Guild Fleet

  • GUILD FLEET

    What i mean by Guild Fleet is able two spawn two Captaine Ships under an Guild Flag (Turn alliance automatically)

    (Updated version by feedback)
    a fleet would need to be formed before joining a server. In the pregame area, you'd select "Fleet" and it would not let you join a server until all parties were present.

    Ships Fleet size

    To keep server in balance it also needs Fleet balance so here is my suggestion (updated version by feedback)

    minimum 5 players and a maximum of 8.

    ship types would need to be FULL ships, no partials. and have a TWO SHIP MAXIMUM per fleet.

    5 players = 1 Brig and 1 Sloop

    6 players = 1 Galleon and 1 Sloop

    7 players = 1 Galleon and 1 Brig

    8 players = 2 Galleons

    It make more fun and enjoyment between Guild members being in same server (here the END of my suggestion/feedback feel free to like and comment or even to give feedback
    about the suggestion/feedback)


    (New Updated features by feedback)

    the fleet is marked on the map at all times for other crews to see (similar to how G5 Guild ships are marked on the map). Having that much coordinated and pre-planned power would have to come with some significant counter-balancing measures.

    also important, fleets cannot raise Reaper Emissary. Again, having that much manpower would have to come with penalties for it to make sense.

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  • Max 2 ships of any type.

    4 sloops is essentially going to lock out a server and give you a server alliance, which is VERY obviously your goal. (Auto alliance on launch...)

    2 ships max. I don't think that's a good idea either but then I appreciate the dev's vision.

  • @pithyrumble i agree i maybe abused with 4 sloops maybe 2 - 3 ships max (only type of ships change the count)

    But i have to disagree on part were Guild Ships shouldn't be spawned in same server

    They could make new sea server

    High sea
    Safe sea
    And special sea for Guild Fleets

    (Its not like it isn't possible to do it right now because we can. But its about an easier to do in one click and fisrt try. Not leave & join server until we are in same server for hours or sometime never because its annoying)

  • @mosek9999

    If they make "guild servers" they should have the income/completion restrictions Safer does. Or worse lol.

  • @pithyrumble i dont think it should have restrictions since other players will have an option to have their own Guild fleet too

    Its like high sea but only with your Guild members vs other players and sometime other fleets

    Safe sea = no player (if am right) less (kraken. Megalodon and skeloton ships) that why it has restrictions

    so i dont know why an fleet Guild sea should have restrictions too?

    Only restrictions i could think is mark fleets on maps similaire to reapers (but doesn't show ship type or how many they are)

  • Megs, skellies and krakens are not reduced. From what I've heard they're actually worse because you're the only ship there.

  • So you want Guild Fleets, thus preventing you from Diving, a new feature everyone seems to enjoy.

    You see the issue here?

  • @burnbacon i dont see why both dive and guild fleet can't co-exist

    Dive as one ship thing (guild fleet shouldn't be allowed to dive toghter)

    I enjoy diving. But dive and Guild fleet can co-existe (i dont even know why you included diving in this conversation)

    Guild Fleet = normal voyage

    Diving = new server and spawn next to the mission island or fort

  • @pithyrumble said in Guild Fleet:

    @mosek9999

    If they make "guild servers" they should have the income/completion restrictions Safer does. Or worse lol.

    Hard agree with this one. The point of alliances is that they are fragile at best. Two ships that have zero chance of turning on each other and will act in sync during PvP (I assume any self respecting guild has a discord server) will be a fierce force to be reckoned with on the seas.

    Yes, any guild servers like this suggested should be in safer seas AFAIC.

  • @mosek9999 I've proposed something similar before (albeit with some further limitations for balancing purposes)..Here's my thoughts:

    First, a fleet would need to be formed before joining a server. In the pregame area, you'd select "Fleet" and it would not let you join a server until all parties were present.

    Second, it would need to be minimum 5 players and a maximum of 8.

    Third, ship types would need to be FULL ships, no partials. and have a TWO SHIP MAXIMUM per fleet.

    5 players = 1 Brig and 1 Sloop
    6 players = 1 Galleon and 1 Sloop (no, you can't have 2 Brigs you psycho)
    7 players = 1 Galleon and 1 Brig
    8 players = 2 Galleons

    Fourth, rep/gold would be divided across the crews instead of repeated for each. Meaning if a Sapphire Gem is worth 1,000 gold, each crew would get 500 gold.

    Fifth, and I think this one is important, the fleet is marked on the map at all times for other crews to see (similar to how G5 Guild ships are marked on the map). Having that much coordinated and pre-planned power would have to come with some significant counter-balancing measures.

    Sixth, and I think this one is also important, fleets cannot raise Reaper Emissary. Again, having that much manpower would have to come with penalties for it to make sense.

  • @sweetsandman its better than my suggestion thank you for the Feedback (i modified the main suggestion with some of your feedback)

  • @lordqulex why should it be safer sea

    Its not like its not possible right now to make an fleet (you can try find same server as your Guild by leaving and joining servers until same server toghter. what i asked here is just for an easy main menu start toghter option)

    Fleet Guild will have limitations in high sea (you're marked on island similaire to allaince and reapers) but can't see emissary

    If players doesn't want fight two ship fleet they can just skip them by looking on the map similaire to how we do with repears

    I may have abused over 2 MAXIMUIM SHIPS!!!!

  • @sweetsandman said in Guild Fleet:

    @mosek9999 I've proposed something similar before (albeit with some further limitations for balancing purposes)..Here's my thoughts:

    First, a fleet would need to be formed before joining a server. In the pregame area, you'd select "Fleet" and it would not let you join a server until all parties were present.

    Second, it would need to be minimum 5 players and a maximum of 8.

    Third, ship types would need to be FULL ships, no partials. and have a TWO SHIP MAXIMUM per fleet.

    5 players = 1 Brig and 1 Sloop
    6 players = 1 Galleon and 1 Sloop (no, you can't have 2 Brigs you psycho)
    7 players = 1 Galleon and 1 Brig
    8 players = 2 Galleons

    Fourth, rep/gold would be divided across the crews instead of repeated for each. Meaning if a Sapphire Gem is worth 1,000 gold, each crew would get 500 gold.

    Fifth, and I think this one is important, the fleet is marked on the map at all times for other crews to see (similar to how G5 Guild ships are marked on the map). Having that much coordinated and pre-planned power would have to come with some significant counter-balancing measures.

    Sixth, and I think this one is also important, fleets cannot raise Reaper Emissary. Again, having that much manpower would have to come with penalties for it to make sense.

    I think this is well thought out and constructed. I'm not sure I agree with the reaper thing; gold is already basically worthless so I don't place much value in the selling benefit, and being able to see emissaries on the map should be balanced by every other ship on the seas being able to see you at all times.

    Otherwise, this is actually reasonable...

    I also believe any pirate with two brain cells to rub together would immediately sell and dive away if they saw this...

  • @mosek9999 said in Guild Fleet:

    @lordqulex why should it be safer sea

    Its not like its not possible right now to make an fleet (you can try find same server as your Guild by leaving and joining servers until same server toghter. what i asked here is just for an easy main menu start toghter option)

    Fleet Guild will have limitations in high sea (you're marked on island similaire to allaince and reapers) but can't see emissary

    If players doesn't want fight two ship fleet they can just skip them by looking on the map similaire to how we do with repears

    I may have abused over 2 MAXIMUIM SHIPS!!!!

    Why should people get easier alliance servers with full progress?
    That's limiting the threat of other players, and saying you deserve all the rewards.

  • @mosek9999 said in Guild Fleet:

    @lordqulex why should it be safer sea

    Its not like its not possible right now to make an fleet (you can try find same server as your Guild by leaving and joining servers until same server toghter. what i asked here is just for an easy main menu start toghter option)

    Fleet Guild will have limitations in high sea (you're marked on island similaire to allaince and reapers) but can't see emissary

    If players doesn't want fight two ship fleet they can just skip them by looking on the map similaire to how we do with repears

    I may have abused over 2 MAXIMUIM SHIPS!!!!

    Because game in Sea of Thieves is a risk versus reward paradigm. Yes, it is advertised as a "shared-world pirate adventure sandbox" where you are free to do what you want, but if we define a game as "the voluntary attempt to overcome unnecessary obstacles¹," then we understand the risk is losing the treasure you've collected to another crew, and the reward is the gold and commendations you earn turning it in.

    Having two ships in a server reduces the risk of losing your loot to another crew by occupying a second ship slot on the server, removing the chance of the other crew in the alliance betraying you, and increases the reward efficiency by allowing two entities (ships) to accomplish parallel tasks. You have essentially massively unbalanced the risk/reward scale and that needs correction. That correction could be a "private server" with 30% loot, i.e. safer seas.

    If you're asking for this because you want to sail with your friends, the gold and safety is secondary to the social aspect so you wouldn't complain about the pay cut. But since you're here saying "no way I want to do this in high seas!", you're basically admitting you're asking for this for the PvP advantage. That PvP advantage unbalances the game for other pirates on the seas, which is unacceptable.

    (1: Quote from Bernard Suits, a Distinguished Emeritus Professor of Philosophy at the University of Waterloo)

  • @lordqulex said in Guild Fleet:

    @sweetsandman said in Guild Fleet:

    @mosek9999 I've proposed something similar before (albeit with some further limitations for balancing purposes)..Here's my thoughts:

    First, a fleet would need to be formed before joining a server. In the pregame area, you'd select "Fleet" and it would not let you join a server until all parties were present.

    Second, it would need to be minimum 5 players and a maximum of 8.

    Third, ship types would need to be FULL ships, no partials. and have a TWO SHIP MAXIMUM per fleet.

    5 players = 1 Brig and 1 Sloop
    6 players = 1 Galleon and 1 Sloop (no, you can't have 2 Brigs you psycho)
    7 players = 1 Galleon and 1 Brig
    8 players = 2 Galleons

    Fourth, rep/gold would be divided across the crews instead of repeated for each. Meaning if a Sapphire Gem is worth 1,000 gold, each crew would get 500 gold.

    Fifth, and I think this one is important, the fleet is marked on the map at all times for other crews to see (similar to how G5 Guild ships are marked on the map). Having that much coordinated and pre-planned power would have to come with some significant counter-balancing measures.

    Sixth, and I think this one is also important, fleets cannot raise Reaper Emissary. Again, having that much manpower would have to come with penalties for it to make sense.

    I think this is well thought out and constructed. I'm not sure I agree with the reaper thing; gold is already basically worthless so I don't place much value in the selling benefit, and being able to see emissaries on the map should be balanced by every other ship on the seas being able to see you at all times.

    Otherwise, this is actually reasonable...

    I also believe any pirate with two brain cells to rub together would immediately sell and dive away if they saw this...

    The reason I put that bit about no Reapers in my original proposal has nothing to do with Gold. It has everything to do with being able to see Emissaries at G5. IMO, that's way too powerful for a fleet. I get that it happens organically at times, but this would be way too coordinated.

    Imagine the LFGs that would literally control servers with 2 ships full of sweats.

  • @lordqulex am not asking for pvp avantage (in safer you can only level up to level 40)

    And guild fleet will get limitations to balance

    Marked on map (everyone can see where the fleet is similaire to alliance and reapers) so if you dont want fight you can just go the other way by looking on the map (what most people do when there are reapers)
    1 crew ship still has chance to win if good team i saw an alliance (two galleon full team) being demolished by one Galleon

    Quest/mission should be one per time for the whole ship similaire to 1 ship crew (otherwise it would be unbalance)

    Not able do to emissary flags (since you have the Guild alliance flag)

    Loot giving less gold (since it min 5 to max 8 player)

  • @mosek9999 said in Guild Fleet:

    @lordqulex am not asking for pvp avantage (in safer you can only level up to level 40)

    And guild fleet will get limitations to balance

    Marked on map (everyone can see where the fleet is similaire to alliance and reapers) so if you dont want fight you can just go the other way by looking on the map (what most people do when there are reapers)

    This is equivalent to "give everyone time to drop what they're doing and flee the server." Is that good for the game?

    1 crew ship still has chance to win if good team i saw an alliance (two galleon full team) being demolished by one Galleon

    Yes, because one galleon is characteristic of the entire player base... for the average player this is not a possibility, we can't make rules for the minority.

    Quest/mission should be one per time for the whole ship similaire to 1 ship crew (otherwise it would be unbalance)

    So a 50% gold reduction.

    Not able do to emissary flags (since you have the Guild alliance flag)

    Loot giving less gold (since it min 5 to max 8 player)

    This is virtually the same as safer seas, but you want PvP advantage, and captained ships... There's no point, it'd be easier to open safer seas to 2+ ships.

  • This is equivalent to "give everyone time to drop what they're doing and flee the server." Is that good for the game?

    Well it very simple they dont need leave server but just not go close to fleet like players check where repears are on the map to not get close

    So a 50% gold reduction.

    Well less but not equal to safe sea


    This is virtually the same as safer seas, but you want PvP advantage, and captained ships... There's no point, it'd be easier to open safer seas to 2+ ships.

    • liste

    Its just high sea but with fleet (if it was like safe sea. guid fleet player couldn't get to pirate legend levels since safe sea is locked on level 40)
    Note some quest/mission are locked in safe sea because its high sea exclusive

    Am not an big fan of pvp (i do it if needed but if player is friendly i let them life) so i dont really care about pvp avantage

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