get even more speed. Maybe it's tricky running from a 4 man galleon if you're alone, but on a 2 man sloop you can actively hunt Galleons down if you feel like it. You make this whole argument about how terrible it is that galleons are faster downwind, but completely ignore the fact you can just take a sharp turn against the wind and happily sail away?

  • @shisizle Aye. But this strategy only works for so long - and not to mention goes against common sense. Most pirates won't understand this and fall victim over and again until they grow weary and move on to another game.

    But beyond that, sailing against the wind only works minimally, as it be only on distinct direction you can sail to have a shot of evading. I'd say that be far too limiting of a defense to argue as fair.

  • @shaderomega There be no sailing away. Not unless they allow it. Sailing against the wind ain't making you faster than a galleon. At best it be level footing. But sooner or later you will run out of options and have to deal with the wind in yer sails. And when you do, that galleon will once again be at the tremendous advantage.

    To be true, I ain't seeing any real argument to be made against this. It be arguing over things that be already decided.

  • @fullcheli the sloop is getting 4-man crews in an update after launch. Until that time, it's 'play at your own risk.'

  • @shadowstrider-7 Fools gold. Don't be believing those wise tales. Nothing but falsehoods. Galleons be four, sloops be two. Those be your full crews.

    Source http://www.ign.com/articles/2018/02/13/sea-of-thieves-dev-explains-why-the-maximum-crew-size-is-4-players

  • @fullcheli you have to take in account player ability as well. I've chased down several galleons with a sloop. I've noticed most players will turn the sails in the wind and then leave and stand on the bow, get to drinking or something other then adjusting sails. The wind constantly changes as with the waves can drift you off course. As long as I stay at the helm and my first mate stays on the sails constantly adjusting to keep the sails full we can run down just about anybody. Those large galleons need one person on each sail constantly adjusting to make sure all sails are in the wind, they do that and a galleon can out run anything. I've come across many galleons with the middle sailed angled one way while the front and back are angled the complete opposite, not gonna be fast that way, they're just asking to be sunk.

  • @fullcheli I dont post rumors. It's been confirmed on Twitter by Joe Neate. They will indeed have 4-man sloops.

  • @logansdadtoo Yes. For a real life example... I have a Yamaha jet boat with two 1.8L engines. It goes 54mph. I also have a Yamaha WaveRunner with a single 1054cc engine. It goes 60+mph. It also turns and accelerates much quicker than the boat. Yet the boat has 3.5x more engine (sails in this case). Weight, hull shape and displacement, and friction are very important leveling factors.

  • @fullcheli All this hard evidence of a guy who types funny is really making me reconsider my point of view and value this thread as a real discussion and not as a 'yet-another-post-of-someone-who-got-chased'. If you fail to get away from a Galleon in a sloop you're doing something fundamentally wrong. You can't expect to se your sails and go straight for a while and assume that's enough to shake someone from your tail. Make sharp turns, drop the anchor for a 180, skirt by rocks, hide behind island. Not to mention that if positioned correctly you can easily get shots off at ships chasing you without them being able to shoot back. Honestly, if they continue to chase you past that and catch you, they deserve it. You talk piratey all you want, but it doesn't change the fact that the whole "Galleons should be slower becuz they arrr in real life" doesn't hold up. I've sailed both Sloops and Galleons, extensively, and honestly I think either one is fine as it is. But that's my opinion, not fact.

  • @shadowstrider-7 This be news to me. Can you drum up the post?

  • @devilettuce What say you to a speed boost on the sloop if - and only if - she be piloted solo? That way to account for the fact you be without a mate to help ye along.

  • @fullcheli said in Sloop/Galleon Speed - A Tale of Woe:

    @shadowstrider-7 This be news to me. Can you drum up the post?

    Proof. Click to expand.

    https://twitter.com/shadowstrider7/status/963547632147812353

  • @shaderomega You want me to talk normal to make my point more legitimate? Fine, I can do that.

    You're entitled to your opinion, obviously. I see your point and perhaps if I had gone even further into juking and pivoting that I had already it would have been easier to elude my pursuers. It wasn't as though they ever caught me, though. I was always able to stay just a bit out of their reach.

    But that's kind of the point. For nearly two hours they gave chase and my time was wasted trying to get rid of them. Then, to accomplish that, I have to do a ton of arbitrary work to do so? And should I slip up and make an error I get to deal with the ramifications of them just having the persistence to just keep at it? I guess that is where you lose me.

    To me, this is simple. Either you elect for a small, fast and nimble ship or a large, slow but powerful one. I don't see how one ship gets to have most of the positive attributes and the sole argument for it being "well, if you couldn't figure out how to beat them that's honestly on you." It isn't when the deck is obviously stacked in one ship's favor.

  • @fullcheli a speed boost? This ain't Mario Kart. When I'm by myself I turn towards the ship I'm running down then just stay on sails. Make small adjustments at the helm but for the most part I'm always on the sails.

  • @shadowstrider-7 Huh. Well, that's interesting. Thanks for sharing. I stand corrected.

  • @fullcheli said in Sloop/Galleon Speed - A Tale of Woe:

    @shadowstrider-7 Huh. Well, that's interesting. Thanks for sharing. I stand corrected.

    You're welcome. No one ever believes me when I mention it. I can't tell you how many times I have had to post that tweet.

  • I have never had a problem out running a galleon in a sloop...a galleon requires complete coordination to even try to keep up and the sloop can easily make quick anchor turns to give them the slip. Don't see this being a issue at all.

  • @shadowstrider-7 I believe it. Seems like a real reversal to the gameplay mechanics we have experienced up to this point. Four people in a sloop seems unbalanced even just as-is - more so if the speed increase I'm suggesting were to be implemented. Kind of makes you wonder why anyone would want a galleon when they could have a four person sloop.

  • @fullcheli To me, it sounds like you came across a skilled crew manning a Galleon. You said you were able to maintain out of reach, and to me, that's the point of the sloop. To stay out of reach and put things in between you and your pursuer. I have slipped DOZENS of Galleons and Sloops because of skillful maneuvering. I have also been taken for a fool by equally skilled maneuvers.

    I show no fear when it comes to Galleons when I am alone in a Sloop. I trust my skills will get me through. Sometimes I win spectacularly! Others times I fail miserably. It's all part of the game and I learn more out of my failures so that the next time, I can succeed.

    Also, learn how to go though archways at a reasonable speed. You will lose most, if not all of your pursuers by doing so.

  • @fullcheli said in Sloop/Galleon Speed - A Tale of Woe:

    @shadowstrider-7 I believe it. Seems like a real reversal to the gameplay mechanics we have experienced up to this point. Four people in a sloop seems unbalanced even just as-is - more so if the speed increase I'm suggesting were to be implemented. Kind of makes you wonder why anyone would want a galleon when they could have a four person sloop.

    I just love the galleon. The crew makes the journeys so much more enjoyable and there's always work to be done. Battles are intense and require everyone to work together in order to survive. The sloop is much more simplified and can be efficiently piloted solo, even allowing for decent combat capabilities. My time on a 2-man sloop taught me that it is something to be feared in the right hands. A friend and I sank 15 ships in one session of play during the last Scale Test.

  • @shisizle I knew that this worked but it took so long that ended up at the edge of the map with no escape. This might be my fault tho

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