Calling all brig captains! Tips on verbal crew communication and commands?

  • Hello pirates,

    I usually solo sloop, but recently I've got two more friends into the game and once a week we head out on a brig.

    I tend to man the wheel and check the map but all other roles change around - it's a pretty laid-back affair. However, they've now voted me official captain and are happy to take orders for a more smooth-running ship.

    I'd like to hear from other brig crews about how they divvy up the tasks, who's on masts, cannons, harpoons. Do you assign one player to each of the sails? How you refer to each sail when calling out orders? Front sail full? Rear sail up? Find the wind on the front sail (turn it to catch the wind)?

    Do you use the proper starboard/port/bow/stern terminology or does it end up confusing people?

    What do 'captains' use for effective comms to their crew?

    Thanks all.

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  • Me and my crews play to eachothers strengths and weaknesses.

    What are the crewmembers good at?

    • maintaining ship status, eg repairs bailing etc
    • combat
    • boarding
    • sail management
    • sailing and manouvering

    Etc

    Once you get to know this you then can use that to your advantage, i am usually main boarder and secondary captain.

    Meaning when our main captain is on board he is manouvering and calling out sail angles especially in combat situations and in that case when the call is made to try and board im most likely already flying trough the air.

    But, and this is something that always has to be kept in mind, what if worst comes to worst and the captain dies, dc’s, gets shot off the ship ?

    In that case i am going to take over for him and take his task.

    On a brig we have one guy that is captain, a attacker/boarder and a repairsmen/attacker.

    We have made sure that each person is at least profficient at two tasks and thus roles can be interchanged in the heat of situations.

    The crew also shouldnt be fully reliant on the captains callouts, he can miss something or get put out of commision thats why we have the main roles for people.

    These main roles can really save you, for instance:

    • we took a couple of hits, the main repair guy goes and repair/bail and calls out when he needs help bailing
    • due to him knowing his job there is no confusion and the captain can keep captaining and attacker keep attacking
    • captain doesnt have to think about who to send put for boarding, the callout just will. Be “go and board” and i know that i have to get my behind over there and there is zero confusion on the ship and thus not all members just jump off.

    However things can also go in reverse, when i see an opportunity to board, i call out “im gonna board” and give a second or two for a confirm.

    Or when someone gets shot off the ship/killed we just call out “im off” we are then aware of what task is not being done and has to be taken over for, repairs and manouvering being the most important.

    We dont use official terms, just left right or north south whatever

    We also dont have specific members for specific sails, we just call out “raise front/back” or “angle sails” the crew should then be aware what task has to be done etc

  • I rarely use the brig, I'm mostly on Galleon, but everything applies pretty much the same.

    We use the proper french (we're french speakers) terminology, it's more fun that way ^^

    Regarding the roles: it should depend on what you're doing: if you're chasing or fleeing and speed is the focus: you should stay on the helm and each crewmate should man a sail. The one on the front sail will be tasked to use the harpoon if needed.
    When you need to drastically reduce your speed, you will be helping the guy on the big sail (I don't know the English terminology) while the front guy can hop on the canon for example.
    If you're in need of repairs, the big sail guy should go since you can somewhat do its job if need be.

    Basically what you should do is imagine the different scenarios that you're likely to encounter and come up with the organisation that will result in the quickest resolution (travel time of the crew members) and the fewest drawbacks (not being able to manage a sail for instance). Then distribute the roles based on players affinity. In this instance your best shot in the front, your best repair guy on the back.

    You will face scenarios that you didn't expect and that's normal. At this point do your best on the fly then after the encounter, try to come up with a better solution if you can.

  • @callmebackdraft

    Thanks so much.

    Interesting about who boards and who stays and who is second in command if captain is gone etc.

    Hadn't even thought about that as we're fairly new so we don't get into scuffles too often. But that will all definitely come into play.

    Thanks!

  • @grog-minto

    Very useful advice thank you!

    Once we're all good and know what we're doing, I will then insist as captain that we switch to French!

    Thanks

  • I only play alone or in an open crew and I'm always the captain and typically it's a carry situation and very often with inexperienced players

    I tell them from the beginning. Keep the ship repaired and watch the ladders and we will be fine.

    In my view a Captain has to be able to carry the most weight. I don't bark orders I ask calmly if I need something even in combat but no micromanaging. My crew will not be skilled at pvp or intense pve I need them calm and clear not confused and stressed.

    I don't use complicated or proper terminology. I make it very clear and with as few words as possible.

    If they respect how I captain and how I communicate they will do their best and that's all I need and all I can ask for. I'll carry you and you keep this vessel afloat

    Calm and reassuring are productive tools. I need them and they need me they should be treated as a necessary component to the crew because they are. I cannot repair while I steer and fight and make second by second calculations. I need those repairs and I need people that can do something that I ask. '

    If we win we won if we lose I take responsibility. No blame games no making them feel bad. I'm the captain losses are on me.

  • @wolfmanbush

    Nice sentiments Wolfman. Couldn't agree more.

    Calm, collected. No yelling or ordering people around. Just a harmonious crew that is still having fun at the end of the day.

    Many thanks for reply.

    BTW, What time zone are you in? I see you are pretty active in the forums. Maybe we could hook up in game sometime and you could teach me a few things?

  • My crew sets rules and follows them.

    -Call out Deaths
    Calling out deaths just avoids people assuming someone is there as back up. Knowing who is alive and who isn't ensures that whoever is operating the ship will disengage if need be. Too many crew deaths leads to a ship being overwhelmed. Disengaging until players come back is more ideal.

    -Call out Actions and reply with confirmation
    I find it helps that people call out what they are doing because it avoids stacking unnecessarily on a task, while also ensuring a task gets done. Before we made that rule we noticed that people would assume something is getting done, like patching, when in fact it wasn't. For confirming, whoever is downstairs patching, should be assessing the damage. They should announce if they need buckets, and if so, who ever responds to the call for buckets tells them they are on buckets.

    -No more than one boarder.
    Simple enough, too many off ship leads to a ship sinking real quick.

    Its kind of hard to put in words what we do, a lot of it is just natural considering we have sailed together for so long. The rest are just tips on efficiency. Before engaging in fights, we always lift sails in order of front to back. This gives the captain the option to only worry about their sail and surrounding area. Also stick to one side when raising. Too many people swaps sides for some reason, and all that does is screw up the other guy making it take longer to lift.

    Do what we do, "Pack a lunch." By this I mean before leaving the ship for combat, boarding, or any activity involving an enemy ship, leave with food. Only food as well, leaving inventory space for planks and cannonballs allows you the option to take theirs. Remind your teammates as well.

    The only set roles we have is a boarder and whomever is piloting. The rest are either cannons, defense, or repairs. This is where calling out your current task comes into play. You fill where is needed. I'm not a fan of designating other roles, it feels too rigid and lacks the flexibility that comes with rotating tasks. However, this only works when everyone is on the same page and is willing to comply. This is more of a long term crew strategy, rather then random crews.

    You may want certain sail positions with a name to expedite the process. We have one named position, we call it "Sails to stupid." You use it when sailing into the wind. Ship speed can be funny sometimes, but this position manipulates the physics and makes the ship faster in that wind type. It shouldn't work, hence why we call it stupid.

    There is probably a myriad of ways to go about this. This just works well for us, but the biggest thing you can do is just be a team-player. Don't play the blame game when you sink. Take a step back and look where you personally can improve.

  • @nabberwar

    Great advice and really interesting!

    Thanks so much.

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