Adding Cannons To Galleons Second Deck

  • @captknuckles686 right so that begs the question how often have you been sunk by a galleon because you got caught in a broad side and couldn't get back on the cannons. And after answering that you should be able to come to the conclusion that lower deck cannons are a very unfair advantage on the hardest ship to sink in the game. Unless you are just that good that it's never happened in which case you're dad's name is Geppetto and you really want to become a real boy!

  • @rotten-rocko

    I have never been sunk by a gallion based only on shear cannon power. Because I out manurver them. There is a lot of over lap and range and area the cannons can fire. It has alot of blind spots so I easy stay out of range of the cannons.

  • @captknuckles686 guess you must be that good then, make sure that nose doesn't poke anyone's eyes out

  • Adding second-deck cannons to ships in "Sea of Thieves" makes sense when you think about how naval battles worked back in the day. During the Age of Sail, ships like Galleons and Man-of-Wars had multiple decks of cannons, which really boosted their firepower. Having a second deck meant they could fire more shots at their enemies, but it didn’t necessarily make them unbeatable.

    The idea isn’t to make the Galleon way more powerful than smaller ships like sloops and brigs. Instead, it’s about giving players more options and strategies in battles. Smaller ships are still nimble and can outmaneuver larger ones, so they can use their speed and agility to their advantage. The second deck of cannons would just add a bit more firepower to the mix, allowing for more exciting and varied combat scenarios without tipping the balance too far in favor of any one ship.

    By including second-deck cannons, "Sea of Thieves" can create a more authentic experience that reflects historical naval combat while still keeping the game balanced. Players can enjoy the thrill of bigger battles and work together with their crew, but the unique strengths of each ship type will still play a big role in how fights unfold. This way, everyone can have fun, no matter what ship they choose!

  • @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    Galleons are not the most powerful ship because they are gained up on all the time and are the hardest ship to control and require the most team coordination. Here are the numbers for sail the player ratio. For sloop you have 1/2 for brig you have a 2/3 and for galleon you have a 3/4 making the gallion the hardest ship to navigate in combat and is in need of rebalanceing to help Galleon players. Hence why Galleon need more cannons. If gallions become more popular we would have more players out of the seas!

    It’s not about how big the ship is, it’s all about how you use it. The problem? Usually, that’s the crew. A good crew on a galleon is unstoppable. I’ve seen many galleons hold strong for long periods because the crew stayed focused, managed tasks efficiently, and didn’t waste time wandering off, chasing low-value loot, or leaving the team without communication.

  • @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    Adding second-deck cannons to ships in "Sea of Thieves" makes sense when you think about how naval battles worked back in the day. During the Age of Sail, ships like Galleons and Man-of-Wars had multiple decks of cannons, which really boosted their firepower. Having a second deck meant they could fire more shots at their enemies, but it didn’t necessarily make them unbeatable.

    The idea isn’t to make the Galleon way more powerful than smaller ships like sloops and brigs. Instead, it’s about giving players more options and strategies in battles. Smaller ships are still nimble and can outmaneuver larger ones, so they can use their speed and agility to their advantage. The second deck of cannons would just add a bit more firepower to the mix, allowing for more exciting and varied combat scenarios without tipping the balance too far in favor of any one ship.

    By including second-deck cannons, "Sea of Thieves" can create a more authentic experience that reflects historical naval combat while still keeping the game balanced. Players can enjoy the thrill of bigger battles and work together with their crew, but the unique strengths of each ship type will still play a big role in how fights unfold. This way, everyone can have fun, no matter what ship they choose!

    Adding second-deck cannons to ships in "Sea of Thieves" makes sense when you think about how naval battles worked back in the day.

    Sea of Thieves is not realistic.
    Adding cannons literally immune to being blasted overboard on one ship would make the ship OP.

    And no, you feeling like the Galleon is under powered does not mean it's actually under powered.
    Your 'feeling' does not change the game's code.

    The idea isn’t to make the Galleon way more powerful than smaller ships like sloops and brigs.

    Yes it is. Because that's exactly what it would do. It's what you want it to do.
    You want to make the Galleon OP by giving it gunports that the other 2 ships lack, thus protecting the largest crew in the game from being knocked overboard.

    By including second-deck cannons, "Sea of Thieves" can create a more authentic experience that reflects historical naval combat while still keeping the game balanced.

    Giving the Galleon new cannons that are protected from being shot overboard IS NOT BALANCED.
    You refuse to accept this fact.
    And, again; SoT is not a realistic game. It does not have to go for realism.
    And it certainly does not need to go for realism at the expense of the game balance.

    Because, regardless of how much you ignore reality; Adding gunports would make the Galleon OP.

    You have also failed to address how such gunports would work when sinking a ship; Water would have to either flow out (Thus being automatic bailing. Thus being literally unsinkable), or water would have to ignore the holes called 'gunports' in the ship in a bizarre case of defying physics to flow up over them.


    Bottom line: You want to make the ship OP. You refuse to accept that it would make the ship OP by saying 'It would bring BALANCE!'
    Except there is not imbalance other than you 'feeling like' the ship is weak.

  • @captknuckles686 Always get ganged up on? Dude, the galleon is the fastest ship in the game. Galleons will stalk every other player and eventually catch up to them. No amount of being nimble helps you get away from something faster than you in the middle of an open ocean. And no, players do not team up on galleons. Players run from galleons. I play solo galleon and most of the time it's actually easy mode because no one goes near me. People would rather stay away from a galleon. Even when people see a galleon in a fight on the horizon, they use the distraction to get away from it as quickly as possible.

  • @captknuckles686 "The second deck of cannons would just add a bit more firepower to the mix, allowing for more exciting and varied combat scenarios without tipping the balance too far in favor of any one ship."
    So about that. How many people can crew a galleon? If you have say... 8 cannons per side, who is using them? You can only have 4 players on a galleon. You will always have 4 cannons that exist for no purpose. And in fact, those would be the original cannons. If there was below deck cannons, those cannons would be protected. Players could not be knocked off the boat. As well, players could not be one balled, they would be protected by the ship. Now also, what do you think about the repair zones on the galleon? Wouldn't adding the cannons override the repair zones? You can't just move them somewhere else because the zones are evenly spread so that there is no one super weak spot to cannon over and over.

  • @captknuckles686 gally does need most coordination yes but also most powerful in a good crews hands. Doesn't need any buff

  • @hiradc Not even that, a galleon crewed by 4 average players is nearly unsinkable to any solo player but the sweatiest of hourglassers. 2 people running bilge and repairs while the rest cannon you makes it basically impossible to sink.

  • @captknuckles686 This would allow players to be in a better position while using cannons to bilge as well with less travel time. The travel time is needed for balance.

  • @guildar9194

    The galleon has doors on the outside specifically for cannons on the second deck. They are just for decoration for now :).

  • Let’s talk about why the Galleon is actually at a disadvantage compared to the Sloop and Brigantine in "Sea of Thieves." This is especially tough for new players since their first ship is usually the Galleon

    1. Maneuverability
    • Galleon: It’s big and clunky, making it hard to turn.
    • Brigantine: A bit smaller, so it can move around better.
    • Sloop: The smallest and easiest to handle.

    Maneuverability Breakdown:

    • If we rate maneuverability:
      • Galleon: 1 (not great)
      • Brigantine: 2
      • Sloop: 3 (the best)

    So, the Galleon is about 50% less maneuverable than the Brigantine and 67% less than the Sloop. That means it’s tough to dodge attacks or get around tight spots.

    1. Crew Efficiency
    • Galleon: Needs a lot of players to run it well.
    • Brigantine: Can work with fewer people, which is more efficient.
    • Sloop: Can be sailed by just one person, making it super easy.

    Crew Efficiency Breakdown:

    • Galleon: Needs 4 players
    • Brigantine: Needs 3 players
    • Sloop: Just 1 player

    So, the Galleon needs about 33% more crew than the Brigantine and 400% more than the Sloop. That’s a lot of extra hands needed!

    1. Performance Against Wind
    • The Galleon is the slowest when sailing upwind. This is a big deal because you often need to go against the wind to escape or reposition during fights.

    Wind Performance Breakdown:

    • Galleon: 1 (not effective)
    • Brigantine: 2
    • Sloop: 3 (the best)

    So, the Galleon is 50% less effective upwind compared to the Brigantine and 67% less than the Sloop. That makes it tough to get away when you need to.

    Conclusion
    So, to sum it up:

    • Maneuverability: The Galleon is hard to steer compared to the Sloop and Brigantine.
    • Crew Efficiency: It needs way more players to operate, which can be a hassle.
    • Performance Against Wind It’s the slowest when going upwind, making it tough to escape.

    This is especially unfair for new players who start with the Galleon. They’re thrown into a big, unwieldy ship that’s harder to handle, and they might struggle against players who are using the faster, more agile Sloop or Brigantine.

    Balancing the Game
    If the Galleon had some adjustments to make it more balanced, it would help level the playing field. For example, if new players started with a Sloop or Brigantine, they could learn the ropes without feeling overwhelmed. This would allow them to get comfortable with the game mechanics and tactics before moving on to the Galleon.

    By making the Galleon a bit more challenging for new players, it could encourage teamwork and strategy among crews, making the game more engaging for everyone. Balancing the ships in this way would create a more enjoyable experience, allowing players to grow their skills and have fun without feeling like they’re at a constant disadvantage.

  • @captknuckles686 said

    Adding cannons to the second deck of galleons in Sea of Thieves would significantly enhance the ship's combat capabilities and overall gameplay experience. With increased firepower, galleons would be better equipped to engage in naval battles,

    Tell me you don't know anything about gally balance without telling me you don't know anything about gally balance.
    Would Cannons on the mid deck make it look cooler? 1000% It would.
    But having a whole wall to shoot from and not being able to be one balled is severely OP...

    as crews would need to coordinate their fire and manage cannon reloading, fostering teamwork and camaraderie among players.

    This just feels like grasping at straws argument, what makes you think gally players atm are not already fostering teamwork and camaraderie? There was a whole competitive scene in this game that was literally centered around the galleon before that got killed off by RARE themselves.

    Furthermore, equipping galleons with multiple decks of cannons would add a layer of authenticity to the game, appealing to players who appreciate historical accuracy in naval warfare.

    SoT isn't a historical accurate game, it's a game that inspires it's theme around pirates, sure. But none of the game screams ''Historical'' to anyone. Start with weapon reload animations then.
    Do you want a genuine up and coming Pirate game that is historically accurate that will both offer an Arena gamemode and adventure gamemode?
    Look up ''Ahoy'' pirate game and blown away. That game is making noise at the moment.
    If you want a goofy (yet fun) arcade like pirate game, SoT, Blazing Sails, and Broadside, which just like ''ahoy'' is being made that offers fun quick PvP experiences.

    Given that galleons are not as popular as they used to be, this enhancement could also attract more players back to using them, potentially contributing to lower player counts.

    I think you meant higher player count. Look, the galleon isn't the issue, look at the ROOT cause. It's RARE decisions in the past that accumulates players leaving the game. A galleon takes FOUR to tango. If one decides SoT isn't a game they like anymore for X/Y/Z reasons they will leave.

    Incorporating second-deck cannons would also promote a more balanced gameplay environment.

    Lol, Clueless statement, sorry if that offends you.

    As players adapt to the enhanced firepower, the game would encourage collaboration and communication among crew members,
    This feature could help maintain balance within the game, ensuring that galleons remain competitive against other ship types.

    Kind of repeating what was said regarding former competitive crews that have existed prior and still do with competent galleon crews.

    Overall, the addition of second-deck cannons would enrich the strategic depth of naval engagements, making battles more exciting and varied for all players while revitalizing interest in galleons.

    No, Do you know what will revitalise players interest in the Galleon? Actually improving the game and listening to the PvP community. Which they failed to do for years now.

  • @veronik5682

    I know multiple players that would love this to be added. Unfortunately people that disagree and think negatively are the loudest.

  • @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    @veronik5682

    I know multiple players that would love this to be added. Unfortunately people that disagree and think negatively are the loudest.

    Just because they want it does not mean it's good for the game.

    Your logic is 'Galleon is weak because I think it's weak' followed by buzzwords and purple prose about energizing the teamwork of the equilibrium because it makes your idea sound grand and amazing.

    • You claim the Galleon is weak. But give no evidence to this fact.
    • You claim this will fix some unbalance in the combat. Again, without any solid evidence that there IS an unbalance.
    • You refuse to refute any and all points about how flooding would work, because you don't have answers.
    • Everyone has told you the Galleon is the strongest ship, and you flat out ignore those comments, because you can't refute them.

    Face it, your posts read like you asked ChatGPT 'Make me a convincing argument for how the Galleon could be made better with gunports'.
    And it's clear to everyone here that all you want is an over-powered ship, because you refuse to address any flaws with the idea, nor meet the comments pointing out you are incorrect in your reasoning.

  • @captknuckles686 You are literally just asking chatgpt all of this. Half of it is wrong. Like, outright incorrect, fabricated information. The galleon is the first boat players play? Since when? You made an arbitrary rating system for maneuverability, which means you can assign arbitrary numbers and make things arbitrarily amounts better or worse than other things. What statistics are you basing the maneuverability on? You say it is x% more maneuverable but that isn't based on how fast it can actually turn, or how long it takes for the sails to be rotated, or the wheel to be rotated, or anything aside from your chatgpt generated mess of arbitrary numbers and literal lies. Your "crew efficiency breakdown" is pointless because it actually doesn't address that all ships can be piloted effectively by one person. I solo galleon all the time, and I'm pretty effective at it. You are also comparing the max crew size of brig and galley to the minimum crew size for sloop, which is disingenuous to say the least. Onto more arbitrary random numbers, your wind performance means nothing because its also just arbitrary ratings based on no actual statistics or information. You are saying it's an amount better or worse based on just random numbers.

    Your ChatGPT generated slop mess also says this, which is sadly a better idea than literally everything else you have said combined:
    "Balancing the Game
    If the Galleon had some adjustments to make it more balanced, it would help level the playing field. For example, if new players started with a Sloop or Brigantine, they could learn the ropes without feeling overwhelmed. This would allow them to get comfortable with the game mechanics and tactics before moving on to the Galleon."

    ChatGPT is saying that the adjustments you need to make to the galleon to make it easier are play the brig or sloop.

  • @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    Let’s talk about why the Galleon is actually at a disadvantage compared to the Sloop and Brigantine in "Sea of Thieves." This is especially tough for new players since their first ship is usually the Galleon

    1. The fact that you deliberately have to leave out all the pro's for the galleon, speaks volumes.
    2. What makes you believe that for most players their first ship is the galleon? As far as i know, it's the sloop.

    @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    1. Maneuverability
    • Galleon: It’s big and clunky, making it hard to turn.
    • Brigantine: A bit smaller, so it can move around better.
    • Sloop: The smallest and easiest to handle.

    Maneuverability Breakdown:

    • If we rate maneuverability:
      • Galleon: 1 (not great)
      • Brigantine: 2
      • Sloop: 3 (the best)

    So, the Galleon is about 50% less maneuverable than the Brigantine and 67% less than the Sloop. That means it’s tough to dodge attacks or get around tight spots.

    That breakdown is already laughable, because you literaly just made up numbers and then uses those made up numbers to compare how much better it would steer.... This is realy an extremely openly dishonest way of attempting to make an argument.

    Second: you deliberately leave out that the maneuverability is lower because the galleons overall speed is higher, it has higher firepower and more crewmembers. On top of that, you can overcome (some of) that maneuverability by using the harpoons. A sloop that sails around a rock can easily be followed by just using the harpoon for instance.

    @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    1. Crew Efficiency
    • Galleon: Needs a lot of players to run it well.
    • Brigantine: Can work with fewer people, which is more efficient.
    • Sloop: Can be sailed by just one person, making it super easy.

    Crew Efficiency Breakdown:

    • Galleon: Needs 4 players
    • Brigantine: Needs 3 players
    • Sloop: Just 1 player

    So, the Galleon needs about 33% more crew than the Brigantine and 400% more than the Sloop. That’s a lot of extra hands needed!

    Yes, it does need more hands to man it, but.... IT ALSO HAS MORE HANDS TO MAN IT!
    Again a laughable argument to claim that you need more crewmembers to balance it out, if you also have that, since that is literaly the reason why.... That is called balancing!

    @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    1. Performance Against Wind
    • The Galleon is the slowest when sailing upwind. This is a big deal because you often need to go against the wind to escape or reposition during fights.

    Wind Performance Breakdown:

    • Galleon: 1 (not effective)
    • Brigantine: 2
    • Sloop: 3 (the best)

    So, the Galleon is 50% less effective upwind compared to the Brigantine and 67% less than the Sloop. That makes it tough to get away when you need to.

    This is laughable for 2 main reasons:

    1. You deliberately took the 1 direction the galleon is the weakest in and deliberately leave out all other directions where the galleon is faster.... It already shows how dishonest you are being, because an honest comparison would look at all directions
    2. You again make up numbers and make up fake percentages based on that. In reality the speed differences against the wind are pretty small. In fact: in all other directions the speed differences are WAY bigger.

    If anything, this proofs that it is tougher for a sloop to get away (since it's only in 1 very specific direction and with a very small speed difference, so when the winddirection changes, all the difference you make is already lost very quickly) then for a galleon that has way more leeway and can sail in a way more directions to escape (not even counting for the boarder they can easily send to the chaser to get them ancored while still steering the ship, while a solo sloop can't do that!)

    @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    This is especially unfair for new players who start with the Galleon. They’re thrown into a big, unwieldy ship that’s harder to handle, and they might struggle against players who are using the faster, more agile Sloop or Brigantine.

    The sloop isn't faster. You made that up too. And with the speednerf the brig has gotten, it's no longer faster either, but about the same.

    @captknuckles686 said in Adding Cannons To Galleons Second Deck:

    Balancing the Game
    If the Galleon had some adjustments to make it more balanced, it would help level the playing field. For example, if new players started with a Sloop or Brigantine, they could learn the ropes without feeling overwhelmed. This would allow them to get comfortable with the game mechanics and tactics before moving on to the Galleon.

    By making the Galleon a bit more challenging for new players, it could encourage teamwork and strategy among crews, making the game more engaging for everyone. Balancing the ships in this way would create a more enjoyable experience, allowing players to grow their skills and have fun without feeling like they’re at a constant disadvantage.

    And here is why people say you didn't even write your own stuff, because this literaly goes against what you say you want... You wanted the galleon to be easier (you claim to make it balanced, but as everyone points out: it would just make it OP), but here you suddenly argue to make it more challenging wich is going the complete opposite way....

  • @super87ghost

    The funny thing is; I work with ChatGPT for studying coding and keeping track of the D&D world I'm making for fun, so I'm used to how it 'speaks'. Which is why I said it feels like ChatGPT is writing OP's posts.

    So, on a whim, I asked ChatGPT to analyze the opening post. This is what it said (I did a screenshot so as not to make a long post):

  • Galleons are often seen as powerful ships because of their size and firepower, but in reality, they are underpowered when compared to the more nimble sloops. This argument highlights the limitations of galleons in terms of speed, damage control, and crew efficiency, showing that sloops have a clear advantage in naval battles.

    One of the main drawbacks of galleons is their size and weight. Being much larger and heavier than sloops slows them down and makes them less maneuverable, which in turn makes them easier targets for enemy attacks. In contrast, sloops are smaller and lighter, allowing them to change direction quickly and navigate tight spaces. This agility gives sloops the upper hand in combat, enabling them to outmaneuver galleons and strike when the opportunity arises.

    When it comes to damage control, sloops have a significant advantage as well. They only need one crew member to effectively bail out water, allowing for a quick response to flooding. Galleons, on the other hand, require at least two crew members to manage the same situation, and if water reaches the second deck, all four crew members must pitch in. This makes galleons less efficient in emergencies. Additionally, with more crew members on a galleon, coordination can become a challenge. In high-pressure situations, having a larger crew can slow down response times, while sloops, with their smaller crews, can communicate and act more quickly, making them more effective in critical moments.

    Furthermore, galleons are easier targets due to their large masts and hulls. While they may have more cannons, their size makes it harder to avoid damage. Sloops can use their speed to evade attacks and hit galleons from advantageous positions. In naval battles, being able to reposition quickly and respond to threats is crucial. Sloops can take advantage of their agility to launch surprise attacks and retreat before galleons can effectively counter.

    In summary, while galleons may seem impressive with their size and firepower, they are actually underpowered compared to sloops. Their lack of speed, inefficient damage control, and vulnerability as targets put them at a disadvantage in naval warfare. Sloops, with their agility and quick response capabilities, are often the more effective choice in combat situations. Relying on galleons can lead to strategic disadvantages when maneuverability and fast reactions are key to success.

  • @captknuckles686

    Galleons are often seen as powerful ships because of their size and firepower, but in reality, they are underpowered when compared to the more nimble sloops.

    No they're not. ChatGPT is just feeding you what you want to hear, based on what you put into it.

    This argument highlights the limitations of galleons in terms of speed, damage control, and crew efficiency, showing that sloops have a clear advantage in naval battles.

    No it does not. The previous line was in no way an 'argument'. It was a statement you want to pretend is fact.

    One of the main drawbacks of galleons is their size and weight. Being much larger and heavier than sloops slows them down and makes them less maneuverable, which in turn makes them easier targets for enemy attacks.

    Ignoring literally every aspect of the game; sure.

    In contrast, sloops are smaller and lighter, allowing them to change direction quickly and navigate tight spaces. This agility gives sloops the upper hand in combat, enabling them to outmaneuver galleons and strike when the opportunity arises.

    That's not how the game works at all.
    Again; You are asking for ChatGPT to give you statements you want, rather than anything valid.

    When it comes to damage control, sloops have a significant advantage as well. They only need one crew member to effectively bail out water, allowing for a quick response to flooding.

    And they also sink quicker. But you are ignoring that, huh? You need your 'Galleons are weak!' copium.

    Galleons, on the other hand, require at least two crew members to manage the same situation, and if water reaches the second deck, all four crew members must pitch in.

    Not really. Not at all, actually.
    Once again; You are asking ChatGPT to make statements instead of making valid arguments.

    Additionally, with more crew members on a galleon, coordination can become a challenge. In high-pressure situations, having a larger crew can slow down response times, while sloops, with their smaller crews, can communicate and act more quickly, making them more effective in critical moments.

    This is the opposite of how communication works
    But you really need to pretend Galleons have no advantages to demand your OP ship addition.

    Furthermore, galleons are easier targets due to their large masts and hulls.

    And they have more players to:

    • Fight back
    • Bail
      *Repair
    • Adjust sails/Steer

    Sloops can use their speed to evade attacks and hit galleons from advantageous positions.

    Not in the slightest. I've never seen, or been in, a battle where a sloop used 'agility' to run around a Galleon.

    In naval battles, being able to reposition quickly and respond to threats is crucial. Sloops can take advantage of their agility to launch surprise attacks and retreat before galleons can effectively counter.

    Flat-out lie.

    In summary, while galleons may seem impressive with their size and firepower, they are actually underpowered compared to sloops

    A lie

    Their lack of speed

    A lie, as 'speed' is not a zero-sum stat in this game.

    inefficient damage control

    Another lie.

    and vulnerability as targets put them at a disadvantage in naval warfare

    Oh look; More lying.

    Sloops, with their agility and quick response capabilities, are often the more effective choice in combat situations. Relying on galleons can lead to strategic disadvantages when maneuverability and fast reactions are key to success.

    Yep! More lying!


    I would bet money OP is asking ChatGPT 'Make me a post that highlights the Sloop's strengths & the Galleon's weaknesses in Sea of Thieves' or some equivalent.

    You will notice OP neither denies this, nor addresses any counter-aguments.
    They just post, ad-nauseam, that the Galleon is weak because of made up numbers and authoritative statements that they can't back up.

    They basically say 'The Galleon is weak because of these numbers & statements I made up! Here's how to fix that!'

  • And they also sink quicker. But you are ignoring that, huh? You need your 'Galleons are weak!' copium.

    I forgot to mention that Galleons sink much faster then sloops. Everyone knows this.

  • @captknuckles686 a dit dans Adding Cannons To Galleons Second Deck :

    And they also sink quicker. But you are ignoring that, huh? You need your 'Galleons are weak!' copium.

    I forgot to mention that Galleons sink much faster then sloops. Everyone knows this.

    It all depends on where you pull the sloop: if you make holes at the bottom, in 2 seconds it's sunk.
    If you only pull at the top, it'll stay there.
    ONCE AGAIN, it's a balancing act, and to let you know something you shouldn't: the brigantine is the fastest and easiest ship to sink!

  • Raise sails on gally and turn, effective tanking method. One competent bilge can cope with any pressure a sloop can apply and comparatively if a sloop makes a single mistake and gets boarded or misjudged distance they are instantly gone.

    Look at some top tier play of gally players. Massive sponge isn't primarily gally but has committed to learning to do it alongside competitive players. Snowyfps is a good example with some great vids including vod reviews.
    The potential is ridiculously high. I agree it's not easy, but that doesnt warrant a buff. You have to consider the top tier of the playeybase when making changes and not just the average population (both should be a factor).

    4 cannons, 1 person can be on permabilge if necessary. I reckon with competent competitive crews you won't find a flex being required often outside of gally v gally fights. There's a reason the majority of streamers stay off gallys, and it's not the difficulty as I'm talking about the experienced ones. It's because they need a challenge in order to drive tension and keep the audience interested. And outnumbering the other crew will win the fight the majority of times.

    If you often find a gally being ganged up on by smaller ships before they turn on each other to fight it out over whatever loot is being contested.....what does that tell you, that they are deemed the larger threat that the other ships aren't confident being able to sink in a 1v1.

    It is difficult to prove as an absolute, as it will be rare that you find equally competent crews across all ships in order to demonstrate the true capability of each ship individually.

    As a duo sloop player I'd say I win at least 2/3 of fights in general, probably much more but then easy fights are quickly disregarded. I know that going against a gally i can only win if they are an incompetent crew. Partly this is because I am better at naval than tdm, I cannot physically apply enough pressure with one cannon from a safe distance against semi competent cannoneers to pressure a competent bilge. And for context I happily take fights against gallys, but I have very little power in the outcome of the fight. It is very much reliant on their crew.

  • @guildar9194

    You should post images of Chatgpt explaining why additional cannons on a galleon is a bad idea 😂

  • @europa4033 said in Adding Cannons To Galleons Second Deck:

    @guildar9194

    You should post images of Chatgpt explaining why additional cannons on a galleon is a bad idea 😂

    I was just about to go to bed, as my meds have kicked in, but ask and ye shall receive!
    Note: The AI says 'The most health' on line 3. Showing that it does not fully understand how SoT works.
    It could only give me exactly what I asked for. Not make any critical-thinking points. Because AIs are not actually 'Intelligent' at this point in time. They're glorified chatbots, and only give back as much as a user puts in.

  • Well oiled machine. (If all four players manage) can turn the slow turning large target ship into a monster in the seas.

    One bad cog and the whole thing falls apart. That is why you feel galleons are underpowered you get to meet a well made crew.
    9/10. A galleon crew won’t fire a shot or use all cannons.
    No, 3 of the crewmates will attempt boards, drop your anchor. Then blast you into the depths. (Or spawn camp) while one player stays on ship to do the heavy ship controls.

    Bad crew = bad balanced/underpowered thinking.
    That why you also hear stories of solo players dominating against galleons so much more.

  • @guildar9194 said in Adding Cannons To Galleons Second Deck:

    Note: The AI says 'The most health' on line 3. Showing that it does not fully understand how SoT works.

    That’s fair, but also not entirely accurate. Technically, each ship in Sea of Thieves does have a kind of "health" — it’s just represented differently. It’s more about how much water it can take on before sinking rather than a traditional HP bar. So saying “the most health” isn’t wrong per se, just a simplified way to explain its durability.

    That said, AI does struggle with Sea of Thieves. It kinda sees it like every other game and misses how it actually works. People shouldn’t really take what it says as facts, lol.

  • @CaptKnuckles686 look mate I'm sorry - genuinely I am, but this is not a good suggestion for the game, the extra cannons will reduce the number of holes a galleon can take, and render the top deck cannons null and void because there would be no reason to use them over sheltered and protected cannons.

    Yes: the loops are more maneuverable: because that makes up for their lack of firepower. Galleons work visa versa and Brigs are the in-between.

    I have never seen anybody complain about this because it makes sense: galleons have a 4 cannon broadside compared to the sloops 1.... so there already a massive firepower advantage over the sloop.

    Your responses are clearly from AI, and you don't even attempt to deny it! Now I am trying to be fair, because I know nothing about you, and people use AI tools for grammar and spelling. However it's clear you barely put any effort into genuine responses and just ask ChatGPT to respond for you.

    You unwillingness to accept that people have vocally disagreed with this idea, and have even pointed out the flaws with it, you haven't taken it into consideration and just doubled down on the AI responses and not considered feedback at all.

    I don't believe a suggestion like this has ever been made because the vast majority of players understand that more firepower = less maneuverability and vica versa - a part of the game SINCE LAUNCH
    You can't accept that the idea doesn't work
    You aren't able to articulate your points on your own
    The majority of your "evidence" is wrong or just a lie.

    I am sorry as I am being harsh, but this is just ridiculous.

  • @uluckyhitreg said in Adding Cannons To Galleons Second Deck:

    @guildar9194 said in Adding Cannons To Galleons Second Deck:

    Note: The AI says 'The most health' on line 3. Showing that it does not fully understand how SoT works.

    That’s fair, but also not entirely accurate. Technically, each ship in Sea of Thieves does have a kind of "health" — it’s just represented differently. It’s more about how much water it can take on before sinking rather than a traditional HP bar. So saying “the most health” isn’t wrong per se, just a simplified way to explain its durability.

    That said, AI does struggle with Sea of Thieves. It kinda sees it like every other game and misses how it actually works. People shouldn’t really take what it says as facts, lol.

    AI like ChatGPT, as I understand it (And I'm no expert, I just use it to help learn how to code, and to keep track of D&D notes), are basically more polished chatbots combined with a predictive model that makes it decide what sounds best for the topic at hand.

    They are also prone to 'hallucinate', which is where they go off-topic or make up content instead of sticking to known facts.

    Using them requires the user to fact check a lot of what it says, word requests carefully, and know about what you're asking it so you can spot any errors it makes.

  • Having extra cannons is pointless without a larger crew to shoot them. The extra cannons would prevent mid-deck holes, would be difficult to see/aim out of, and give the gally crew a better advantage as they couldn't get hit with incoming shots.

    Can't you see how unbalanced/pointless this would be?

  • Interesting idea, but I have to agree with others that protecting the cannons from other ships would significantly throw off balance.

  • @guildar9194 said in Adding Cannons To Galleons Second Deck:

    AI like ChatGPT, as I understand it (And I'm no expert, I just use it to help learn how to code, and to keep track of D&D notes), are basically more polished chatbots combined with a predictive model that makes it decide what sounds best for the topic at hand.

    Just a tip: I wouldn’t fully rely on any AI to teach you coding. The best way to learn is by building something yourself and fixing issues as they come up. Then, ask the AI to review your code—it’ll point out things you can remember for next time. Some people I know started using AI for everything, but now they struggle to solve problems when the code breaks and the AI can’t fix it either.

  • @uluckyhitreg said in Adding Cannons To Galleons Second Deck:

    @guildar9194 said in Adding Cannons To Galleons Second Deck:

    AI like ChatGPT, as I understand it (And I'm no expert, I just use it to help learn how to code, and to keep track of D&D notes), are basically more polished chatbots combined with a predictive model that makes it decide what sounds best for the topic at hand.

    Just a tip: I wouldn’t fully rely on any AI to teach you coding. The best way to learn is by building something yourself and fixing issues as they come up. Then, ask the AI to review your code—it’ll point out things you can remember for next time. Some people I know started using AI for everything, but now they struggle to solve problems when the code breaks and the AI can’t fix it either.

    Oh, I'm using 'coding' in a looser sense. My bad.
    I'm tinkering in Unreal Engine 5, and I ask ChatGPT questions alongside using youtube for tutorial videos.

    Things I'd ask on a forum or coding subreddit, to get a quicker answer than those places.
    Not for any actual code.

  • @guildar9194 said in Adding Cannons To Galleons Second Deck:

    Oh, I'm using 'coding' in a looser sense. My bad.

    You seem to take everything people say on this forum as an attack, which is kinda odd, honestly. Not sure why you took that as a dig—no one’s attacking you, just sharing thoughts.

    Edit:
    Fair enough, I might have misread the tone. When you asked if I thought you meant “loser,” it felt a bit defensive, like I was being talked down to. I’ve also seen you come across a bit defensive in other parts of the forum, so maybe I read too much into it. My bad for the mix-up—I thought you got defensive when I gave a hint about coding and misunderstood it as a callout. No hard feelings—just sharing advice based on what I’ve seen with others using AI. I’ve updated this post and won’t be replying further, as I don’t want to take this topic off-course.

73
Posts
30.7k
Views
feedbackcommunitygeneral
41 out of 73