I am writing this guide with the assumption that every crew member has a functional microphone. Don't be a mute newt fail boat. All positions here are of equal importance, as it takes all 4 people working together to make most of the Galleon.
1. Helmsman -
This guy likes to be on the helm no matter the situation. He frequently is the captain and he steers the boat. The helmsman is the guy that will be calling to change sail angle so he can get the ship to move in a way that he needs.
Good candidates: players that do not like taking orders and enjoy giving them, players that like racing games, players who in real life are good at parallel parking or hand break turns, people who play tactics games and can plan maneuvers.
2. Navigator -
This guy is the Helmsmans best friend. He checks the map to make sure the ship is on course to the destination and stays near the bow of the boat to give directional updates to the Helmsman to avoid obstacles like rocks. Ideally, the Navigator does this without being told to do so, but the Helmsman will occasionally ask to check the heading, so please do that, the Helmsman just wants to know where he is sailing.
Good candidates: players that like looking at maps, players that KNOW WHICH SIDE OF THE MAP TABLE IS THE CORRECT SIDE, players that have good pattern recognition skills to be able to look at the map in their inventory and then find it on the table quickly.
3. Deckhand(s) -
Technically everyone fills this role, but this role is of secondary priority to the Helmsman and the Navigator. The Deckhand(s) are the guys who are rotating the sails, stowing the sails, moving chests, loading cannons, firing cannons, bailing water, fixing holes and playing a shanty to lighten the mood when the Navigator doesn't warn the Helmsman about a rock. It helps if these two guys play other games together and cooperate to get things done. Turning and stowing sails is much faster if two people are turning or stowing the same sail. These guys are also likely the ones going on shore to bring back chests along with the captain or navigator.
Good candidates: 2 man sloop crews that want to be on a galleon, people that like taking orders instead of giving them, anyone who played Portal 2 co-op, conjoined twins.
4. Lookout -
This guy always stays on the ship and constantly scans the horizon for enemy boats from the crows nest when the ship is stationary. This extra role can be filled by anybody, but it is no less important than any other. A good lookout is worth his weight in gold to prevent your hard work from going to waste by a thieving crew. This role mainly comes into play when the ship is stationary at an island and the rest of the crew is looking for the treasure chest.
Good candidates: players that hate riddles, players that like looking at scenery, people who have no problems with heights, people that suck at combat, and people without attention deficit hyp
I personally prefer to be the Helmsman, but I can fill any other role as well. My second favorite is lookout, because I do not like riddles. The Helmsman can also assist by helping manage the rear sail because the Deckhand(s) usually start with the front or middle sail when they turn or stow them. The Navigator can help manage the forward sail and fire cannons, bail water, or perform repairs during combat. As the Helmsman, it is advisable to have a flintlock or blunderbuss as a secondary to the cutlass. If you get boarded, that high platform gives a good view of the deck to shoot someone with a flintlock, or blow them away with the blunderbuss if they try to walk up to the helm.
In combat situations where the ship becomes stationary, it is advisable that the crew predetermine who is responsible for what aspect of combat. Someone will need to perform repairs, someone else will need to do bailing, leaving 2 people on the cannons.
Last play test we had our ship attacked at port so I called out the jobs over voice chat. The navigator and I took to the job of repairs and bailing while our Deckhands manned the cannons. The enemy ship ran out of cannonballs. When that happened, the navigator and I went to board the enemy ship while the Deckhands continued to blow holes in the deck. They sank once we got on board and killed a couple of the enemy crew so they couldn't repair.
In conclusion, teamwork is what makes a Galleon near unstoppable, so be sure to organize and know who is responsible for what tasks, and be ready to adapt if the situation calls for it.
Are there any important jobs that I missed? Discuss below! Also take the strawpoll.
