Captaincy: Specialist Roles

  • This is an idea I've had circulating in my mind for a while now but I'm still trying to fine tune it as a proposal.

    As the title reads, Captaincy: Specialist Roles.

    Basically, on a captained ship, players could have the option to select a "class" - The Cannoneer, The Bilge, The Chef, The Helm.

    Sea of Thieves being Sea of Thieves, this has to be pretty simple, not OP against non-captained ships, but still a worthy addition for crews, and players looking to customise their playstyle.

    Roles should not be seen as overall buffs but rather tweaks to the existing generic pirate role.

    For that reason, picking a role should come with inherent strengths and weaknesses.


    At the start of a session, the player would "purchase" a class at the shipwright. (Having it something you need to opt in to at an outpost prevents switching too easily and it's probably the easiest way to implement a cooldown).

    On selecting a role, you would also get a small icon after your name, indicating your class to your crew and opponents.

    So, what I have come up with is that selecting a role basically adjusts your supply slots.

    For example:

    • The Cannoneer: 13 cannonballs, 2 planks, 5 food
    • The Bilge: 5 cannonballs, 10 planks, 5 food
    • The Chef: 5 cannonballs, 5 planks, 10 food
    • The Helm: 6 cannonballs, 6 planks, 8 food

    All other supply remains as-is. As you can see with my numbers, I tried to keep a total of 20 across the basic supply slots.

    The Cannoneer only goes to 13 on cannoballs deliberately to avoid it being too OP. Being able to carry 2 planks allows them to do basic mast patching.

    The Bilge is a pretty simple adjustment, less cannonballs for more planks.

    The Chef could also be seen as a Fisherman role, given their ability to carry more food, including fish. However, given their extra food supplies, I would see this being appealing for boarders - but lacking cannonball capacity decreases their usefulness when trying to take supplies.

    The Helm adjustments are really designed as a deck support type role. Extra food allows them to potentially stay alive longer and a small boost to plank supplies means they can fix their wheel more efficiently.


    As suggestions go from me, I openly admit this one needs some work, so please discuss below what you think the pros and cons of such a system would be, or how you would improve it. If you have any ideas on how to implement changes to other supply slots without being OP, let me know.

  • 16
    Posts
    5.9k
    Views
  • I love it conceptually aside from one little nugget...

    At the start of a session, the player would "purchase" a class at the shipwright. (Having it something you need to opt in to at an outpost prevents switching too easily and it's probably the easiest way to implement a cooldown).

    This would really put a limitation on small crews...especially solo players. I agree that there should be a brief cooldown for changing rolls, but I feel like this is something that could be done on your ship at the weapon/vanity/tool/clothing chests/and on the ferry. Maybe a 30 second cooldown? 45 second cooldown? Whatever...some sort of cooldown.

    It would also need to be done such that there only be one "specialist" of each type per crew. And if you do not select a "specialist" position, you are just at the current defaults (I assume that's the idea, but I didn't read that anywhere so I wanted to call it out).

  • I like the idea, however I could only see this working if we had Galleon/Brig only servers and I think it would certainly enhance the gameplay. Perhaps a better developed matchmaking (open crew) could be worked on. Trying to implement methods where open crew would be just that - open crew and not a random troll fest. Humans are unpredictable, but with the new implementation of Captain milestones, Rare should be able to statistically weed out bad apples from good ones and put players with similar skill sets.

    But if such thing at current state would be very unfair vs Sloops. I think the only time Sloops really have a chance (unless they are godlike skilled) is when the Gally/Brig has poor teamwork. So even though they have number advantage and perhaps even skill in some aspects, good sloopers can still sink them. Now if we had dedicated roles, where everyone knows exactly what they will be doing, it would make sloopers life hell.

  • I like it.

    Alternatively it could be completely watered down to just making those into crewmate milestones with those as titles.
    Not really a gameplay impact but would be neat to have that way.

  • I don't like it.
    We don't need game-railroaded 'roles' and buffs and nerfs to inventory that come with it.

    Just decide on a role when you log in and do that?
    No need to make special pigeonholed mechanics.

    Edit: Not to mention; Being able to carry more food would make Chef and Helm OP in PvP.

  • It's workable even for solo

    the issue is that there are so few middle crews now it won't be able to shine

    Where this would really shine is a fairly decent (but not sweaty) larger crew against a solo like me because it would be competitive and the competitiveness makes the strategizing interesting. Everyone involved in this scenario can have some fun and it would be a good chess game.

    The issue is there is a lot less activity from both types and that's only been going one way and it ain't up

    Sot has been and is continuing to create a world of really skilled and overpowered crews against crews that really just don't have the experience or even desire to compete (and they aren't sticking around for that to change) so this idea isn't gonna be able to reach its full potential unless something dramatically changes and I personally think that ship has sailed when it comes to middle activity.

  • Cooked meat & high tier fruit are so common that a large buff in food capacity doesn't seem necessary. With your current proposal, I could see my regular crew making use of a cannoneer and bilge, and then leaving the other two roles as default.

    To me, this seems more appealing:
    Cannoneer: 14 cannonballs, 2 planks, 4 food
    Bilge: 6 cannonballs, 10 planks, 4 food
    Deckhand: 8 cannonballs, 6 planks, 6 food
    Helm: 8 cannonballs, 4 planks, 8 food

  • I like the concept from a flavor standpoint but I don't really like that it gives in game advantages.
    I could see it work like a set of roles that are available to pick in the vanity chest or something to this effect with some comendation attached to them.

    "Repairs done" as a bilge, "shot fired" as a gunman, "food cooked" as a chef etc... unlocking a themed set of pirate cosmetic.

  • @mintharp184509 said:

    Cannoneer reloads cannons slightly faster... Bilge scoops slightly more water and repairs slightly faster... Chef cooks food slightly faster and can hold 6 food... Helmsman less affected by broken wheel spokes and can turn the wheel slightly faster in general... Boarder 1 extra bullet for each gun and swims slightly faster

    These are all just buffs. You'd need to add some debuffs to the roles in order to maintain balance. Otherwise, this would result in captained crews being too OP, compared to non-captained ones.

    I like Styli's idea because there are no artifical skill buffs. Just a rebalancing of inventory that makes sense for each respective role.

    Are you a helmsman?

    I've turned a wheel or two.

  • I very strongly dislike this idea. Sea of Thieves is built on the concept that you can take on whatever role you want at any given time. We shouldn't be pigeonholing people into choosing specific "classes." Because that's what this is a suggestion for: a class system. In any other game, maybe. In a game with larger crew sizes for ships, sure. But in Sea of Thieves, absolutely not.

    Additionally, adding a class system opens up another balancing nightmare: the fact that some classes will be better than others, resulting in the creation of metas where people will be flamed for not picking and playing the "correct" class when demanded.

  • There's a lot of feedback on this. Thank you all.

    Not every idea is going to be a hit, but I appreciate the discussion is very constructively critical.

    I won't reply to every comment, I'd be here all night, but I'll touch on a few things that jumped out at me.


    "Default Pirate Role?"
    Yes, the default role would still be an option - let's call it The Sailor. In many ways, that's the most-balanced role for smaller crews or if a pirate is a pretty good all-rounder anyway.

    And, yes, I would think there could only be one pirate per role at any given time (excluding The Sailor). So there may be instances where remaining as The Sailor might be the better option.

    "Some Numbers Seem OP"
    That may be the case, and I wholly appreciate suggestions on how to tweak them better. I agree that my numbers for The Chef are a tad OP when it comes to food. Again, it's all about balance, there should be pros and cons to every opt-in role.

    When suggesting other gameplay buffs, it's important to consider debuffs to offset it.

    For instance, I had actually considered making The Helm less-affected by the damage to a wheel (as MintHarp mentioned), but that would need to be countered by a debuff such as slightly slower cannon load and repairing.

    I think it starts getting really complicated when you go down that route, however. But worth considering, nonetheless.

    "There's No Need For This"
    There's rarely a need for anything in Sea of Thieves (sitting, burying, playing instruments) and the idea really is to give folks, especially ones who are more skilled in certain areas, a way to lean into their playstyle - to roleplay, if you like.

    "Why Opt-In At An Outpost?"
    That's not an essential component at all, but I figured as that's where you "purchase" other things it would be easier to implement and with a cooldown. Otherwise, you would need another interaction on ships - which I feel are already very cluttered. Having it at the Shipwright seemed like the logical, simplest solution.

  • @realstyli said in Captaincy: Specialist Roles:

    There's a lot of feedback on this. Thank you all.

    Not every idea is going to be a hit, but I appreciate the discussion is very constructively critical.

    I won't reply to every comment, I'd be here all night, but I'll touch on a few things that jumped out at me.


    "Default Pirate Role?"
    Yes, the default role would still be an option - let's call it The Sailor. In many ways, that's the most-balanced role for smaller crews or if a pirate is a pretty good all-rounder anyway.

    And, yes, I would think there could only be one pirate per role at any given time (excluding The Sailor). So there may be instances where remaining as The Sailor might be the better option.

    "Some Numbers Seem OP"
    That may be the case, and I wholly appreciate suggestions on how to tweak them better. I agree that my numbers for The Chef are a tad OP when it comes to food. Again, it's all about balance, there should be pros and cons to every opt-in role.

    When suggesting other gameplay buffs, it's important to consider debuffs to offset it.

    For instance, I had actually considered making The Helm less-affected by the damage to a wheel (as MintHarp mentioned), but that would need to be countered by a debuff such as slightly slower cannon load and repairing.

    I think it starts getting really complicated when you go down that route, however. But worth considering, nonetheless.

    "There's No Need For This"
    There's rarely a need for anything in Sea of Thieves (sitting, burying, playing instruments) and the idea really is to give folks, especially ones who are more skilled in certain areas, a way to lean into their playstyle - to roleplay, if you like.

    "Why Opt-In At An Outpost?"
    That's not an essential component at all, but I figured as that's where you "purchase" other things it would be easier to implement and with a cooldown. Otherwise, you would need another interaction on ships - which I feel are already very cluttered. Having it at the Shipwright seemed like the logical, simplest solution.

    This isn't a good argument. Several of the things you mentioned under "rarely a need for anything" are far, far better than a direct class system for Roleplay, because they fit into Rare's guiding principle for the game: Tools, not Rules. Tools such as being able to bury treasure, or play musical instruments, don't directly affect stats like your class system would. In fact, your class system violates this basic game design principle by introducing new rules which players need to abide by, rather than giving them new tools to use as they wish.

  • @blam320 said in Captaincy: Specialist Roles:

    This isn't a good argument. Several of the things you mentioned under "rarely a need for anything" are far, far better than a direct class system for Roleplay, because they fit into Rare's guiding principle for the game: Tools, not Rules. Tools such as being able to bury treasure, or play musical instruments, don't directly affect stats like your class system would. In fact, your class system violates this basic game design principle by introducing new rules which players need to abide by, rather than giving them new tools to use as they wish.

    By that logic, the existing pirate loadout restrictions are "rules"?

  • @realstyli said in Captaincy: Specialist Roles:

    @blam320 said in Captaincy: Specialist Roles:

    This isn't a good argument. Several of the things you mentioned under "rarely a need for anything" are far, far better than a direct class system for Roleplay, because they fit into Rare's guiding principle for the game: Tools, not Rules. Tools such as being able to bury treasure, or play musical instruments, don't directly affect stats like your class system would. In fact, your class system violates this basic game design principle by introducing new rules which players need to abide by, rather than giving them new tools to use as they wish.

    By that logic, the existing pirate loadout restrictions are "rules"?

    There are no loadout restrictions. Two weapons is standard in the game industry, and we're already allowed to combine any two of the four weapons.

  • @blam320 said:

    There are no loadout restrictions... we're already allowed to combine any two of the four weapons.

    And there wouldn't necessarily need to be restrictions for something like this either. It's not a permanent class, one could choose to be whatever they want to be in each session. However, it would require this to change:

    "Default Pirate Role?"
    Yes, the default role would still be an option - let's call it The Sailor. In many ways, that's the most-balanced role for smaller crews or if a pirate is a pretty good all-rounder anyway.
    And, yes, I would think there could only be one pirate per role at any given time (excluding The Sailor). So there may be instances where remaining as The Sailor might be the better option.

    I think if a crew wanted to run with 4 bilges, all the power to them lol. It still wouldn't be OP, since there are no artificial skill buffs; and even though their inventory has a buff in planks, it has a debuff for literally everything else.

    Four cannoneers? Sounds cool if they can pull it off, but if they start taking too many holes, oof.

16
Posts
5.9k
Views
1 out of 16