@theseventeas
Watch Beardageddon on YouTube. He makes a lot of solo sloop videos and has gotten very good at taking out galleon crews as a solo. Watch what he does and learn why he does certain things so that you know what to do in this situations. Don't just copy him and hope for the best, understand why he does those certain things, like why he chose to shoot a chainshot instead of a cannonball first, or why he went for a blunderbomb instead of swording someone to death, and see as to why he's doing all of that.
Now, solo slooping is hard because at the end of the day you're going to take holes and you have to know when it's okay to keep cannoning and when you have to repair / bail. It can get hectic at times. Here's a video of me showing you when and where you should repair / bail, you don't need to watch the whole thing, but start at 4:48 and you can see for several minutes our boat constantly has holes in it but instead of going for repairs we just keep bailing so that we can be on cannons whenever we have shots. Then at 6:20 you can hear my teammate repairing the boat, but he doesn't repair EVERY SINGLE hole down below, he just repairs a couple then starts raising the mast so that we can start moving. If he has decided to keep repairing down below we would've been stuck and wouldn't of been able to move. So it's situational, but you have to figure out when you need to repair, and when you can just get away with bailing water and keeping your boat afloat.
Video: https://youtu.be/s_gDG9u03UM?t=288
Another thing that makes solo slooping SO difficult is the fact that you can rarely board other players. You have to constantly be cannoning people and you have to spend so many resources to sink someone. If you are a duo, trio, or even quad you can send people to board them to stop them from repairing, but as a solo you don't have the luxury of being able to cannon out and board somebody, because if you die then they can repair all the damage that was just done and you're back at square 1. You have to have plenty of cursed cannonballs and use them to your advantage, eventually you're going to fight some good crews, and the only way that you can defeat them is by sleepballing / jigballing / blunderbomb them to stop them from repairing / bailing, as since you can't board them to stop the bailing, you have to stop them some other way.
Another thing you have to be careful for is boarders, here's what I would recommend when dealing with boarders. Carry blunderbombs and when they try to board your boat and are at the top of the ladder, just throw a blunderbomb at them and they will get knocked off and will be swimming in the water for a while. If you get a direct hit with a blunderbomb then try to snipe them when they get in the water. If you can kill them then that's 30 seconds the enemy ship doesn't have an extra player. You want to throw the blunderbomb first because you don't always have time to get to the ladder and sword them / blunderbuss them, but a blunderbomb can be thrown from anywhere, and you can even throw it from below deck if you know the spot to throw it at, and knock them off from belowdeck.
A big thing in SOT is the driving. It sucks seeing so many good crews getting rolled because they all want to board the enemy ship and they have no idea how to drive. When you face a galleon, all they have to do is get you in their broadside and you're dead. But as a sloop you can't afford to take that fight of broadside vs broadside, you have to get either infront or behind their cannons. Beardagedden is very good at this, and he ALWAYS keeps his sail down a little bit. You never want your sail to be all the way up because if someone is swimming they can keep trying to board you because you aren't moving, but if you always keep the sail down just a little bit then they have 1 chance to get on your ladder, if they miss then they have to get a mermaid.
PvP fights as a solo sloop (against larger crews) are difficult if you take the first damage! Presumably the conclusion to draw is that solo sloops should try to only pick fights where they have an advantage: e.g. the element of surprise, or the enemy is busy/damaged already, or also sailing solo, etc. At least, until lots of practice makes you capable of holding your own against two-pirate crews.
Obviously any fight will be easier if you are attacking a weakened opponent, but it is not always needed. You just have to know how to engage and you'll be fine. Cursed cannonballs are your best friend and will make attacking people much easier.
On a related note, it seems to me that in a chase involving two ships of the same type, the one being chased has something of an advantage. They can pick the moment to engage, whether to close the range, etc., and manoeuvre proactively rather than reactively. Does that sound right? Feeds into the point above about being selective with which fights you pick.
Yes, and along with what you were saying, you can also keep going for board attempts. If you're being chased just jump off your ship and try to board them, if you can get their anchor down it will take them a while to catch back up to you, and if you die then there's no problem because your boat is still running away.
It also strikes me that a big portion of success in naval combat in SoT depends on manoeuvring so you can bring your cannons to bear, while hopefully staying out of your opponents firing arcs. A couple questions on that: 1) Is there any guide to good manoeuvring in combat that my fellow pirates might recommend? 2) Is it worth going after skeleton fleets and Flameheart to practise that?
I don't know of any good maneuvering guides, but there is a guide on wind speeds and the best way to turn your sails depending on the wind. It's not to difficult, the only thing you need to know is if the wind is blowing directly at you, turn your sails forward (dummy sails) And if you are a sloop, it is actually faster to always have your sails turned forward (dummy sails) unless you have max wind. Basically, on a sloop, if you don't have max wind, then do dummy sails.
Video: https://www.youtube.com/watch?v=XaHT0ZLeMdU&t=1s
As for flameheart, yeah it would be good practice for learning how to get in front of a galleon without them being able to hit you, and it also good practice for knowing how fast you need to go in order to always stay slightly ahead of a ship as so that you aren't in their cannon range.